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30
SRA FLEX LITERACY
™ IMPLEMENTATION GUIDE
Students’ experience of the content is through a progression of lessons. Students
progress through lessons that include activities covering a carefully controlled range of
skills. For example, Lesson 196 in the table on page 31 includes activities on commas in
a series, subject/verb agreement, describing major events using key details, common
conjunctions, comparing/contrasting most important points in two texts on same topic,
and identifying text features. In The Digital Experience, lessons include 7 to 13
instructional activities, several of which relate to the individual skills. Students are
made aware of the skills addressed as they enter each activity, but they are not aware
of their position within the lesson matrix.
Another way to understand The Digital Experience content is by considering skill
progression. Again referring to the table, the first four skills have already completed the
gradual release instructional phase and are in the review cycle. The “Capitalization:
Proper Nouns” skill is in the mastery check phase in Lessons 192 and 193, and moves
on to the review cycle in Lesson 194. “Describe major events using key details with and
without illustrations” is in that same phase, while the rest of the skills are in various
gradual release phases. The sequence of these activities is designed to follow the
program’s gradual-release model of instruction. The first activities provide explicit
modeling. Over time, responsibility is released to the student, and the activities move
to independent practice and assessment. Ninety of the program’s skills follow this
horizontal model, while the remaining skills are practiced in every lesson.
Game Activities
The game activities are brief, engaging interactions that provide practice and
reinforcement for previously introduced skills. These games incorporate entertaining
and age-appropriate themes such as off-road racing, carnival games, and jungle
safaris. Reward Points collected during these games contribute to the student’s overall
point total for spending in the Item Shop, but performance on these activities is not
incorporated into the student’s overall performance grade.