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What's included

In Amplify Reading, kids are set on a personalized journey through a riveting story world that grows as they do. Students encounter a series of quests, emotionally engaging characters, and a narrative that intrinsically motivates and propels them forward.

Learn more about the types of games that students will encounter and the skills that they will master.

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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.

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

    Zoom Boom

    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.

    Wordbots

    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.

  • Phonics games

    Picky Goblins

    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.

    Grumpy Goblins

    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.

    Hangry Goblins

    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.

    Rhyme Time

    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.

    Tongue Twist

    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.

    Food Truck

    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.”

    Word City

    In Word City, students identify and manipulate beginning, middle, and ending letter sounds to assemble word chains that form buildings.

  • Microcomprehension games

    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.

    Connect It!

    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.

    Show Off

    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.

    Sloppy Scrolls

    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.

    Storyboard

    In Storyboard, students practice making inferences by completing a storyboard that integrates relevant background knowledge missing from a given sentence.

    Super Match

    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).

    Unmask That

    In Unmask That, students build their understanding of anaphora, a tool authors use to avoid repetition, by linking pronouns to their antecedents in text.

  • Comprehension games

    Best Buddy

    In Best Buddy, students examine character traits to determine which school club provides the best fit for their fictional friends.

    Book Club

    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.

    Debate-a-Ball

    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.

    Picture This

    In Picture This, students complete the illustrations for a story by identifying words that describe its setting, characters, problems, and solutions.

    Storybox

    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.

    Tube Tales

    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.

  • Vocabulary games

    Punchline!

    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.

    Word Raiders

    In Word Raiders, older students encounter Tier 2, high-utility words, ultimately building a visual semantic map of each word.

Digital components

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.

  • Teacher materials
    Component Format

    Teacher dashboard

    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.

    Digital
  • Student materials
    Component Format

    eReader

    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.

    Digital

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