Chords In A Flash!
New Flashcards

chords_in_a_flash

Introduce the Sound...
...of All Triads
Early & Easily
See 

   ...Build Symbol Recognition

Keyboard Images of Triad Chords

CHORDS IN A FLASH! flashcards help pre-reading or newly reading students hear, play and create many more harmonic sounds, easily and earlier. These keyboard representations of all major, minor, diminished and augmented triads (root position) give students valuable experience with focusing on the musical sound before symbolizing the sound. The cards enhance the transition to notation-reading, and add a valuable means of reinforcing chord recognition. 

Adult beginners anxious to play chords

right out of the gate can do just that with these cards. Helps beginners, young and old, expand

their tonal exploration to include sounds of augmented and diminished harmonies, 

and to quickly put together improvisation over various chord progressions such as I - IV - V - I. 

Includes: Suggestions for use, All major, minor, diminished, and augmented triads (root position),
Chord names on reverse side of cards.


50 Cards/100 sides: 

00372436....

$7.95   
Acceptance Mark

"Chord Go-Fish"

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Quick & Fun!
Teach Students 
12 Major Chords Right Away

~ Especially the "tricky" F#/Gb, Bb
and B Chords ~


GAME DIRECTIONS

For 2 to 4 players


Materials:  12 Major Chord Flashcards

chord_cards_go_fish


Game Object:
 
To collect the most chord sets by the end of the game.


Learning Object: 

To discover key-set groupings of major chords: a) all white keys, b) black key in the middle, c) white key in the middle, d) “odd chords” (F#/Gb major, Bb major, B major). 

•To quickly learn the chords of each group. 

Preparation: Teacher (or student) shows different major chord flashcards to students for them to briefly practice describing (for example, “all three keys white,” “black key in the middle with white keys on the outside,” etc.), until they get the general idea. 

Game Set Up: Place all cards, face down, and mix them.

If 2 are playing, dealer gives each player six cards.

If 4 are playing, dealer gives each player three cards.

Play: Players hold cards so as not to reveal content to others. When a player has three of the same type of chord, these are placed down in a set of three on the playing surface (ex. D, E, and A chords are a set of the same type, because all three consist of a black key in the middle with white keys on the outside).

Player to the left of the dealer starts

This first player describes a chord that s/he has (e.g. “all three keys white”) and asks any player s/he chooses if he or she has that kind of card. The chosen player must give Player One any cards fitting this description. Players will eventually discover the exceptions, where F# (Gb), Bb, and B, do not match any other chord patterns.

• If Player One does receive a card, s/he adds this to cards already held. If Player One happens to receive two cards, s/he puts these with the similar card already held, then places all three down on the playing surface as a set. Whether Player One receives any cards or not, play then moves to the next player to the left, and proceeds as before. If there are 4 players, no player may be asked for a chord twice in a row. 

• Play continues as above in a clockwise direction until only the F# (Gb), Bb and B major chords are left, as they have no matches. 

• Any players holding one of the remaining unmatched chords may then attempt to play their unmatched chords on the piano, without looking at the flashcards. If they play the chord correctly they may add that card to their other chord sets.

• If a player is unable to play the chord, the player to the left may attempt to add that chord to his or her chord sets by also trying to play the chord on the piano, while not looking at the flashcard. The chord flashcard continues to pass to the left until someone plays the chord correctly.

Winning: Technically, the player with the most flashcards wins. But every player wins as they discover, in a fun way, the concept of chord groups which makes learning chords all that much easier. 


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Uses & Games

chords_in_a_flash

also see "Chord Go-Fish" 


1. Exploring the Sounds: Student randomly selects several chord cards, then plays and listens to each. (Student may play chords, one note at a time and/or three notes all together, using one or both hands to begin with). Student describes “feeling” that each different chord sound seems to express. Students in a class may take turns randomly choosing and then playing cards for others. Others respond by describing chord “feeling,” or by drawing facial expressions that match their perception of chord sound. Students become attuned to wide harmonic variety, attending fully to  the sound, first, then soon after attaching a symbol or name.

2. Chord Recognition (**See “Flashcard Go Fish” Game): Teacher sorts the twelve major chords into their “color groups:” Set 1) all white keys—C, F, and G major chords; Set 2) black middle key—A, D, and E major; Set 3) black keys on outside—Ab, Db, and Eb; Set 4) “Odd” chords—Gb, Bb, and B major. Student looks at cards chosen from one chord-set at a time, and practices naming chords (answer on card’s reverse). Student chooses a card from a set and plays in all places on the keyboard. Alternatively, student identifies the names of the notes in chord, and notates chords.

Student randomly selects several chord cards, then plays and listens to each. (Student may play chords, one note at a time and/or three notes all together, using one or both hands to begin with). Student describes “feeling” that each different chord sound seems to express. Students in a class may take turns randomly choosing and then playing cards for others. Others respond by describing chord “feeling,” or by drawing facial expressions that match their perception of chord sound. Students become attuned to wide harmonic variety, attending fully to  the sound, first, then soon after attaching a symbol or name.

3. Improvisation/Composition: Student picks several chords randomly from entire deck, or from a set pre-selected by teacher. (Examples: all C chords (augmented, major, minor, diminished), or any augmented chord, or only chords with a black key in the middle, or only C, F, and G minor), or a G, C, D [I-IV-V] chord progression, etc.). Student(s) improvises with chords. Examples: student plays each individual note of a chord in different orders and rhythms. Other times student plays all three notes together, divided between hands, in one hand, or as a chord in each hand. Later, student a) plays chords from several cards in succession, b) plays different chords together simultaneously (for bi-chordal sound). Students can create “sound stories” by playing these various chords in various ways and registers on the piano, with or without pedal, to tell the story.

4. Ear Training: Teacher selects a set of cards (appropriate to student’s level) that contain chords sharing the same keynote name (e.g. C major and C minor; or F# augmented, F# major, F# minor, and F# diminished, etc). Teacher or student chooses a card without showing it and plays the chord. Another student listens and tries to play back the same chord. Alternately, after hearing chord, student tries to correctly name the chord, or to correctly notate it.

 

5. Notation: Teacher selects a set of cards appropriate to student’s level, e.g. all chords on D, or all diminished chords, or, eventually, all chords in the deck. Teacher also selects matching notated chord flashcards (available from Lee Roberts Music Publications). Student chooses keyboard chord flashcard and then finds the matching notated chord flashcard. Or, student or groups of students race to see how many matches can be made within a time limit. 

  

© Copyright 2011 by Lee Roberts Music Publications, Inc.