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What you'll learn

  • A prediction is a thinking guess that uses clues
  • How a book's title hints at who, where and what
  • Find the words in a story that support a prediction
  • Keep or change a prediction when new clues appear
  • Spot the important event that changes a story
  • Fix a misread word by looking at all its letters

Chapter by chapter

  1. Using a book's title to predict what it's about Free to try

    Year 1 english · 1 Year 1 english · 2

  2. Predicting what happens next from the story so far

    Year 1 english · 2 Year 2 english · 3

  3. Checking and changing predictions as you read on

    Year 1 english · 2 Year 2 english · 3

  4. Talking about why important story events matter

    Year 1 english · 1 Year 1 english · 2 Year 2 english · 3

  5. Checking reading makes sense and fixing misread words

    Year 1 english · 4 Year 2 english · 5

  6. Page-Turner Challenge: mixed quiz (10 questions)

See every English chapter in the chapter library

What the chapters cover in the national curriculum in England:

  1. Year 1 english: Understand both the books they can already read accurately and fluently and those they listen to by: discussing the significance of the title and events
  2. Year 1 english: Understand both the books they can already read accurately and fluently and those they listen to by: predicting what might happen on the basis of what has been read so far
  3. Year 2 english: Understand both the books that they can already read accurately and fluently and those that they listen to by: predicting what might happen on the basis of what has been read so far
  4. Year 1 english: Understand both the books they can already read accurately and fluently and those they listen to by: checking that the text makes sense to them as they read, and correcting inaccurate reading
  5. Year 2 english: Understand both the books that they can already read accurately and fluently and those that they listen to by: checking that the text makes sense to them as they read, and correcting inaccurate reading

About this adventure

Making Predictions in Reading is an interactive storybook game that teaches children aged 5–7 to predict what might happen next from a book's title and the story so far, and to check that what they read makes sense. It follows the Year 1 and Year 2 reading comprehension curriculum in England.

Hazel the reading owl guides players through short original stories, pausing before each page turn. Children learn that a prediction is a thinking guess based on clues in the words and pictures, not a wild guess, and that good readers keep checking and change a prediction when new clues appear. They also spot the important event that changes a story and say what it leads to.

Bookbot, a robot learning to read, makes funny mistakes for children to catch. They stop, look at every letter, sound the word out and reread the sentence until it makes sense.

Questions and answers

What is a prediction in reading?

A prediction in reading is a thinking guess about what might happen next, based on clues from the title, the pictures and the story so far. It is different from a wild guess, which has no clue behind it.

How do you teach a child to predict what happens next in a story?

Pause at an exciting moment and ask what might happen next, then ask which clue made them think so. Read on together to check, and praise changing the prediction when a new clue appears.

What should a child do when a sentence they read doesn't make sense?

They should stop, look carefully at every letter in the tricky word, sound it out again and reread the sentence. Good readers notice when something sounds wrong and fix it, rather than guessing a word from the picture.

What age is this prediction game for?

It is made for children aged 5 to 7, matching Year 1 and Year 2 in England. Stories and questions are read aloud, so early readers can play while they are still building their decoding skills.

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

The game has five chapters, each with an animated introduction, guided activities and a recap, plus a ten-question challenge at the end. Playing everything takes about 40 minutes, and children can start from any chapter.

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