Samantha the Squirrel is tidying the den, but she keeps stopping to chat. The pile never gets smaller.
Oliver the Owl sets a timer with a click. "Ten minutes. When it rings, we stop and look." Samantha zips around. The pile shrinks fast.
The timer rings. "Done!" says Samantha, amazed. Oliver smiles. "A timer turns a long job into a short race. Now let us plan the whole week."
A timer counts minutes and rings when the time is up. You can use a kitchen timer or ask a grown-up to set one.
A timer helps in two ways. It keeps you working, because the race is on. It also tells you when to stop.
Good timer jobs: a ten-minute tidy, a five-minute bed, a fifteen-minute reading time.
A week plan is a chart with seven days. Each day gets one or two helper jobs. Big jobs get a day of their own.
Here is the den week. Notice that every job has a day and a time.
| Day | Job | When | Minutes |
|---|---|---|---|
| Monday | Water the plants | After school | 5 |
| Tuesday | Ten-minute tidy | 4:30 | 10 |
| Wednesday | Sort the laundry | After dinner | 10 |
| Thursday | Set the table | 5:30 | 5 |
| Friday | Take out recycling with a grown-up | After dinner | 10 |
| Saturday | Family Helper Day job | Morning | 30 |
| Sunday | Pack the bag for Monday | After dinner | 10 |
| Statement | True or false? |
|---|---|
| A timer tells you when to stop. | ? |
| A week plan puts every job on the same day. | ? |
| Big jobs should get a day of their own. | ? |
| You should keep working after the timer rings without looking. | ? |
Timer set, week planned. Excellent, Helper! Tomorrow Freddy reviews the week, and we learn what to do when a plan slips.