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Larts final study GD
| Term | Definition |
|---|---|
| Objective | Not influenced by personal feelings or opinions. |
| Simile | A comparison of two unlike objects using like or as. |
| Metaphor | A comparison of two unlike objects stated directly. |
| Personification | Giving animals or non-living things human qualities. |
| Onomatopeia | Words that imitate the sound they make. |
| Rhyme scheme | The pattern of rhyming lines in a poem. |
| Theme | Lesson about life that a story teaches. |
| Moral | Life lesson about a fable. |
| Genre | Type or category of literature. |
| What are the 3 characteristics of science fiction? | 1. imaginary events based upon real or possible science or technology. 2. set in the future or Earth is dramatically different. 3. purpose is to warn society about problems or issues that today's world is facing. |
| Definitions for exposition, narrative hook, and rising action. | 1. Exposition - introduces character and setting. 2. Narrative hook - usually represents the conflict or problem, and tries to make the reader keep reading. 3. Rising action - the twist and turns of the story. |
| Definitions for climax, falling action, and resolution. | 4. Climax - The point of greatest involvement 5. Falling action - reveals the answers to the question presented in the climax. 6. Resolution - ties up loose ends. |
| How is the climax worded? | In a question. |
| Authors purpose definitions for inform, entertain, and persuade. | 1. Inform - teach the reader about topics that have real facts 2. Entertain - to amuse the audience 3. Persuade - present the arguments and argue why your side is better. |
| Argumentative definitions - claim, fallacy, counterargument, organization. | 1. Claim - the writers belief on a topic 2. Fallacy - a mistaken belief based upon an unsound argument or evidence 3. Counterargument - an opposing argument 4. organization - the way you write a story |
| Mood | Atmosphere created by the setting, and actions of people and characters in it. |
| Tone | The authors attitude toward the subject. |
| imaginary - 5 senses | Taste, touch, see, hear, smell. |
| Active v.s. passive | Active - person doing the action. Passive - verbs that take emphasis away from the doer of the action. |
| Analogies | Happy:Sad Dirty:Clean |
| Constructed response | MAAM (me, author, author, me) |
| Bandwagon | Persuasive technique that invites you to join the crowd; used in advertisements. |
| Testimonial | Statement endorsing an idea/product by a prominent person; used in advertisements. |
| Plain folks | Identifies product/idea with a locality or country; used in advertisements. |
| Patriotism | Purchase will display love of country; used in advertisements. |
| Glittering generlization | Connotation implied to create positive impact; used in advertisements. |
| Transfer | A name or slogan or positive/negative feelings into a product or belief; used in advertisements. |
| Name calling | Attacks a person or an idea rather than present logical arguments for against a topic; used in advertisements. |
| Indefinite pronoun | A pronoun that is undetermined in number or fender. |
| Alliteration | Repetition of a constant sound at the beginning of words. |
| What are 3 ways a fable is different from a short story? | 1. A fable has a moral, while a short story has a theme. 2. A fable's main character is usually an animal, while a short story can have anything as a main character. 3. A fable is a short fiction piece, while a short story can be any genre. |