Reviews Lesson 5.8. Reviews Lesson 5.8, the life skill lesson. Round 1 is the ten-step card from Handout 05.08 Part 1 as an order game, with the step pictures drawn from the handout's own picture descriptions, so a student who worked from the sheet recognizes every card. Round 2 is the four checks from the portfolio card plus the four common mistakes from the teacher notes, sorted into Passes or Not yet, and every Not yet miss shows the fix. It does not ask which stitch does which job; that is Stitch Match. Use it the day after the button lesson as the Lesson 5.9 do now while items from home are sorted at the door, or send the link home with the optional homework, put a button back on something at your house this week, since the ten steps in order are the whole task. The end panel points to the ten steps and the four checks and repeats the cost line from Step 4.

Button Up
Ten step cards for sewing on a button appear shuffled. Tap them into order. Then a sentence about a sewn-on button appears, and you tap it into Passes or Not yet.
How to play
- Why a button needs a shank: the buttonhole side of the garment is a layer of fabric that has to slide underneath the button. If the button is sewn flat against the cloth, there is no room for that layer, so the button will not go through the hole or it strains the thread until it tears out. The shank is the gap that makes room.
Done
The ones to study:
Worth knowing by heart:
- Handout 05.08 Part 1, the ten steps
- The toothpick is what makes the shank
- The four checks: in position, holds a tug, has a shank, thread ends on the back
- A shirt at 18 dollars against a button at 4 cents and thread at about a cent; the repair takes four minutes