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Making Inferences: Solve Cases as a Reading Detective

Making Inferences: Solve Cases as a Reading Detective

Learn how to make inferences about characters' feelings, thoughts and motives, then prove them with evidence while cracking cases with Detective Dot.

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What you'll learn

  • The difference between what a text says and what it suggests
  • How to make an inference: clue plus what you know
  • How to read a character's feelings from their actions and words
  • What a motive is and how to work one out
  • How to answer using Point, Evidence, Explain
  • Why evidence must come from the text, not your own life

Chapter by chapter

  1. Tell what a story says from what it suggests Free to try

    Years 3–4 english · 1 Years 5–6 english · 2

  2. Infer characters' feelings from their actions and words

    Years 3–4 english · 1 Years 5–6 english · 2

  3. Infer characters' thoughts and motives

    Years 3–4 english · 1 Years 5–6 english · 2

  4. Back up an inference with evidence from the text

    Years 3–4 english · 1 Years 5–6 english · 2

  5. Infer and justify across a whole story

    Years 3–4 english · 1 Years 5–6 english · 2

  6. Detective Exam: inference challenge (10 questions)

See every English chapter in the chapter library

What the chapters cover in the national curriculum in England:

  1. Years 3–4 english: Understand what they read, in books they can read independently, by: drawing inferences such as inferring characters' feelings, thoughts and motives from their actions, and justifying inferences with evidence
  2. Years 5–6 english: Understand what they read by: drawing inferences such as inferring characters' feelings, thoughts and motives from their actions, and justifying inferences with evidence

About this adventure

Making Inferences is an interactive reading game for children aged 8–11 that teaches them to work out what characters feel, think and want from what they do and say, and to back up each idea with evidence from the text.

Players join Detective Dot, an owl who runs a reading detective agency. They spot clues in pictures and short passages, sort what a text says from what it only suggests, and choose exact feeling words such as disappointed or relieved. They find a character's motive, the reason why they act, and notice when a character's words and actions disagree.

Later cases teach Point, Evidence, Explain: make a point, quote the exact words that prove it, then explain what those words show. Children tap evidence in the text, type their own explanation and compare it with a model answer. Every line is read aloud.

Questions and answers

What is an inference in reading?

An inference is something a reader works out from clues in the text that the author doesn't state directly. You combine a clue, such as a character slamming a door, with what you already know to decide what is probably true, such as the character being angry.

How do you explain making inferences to a child?

Tell them it is like being a detective: clue plus what you know equals an inference. A dripping umbrella plus knowing that rain makes things wet tells you it has been raining, even though nobody said so.

What does Point, Evidence, Explain mean in KS2 reading?

Point, Evidence, Explain is a way to justify an answer about a text. You make your point, quote the exact words from the text that prove it, then explain what those words show, often starting with 'This suggests…'.

What age is this inference game for?

The game is for children aged 8–11, pitched mainly at Year 5. It follows the KS2 national curriculum aim of inferring characters' feelings, thoughts and motives from their actions and justifying inferences with evidence, so Year 4 and Year 6 children can play it too.

What does the game include and how long does it take?

The game has five detective cases and a final 10-question Detective Exam, and takes about 40 minutes to play through. Each case opens with an animated introduction and ends with a quick check, and children can start with any case.

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