Gamz

 
Go to Swap & Fix table
 

What are SWAP and FIX?

SWAP and FIX
are boxed card games suitable for 2 to 4 players. Each game is a pack of 42 word cards, 8 SWAP/FIX cards and a word list. There are 3, 4, 5 or 6 suits (word families or prefix/suffix types) in each pack (details are given on the next page). The cards are colourful but uncluttered - each suit, or letter string, is a different colour.

SWAP and FIX are essentially reading games which can be played with any helping adult or by a group in the classroom. When played with the teacher, the games are excellent for introducing and reinforcing a spelling family/rule.

The games are designed to be flexible and the words are carefully selected so that either whole families or individual words can be withdrawn without spoiling the game. The games can thus be tailored to the needs of the students. They have been used successfully from age 6 to adult.

There are currently 35 different SWAP games and 7 different FIX games.

How do you play SWAP and FIX?

The rules are printed on the back of every game box but in brief: A player tries to place a card of a matching suit on top of the card placed by the previous player - the objective simply being to play all of his cards. To ensure that learning is effective, the player must say the word as it is played or name the letter string when changing suit. The SWAP/FIX cards allow players to change the suit.

The games can be played with the cards in the hand or the players can lay the cards, face up and arranged in suits, on the table. The latter is the easiest way to introduce a new player while the experienced players enjoy the increased tactical opportunities.

Do they work?

The power of the games lies in the vital multi-sensory elements - seeing, saying and hearing the words and letter strings.

The students' desire to win will spur them on to success and they will be barely aware that they are involved in a learning process - to steer themselves to victory they must be able to read the words and recognise to which word family/prefix/suffix they belong. The games allow endless repetition in an acceptable form.

The simple rule structure puts the game in line with the best tactical games. The less able will follow its basic structure and rely purely upon chance while more able players will invent tactical game plans. In all cases the overriding element of chance provides a levelling factor. You can be assured that the students will find their own approach!

Above all .... they are FUN!

SWAP: Laminated fronts with gold coloured coated backs

FIX: Laminated fronts with silver coloured coated backs

 

Below is a table showing the Swap and Fix games and what each game covers (Fix Gamz)

 

 

SwapFix
Sample Cards

FUN
Originally developed with dyslexics for dyslexics, our products have gained a much broader appeal. They are used widely to develop reading, spelling and other skills.

LEARN
Don't let the superficial simplicity of SWAP and FIX and other games fool you. They are 'lots of fun' on the surface but they are also powerful, subliminal learning aids.

PRODUCTS
These products are designed to appeal to all ages (5 to adult) and we are confident that they will reach places other products do not reach

GAMZ was set up in 1993 by Bobbie Hill, while working with dyslexic learners. The games were developed with her pupils over a period of 10 years. She realised the need for simple, professionally produced learning aids. They had to be fast to set up, and quick and meaningful to play. They had to appeal to children and adults alike. She knows that teachers and parents need such resources and often do not have the time or the availability of economic printing facilities to produce them.

Quality of manufacture was important. A 'home-made' feel often engenders a negative response - particularly from children.

 

Simplicity was also essential. You may yourselves have had to rewrite the rules of a game in order to make it playable within the given time! The ease and interest of play of SWAP and FIX, with a strong competitive element levelled by chance, fitted her needs. She thinks they will also fit yours ...

The GAMZ Player software was a natural development following the success of the card games.

The aim of GAMZ is to supply you with these professionally produced resources that we know you need. With SWAP and FIX you can be sure of a tried and tested formula from a supplier who has the success of her products' application as her prime concern. We are particularly proud of those occasions on which our products have inspired students where other methods failed.

As an aside, the name of the business, GAMZ (pronounced games), was chosen by dyslexic children with a sense of humour!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Swap Gamz 1-35

Consonant-vowel-consonant words giving a lot of practice in b/d recognition. No irregular words.
Game 1 
a, e, i, o, u
(Short Vowels)
Game 2  One syllable, short vowel words - ch, sh & th in initial and final positions. Some common irregular words.
ch, sh, th
Game 3 One syllable words including dialect vowel variants. e.g. a in glass.
-ff, -ll, -ss, -zz, -ck
Game 4 Includes homophones relating to words in Game 5.
a_e, e_e, i_e, o_e, u_e
(Lengthening e)
Game 5 Includes homophones relating to words in Game 4. ee body words and ea eat words form main clusters. -ve and qu- words included.
ai, ay, ee, ea, oa
(Vowel Digraphs)
Game 6 Includes ur days, ir numbers. Some -ve, -se, -y (long e) words.
er, ir, ur, ear
(Sound er)
Game 7 Includes many homophones for identification and discussion - there & their included.
air, are, ear, eir, ere
(Sound air)
Game 8 or includes final ore words. Common homophones included. war words from Game 9 can be used.
or, aw, au, oor, our
(Sound or)
Game 9 -ward ending included to highlight its shwa sound.
wa, wor, war, -ward
(w Rules)
Game 10 Enables player to see highlighted silent letter while vocalising to aid spelling recall. e.g. wrong
Silent letters
t, h, b, k, w
Game 11 Can be used to emphasise final long i spellings only. ite & ight words reinforce ight as more common spelling. i_e from Game 4 gives additional words.
-y, -uy, -ie, i_e, igh
(Long i)
Game 12 ue family includes 1 syllable & 1 syllable+ words to accommodate different spelling stages. u_e words in Game 4 designed to be used with this pack.
oo, ew, ue, ui, ou
(Long u)
Game 13 Opportunities for vocalising ending as spelt. e.g. actor, popular. our family emphasises predominance of abstract nouns.
-er, -ar, -or, -our
(Final er)
Game 14 -tion includes i) long vowel, ii) short vowel + consonant, iii) short i - spelling can be taught in stages.
-tion, -cian, -ssion, -sion, -shion
('shun')
 
