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K-12 curriculum · Dyslexia intervention

Structured Literacy Lessons

Three explicit, systematic lessons from second grade to high school, each with an original informational passage, five text-dependent questions, and the materials and game that make it run.

My role
Curriculum writer, text author, and materials designer
Audience
Students in dyslexia intervention, Grades 2–12
Format
Lesson set (PDF), original passages, student materials, web game
Status
Complete

The problem

Students in intervention need explicit, sequential instruction at every age: a second grader sorting open and closed syllables, a fifth grader splitting two-syllable words, a high schooler taking apart Latin roots. Older students need it without materials that feel like they were made for second grade. Their teachers need lessons that run minute by minute, so the routine holds when the period gets hard.

Word work alone isn't enough, either. If students only ever decode word lists, they never see the pattern pay off in a real text.

What I built

  1. Three full lessons, one per grade band (Grades 2–3, 4–6, and 7–12), built on Orton-Gillingham and Reading by Design routines. Each plan has measurable objectives, TEKS alignment, an error correction script, a station rotation day, accommodations, and a progress monitoring rule.
  2. Three original informational passages, written to spec for each lesson: Meet the Hippo (animal profile, Grades 2–3), Mae Jemison (biography profile, Grades 4–6), and When Earth Erupts (science and geography profile, Grades 7–12). Each is loaded with its lesson's word patterns and carries a text feature box and a Words to Know list.
  3. Comprehension stations. Every passage asks five questions in the same order: a detail, a text feature, an inference with evidence, a vocabulary word in context, and word work on the lesson's pattern.
  4. Brain breaks at the seams of each lesson, including a Clap It pad: tap once per syllable, then check.
  5. Print-ready student materials: desk tools, maps and mats, fluency and station cards, passages, exit tickets, and picture alphabet strips, including a World Geography alphabet from archipelago to zenith for secondary students.
  6. 6 Syllable Wonderland, a word-work game with six rooms, one per syllable type. Four student characters teach each type; students clap it, sort it, and split it, and each room reviews the types before it.

Key decisions

Decoding and meaning in the same lesson

The Simple View of Reading says comprehension needs both word recognition and language comprehension, so a lesson that drills only one leaves the job half done. The word work builds the word recognition strands of Scarborough's Reading Rope; the passage and its questions put the same pattern to work for vocabulary, background knowledge, and inference.

Same five questions, every time

A fixed question order lowers the load of figuring out the task, so students spend their effort on the text. It also gives the teacher a quick read on which skill is breaking down.

Age-right words

The game's final room and the geography alphabet use long words from science, math, and social studies, the words these students meet in their other classes.

The data decides tomorrow

Every plan names a mastery target and what happens below it. In Lesson 1, coding accuracy under 80% on the exit check means the next day opens with a reteach of open versus closed syllables using four word pairs, not new learning. Timed reads are compared with each student's own baseline, not a class norm.

Review is built into the path

Each game room reviews every syllable type taught before it, so practice stays cumulative instead of one type at a time.

Evidence

3complete lessons with minute-by-minute plans
31 pagesof print-ready student materials
3 passageswritten to spec, one per grade band, five questions each

The routines students practice here are the same ones teachers learn in Decoding the Code, so the two projects work as a pair.

See the lessons

The full set lives on my teaching portfolio: the lesson plans, the three passages with their questions, the materials pack, and the playable game.