Amplify Reading for K–5 uses captivating storylines to engage students in powerful personalized reading instruction and practice. Whether students are learning to read fluently or sharpening close reading skills, Amplify Reading accelerates their growth while freeing educators up to work with small groups or individual students. Explore more of the program here.
Amplify Reading is a recipient of Digital Promise’s Research-Based Design and Learner Variability certifications.
Program at a glance
Amplify Reading is a research-based, standards aligned program that supports students along an adaptive path of increasingly complicated texts and literary concepts. Students find these games embedded in an engaging narrative world that grows as they do, whether they are learning foundational skills or mastering close reading with our solution for reading comprehension.
Skill games at a glance
Amplify Reading gives students explicit instruction in foundational skills and microcomprehension. With more than 50 mini-games that build skills in phonics, phonological awareness, vocabulary, microcomprehension, and macrocomprehension.
Phonological awareness games
In Zoom Boom, students practice rhyming by listening to a word and identifying the picture of the word that rhymes with it.
Gem & Nye
In Gem & Nye, students blend sounds into words, starting with compound words and syllables and then moving to beginning (onset) and ending (rime) sounds and finally individual phonemes, to identify the picture of the word the Soundbots say when blended together.
In Wordbots, students practice segmenting words into their onsets and rimes to determine which Startbots and Endbots form a stimulus word.
Cut It Out
In Cut It Out, students isolate individual phonemes by listening to a beginning, middle, or ending sound and choosing a picture of the word containing the sound in that position.
In Picky Goblins, students practice sound-spelling correspondences for individual letters by listening to a sound from a goblin and feeding it the piece of toast with the corresponding.
In Grumpy Goblins, students learn sound-spelling correspondences for consonant digraphs and vowel teams by listening to a sound from a goblin and feeding it the piece of toast with the corresponding letter or combination.
In Hangry Goblins, students practice letter-sound combinations by feeding individual letter sounds, consonant digraphs, blends, and vowel teams to goblins that become more and more “hangry” until they are given the letters that match their demands.
In Rhyme Time, students practice with different rime families (words that end with the same sounds and rhyme) and decode words in these families by swapping the first letter sounds of words while the ending sounds remain constant.
In Tongue Twist, students practice with different rime families (words that end with the same sounds and rhyme) and build words by changing the ending sound (rime) while the beginning (onset) sounds, consonant blends, and consonant digraphs remain constant.
In Food Truck, students practice “chopping” blends, ending sounds (rimes), and whole words into beginning sounds (onsets), ending sounds, and individual letters to create orders for their hungry goblin customers. The difficulty of words and segmenting tasks increases with each level as customers order more sophisticated “dishes.”
In Word City, students identify and manipulate beginning, middle, and ending letter sounds to assemble word chains that form buildings.
Because This, That
In Because This, That, students learn how common text structures give clues to meaning by rearranging sentences to identify cause and effect or problem and solution.
In Connect It!, students practice using different types of conjunctions (temporal and causal, for example) to combine two clauses into a coherent sentence.
Message in a Bottle
In Message in a Bottle, students build their awareness of syntax and the impact word order has on meaning by unscrambling scraps of lost messages to reconstruct sentences.
Mind the Gap
In Mind the Gap, comprehension levels are assessed through a modified cloze exercise in which students make selections to fill in the blanks of a text where approximately every seventh word has been omitted.
In Show Off, students learn how common text structures give clues to meaning, using cues from illustrations to rearrange sentences in the correct sequential or chronological order.
In Sloppy Scrolls, students practice the art of comprehension monitoring, or ensuring that they continually build and check a mental model of what they read. In the game, students are introduced to a world of enchanted scrolls that have lost their magic: they contain inconsistencies, and no longer make sense. The students must attempt to identify the inconsistencies by tapping the sentences that don’t match the rest of the passage. To increase the challenge of the game, some of the passages are presented without errors.
In Storyboard, students practice making inferences by completing a storyboard that integrates relevant background knowledge missing from a given sentence.
In Super Match, students work on developing cognitive flexibility, or the ability to track multiple elements simultaneously, by completing interactive puzzles that associate pictures and words across multiple dimensions (e.g., color and category, or starting sounds and category).
In Unmask That, students build their understanding of anaphora, a tool authors use to avoid repetition, by linking pronouns to their antecedents in text.
In Best Buddy, students examine character traits to determine which school club provides the best fit for their fictional friends.
In Book Club, students compare and contrast two books on the same topic or theme to determine which book best meets the needs of a character in the game.
In Debate-a-Ball, students practice identifying the best evidence to support a claim. Students pick an animal avatar to compete with an automated opponent in debates on familiar topics. To win, students must put forward the best evidence to support each claim more frequently than their opponents. They are taught to identify evidence that is factual and strongly related to the claim.
In Picture This, students complete the illustrations for a story by identifying words that describe its setting, characters, problems, and solutions.
In Storybox, students choose settings, situations, and solutions to send characters on different adventures, using details and context to help them resolve problems and complete the story.
In Tube Tales, students learn the attributes of different genres and practice identifying them in brief texts.
What's the Big Idea
In What’s the Big Idea, students examine pictures, picture sequences, and short passages to practice differentiating the main idea from story details.
In Punchline!, students learn how words can have multiple meanings by channeling their inner comedian to crack homonym-based jokes.
Shades of Meaning
In Shades of Meaning, students differentiate the nuances in similar words — first by ordering them from weakest to strongest, largest to smallest, or least to greatest; then by putting them into sentences that further clarify their meaning.
In Word Raiders, older students encounter Tier 2, high-utility words, ultimately building a visual semantic map of each word.
The program includes resources that give students chances to apply skills they’ve learned and teachers the ability to track student progress across multiple data points.
The teacher dashboard required zero set-up time and uses detailed data to provide insights into student progress. Teachers can drill down into student profiles to see specific content students are working on and where they are struggling.
Once students have engaged with a skill in the program they will get to practice on a text. Students use authentic literary and informational texts in a scaffolded environment as they complete more and more challenging tasks.
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