Game 15  One syllable, short vowel words with the emphasis on rhyming.
and, -ent, -ing, -ink, -ump
(End Blends)
Game 16 One syllable, rhyming words. Introduction to soft c (ce) and soft g (ge). Never j at the end of a word.
-all, -old, -ace, -ice -age
(Whole Word Endings)
Game 17 One syllable words - tch and dge follow short vowels. Silent t and d are highlighted to aid spelling recall. Further development of soft g (ge) vocabulary.
-ch & -tch, 
-ge & -dge
Game 18 Primarily a reading game to identify vowels which soften c, (e, i, y).
ca, ce, ci, co, cu, cy
(hard/soft c)
Game 19 Identifies vowels which soften g, (e, i, y). ge includes -age ending (e.g. village). gu includes silent u (e.g. guess, vague).
ga, ge, gi, go, gu, gy
(hard/soft g)
Game 20 Pairs of vowel digraphs - showing that oi and ou never occur at the end of a word.
oi & oy, 
ou & ow
Game 21 Awkward vowel groups. High frequency reading and spelling words. -ey noun cluster (otherwise for long e sound at the end of a word use y).
ea, ie, ou, -ey
(head, thief, touch, valley)
 
Game 22  Consonant-vowel-consonant words with all consonants (except z) included as initial sound.
-ad, -et, -it,
-ot, -ug
Short Vowel Rime
Game 23 One syllable, short vowel words - mainly single consonant ending.
cl-, fl-, gr-,
sl-, st- 
Initial Double Blends
Game 24 Mainly one syllable words.
scr-, spl-,
spr-, str-,
thr-
Initial Triple Blends
Game 25 One syllable words with some initial blends or digraphs, emphasis on rime.
-ang, -ank,
-ift, -unch,
-ust 
End Blends 2
Game 26 One syllable words, some with initial blends or digraphs.
-art, -ash, -ell,
-ick, -ook
End Chunks Rime 1
Game 27 One syllable words, some with initial blends or digraphs.
-ear (hear),
-ind, -ire,
-ought,
-ow (snow)
End Chunks Rime 2
Game 28 One syllable words, some with initial blends or digraphs.
-ade, -ake,
-ale, -ame,
-ate
Long a Rime
Game 29  Mainly multisyllabic words.
Greek ch, ph, 
qu, aught
 
Game 30 Two syllable words, highlighting need for double consonant after short vowel with le ending. e.g. apple, middle.
-ble, -dle, -fle, -ple, -tle 
 
Game 31 Endings - multisyllabic words. e.g. village, music, vision, picture.
-age, -ic,
-sion, -ture
 
Game 32 Endings - multisyllabic words. -al and -el include common exceptions to le ending. e.g. animal, travel.
-al, -el,
-able, -ible
 
Game 33 Endings - multisyllabic words.
-ous, -ious, -cious,
-cial, -cient
 
Game 34 Endings - multisyllabic words, linking -ant & -ance and -ent & -ence.
-ant, -ance,
-ent, -ence
 
Game 35 Endings - multisyllabic words, where final e is silent and not lengthening. e.g. climate, engine, opposite, positive.
-ate, -ine,
-ite, -ive
 

Fix Gamz 1-7

An introduction to suffixing where the root word remains unchanged.
Game 1 
-ed, -er, -est, -ing, -ly
(Simple Suffix)
Game 2  Perhaps the most straightforward of the 3 basic suffixing rules. The retained e with a consonant suffix is highlighted, while dropped e with a vowel suffix is shown pictorially.
-ed, -est, -ing, -ly, -y
(e Rule)
Game 3 Pairs of words, e.g. hopping/hoping, to encourage learner to look and listen for double consonant and short vowel. Pelmanism can be played with these cards.
-ed, -er, -ing, -y
(Doubling Rule)
Game 4 Perhaps the most difficult suffixing rule since it requires examination of root word and suffix. i taking the place of y is shown pictorially as the general rule, and y is highlighted where retained (vowel before y or ing suffix).
-ed, -er, -ing, -ly
(y Rule)
Game 5 "Drop the l, keep the s,"
al-, -ful, -til, -less, -ness "Then you won't get in a mess."
Game 6 A miscellany of prefixes which tend to give rise to spelling errors. e.g. ex ( not s ) and mis-, dis- (one s)
de-, dis-, ex-, mis-, per-
 
Game 7 Prefixes which give obvious meanings to words.
trans-, sub-, uni-, bi-, tri-
 

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