VOCABULARY
GRAMMAR
STORY PLOT
FIGURATIVE LANGUAGE
AUTHOUR'S PURPOSE
100

 When and where the story takes place

SETTING
100
A PERSON, PLACE OR THING
NOUN
100
THE BEGINNING OF A STORY OR PLAY
EXPOSITION
100

Giving an object human characteristics

PERSONIFICATION 
100

The author tries to convince the reader of something.


PERSUADE 
200

A person or an animal in a play

CHARACTER
200
AN ACTION WORD
VERB
200
THIS IS THE TURNING POINT OF THE BOOK OR PLAY
CLIMAX
200

A FIGURE OF SPEECH THAT COMPARES THINGS USING THE WORDS LIKE OR AS

SIMILE
200

The author uses some of the senses to tell about a topic

DESCRIBE
300
THE SPEAKER OR CHARACTER WHO TELLS A STORY
NARRATOR
300
A WORD THAT TAKES THE PLACE OF A NOUN


EXAMPLE: I,ME,MY MINE

PRONOUN
300
THE SERIES OF EVENTS THAT DEVELOP THE CONFLICT OR THE PROBLEM OF THE STORY
RISING ACTION
300
THE COMPARISON OF TWO THINGS
METAPHOR
300

The author writes the Steps the reader will follow


EXPLAIN
400
A CHARACTER OR A FORCE IN CONFLICT WITH THE MAIN CHARACTER OF A STORY
ANTAGONIST
400
THIS DESCRIBES A NOUN 
ADJECTIVE
400
THE CONCLUSION TO THE STORY THAT REVEALS THE SOLUTION TO THE PROBLEM / CONFLICT OF THE STORY
RESOLUTION
400

Words that appeal to the 5 senses

 IMAGERY

400

The author gives Information about a topic

INFORM
500
USING YOUR KNOWLEDGE THEN MAKING AN EDUCATED GUESS ABOUT SOMETHING
TO INFER OR TO MAKE AN INFERENCE
500
THIS IS WHAT THE SENTENCE IS ABOUT
SUBJECT
500
THE EVENTS AFTER THE CLIMAX THAT LEADS TO THE CONCLUSION OF THE STORY.
FALLING ACTION
500

an extreme exaggeration 


EXAMPLE: She is taller than the empire state building!!!!

HYPERBOLE

500

The author writes something the reader will enjoy.

ENTERTAIN