A Time and Place for TRACKS | Think of this game as Candyland with a twist! Students will practice analyzing a text by looking for TRACKS. They will also practice using textual evidence to make inferences and identify thesis/claim of a passage.

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This engaging activity puts a twist on the classic game of Candyland, helping students practice text analysis by identifying TRACKS, making inferences, and finding the thesis or claim of a passage. It is designed for grades 3–12 and can be paired with a Teach Big Content 2 Computer teacher training or student camp.