This is a set of 4 lessons covering place value with all the resources that you will need. The lessons are all themed around SDG 14 - life below water. The following skills are covered: reading and writing numbers, ordering numbers, partitioning, problem solving, place and value of digits.
Most suited for P6 and P7 (upper ks2), there are video links so make sure you allow the content to be enabled when asked.
This PDF contains 8 maths revision Christmas themed topics suitable for lower to upper KS2 (or 2nd level in Scotland). These activities do not teach concept but provide activities that cover:
measurement, area and perimeter.
coordinates.
symmetry.
multiplication
addition
place value
subtraction
fractions
This Place Value Write the Room resource is a pdf with 2 levels of difficulty most suited to upper primary.
Each level of difficulty contains 20 write the room cards. Also included is a recording sheet with chilli’s to colour to show the level of difficulty of question they answered for each question. Plus an anser page for both levels.
I placed the 3 chilli cards on one side of the room and the 2 chilli cards on the opposite side of the room. Learners could change between levels of difficulty for each question.
Question include:
rounding
more than, less than
Expanded form
Word form
Standard Form
This PDF resource is an outdoor maths lesson which involves using multiplication and addition to find the value of a picture.
Children use sticks, stones and pine cones to create a picture. Each resource is then assigned a value e.g., sticks = 10, stones = 5 and pine cones = 2. They then calculate the value of their picture. for round 2, the values are doubled, children find the value of another groups picture and in the final round they can choose their won values.
Once back in the classroom, there is a differentiated challenge question and plenary to be completed.
There is also an outdoor themed warm up activity plus 3 different picture cards to calculate the value (scaffolding), a sheet to record the value of each resource so they don’t forget and a printable LI and SC page.
Each card has a number written in the cauldron at the bottom of the card - this number is the ‘target number’. On every card there is 4 other numbers written on bubbles coming out of the cauldron. The task is to add and/or subtract all four numbers in order to reach the target number.
These cards are differentiated and colour coordinated to show levels.
Green cards (easiest): addition and subtraction of numbers to 30.
Orange Cards (middle ability): addition and subtraction of numbers to 50.
Red cards (hardest): addition and subtraction of numbers to 100.
These cards are fantastic for a spooky themed maths center, great for fast finishers and fantastic for developing and consolidating your students ability to mentally add and subtract.
Included in this resource:
27 cards (9 at each ability level), a recording sheet for students to record the answers for 9 of the cards (ideal for solving all the problems within one of the levels) and a possible solution for all 27 cards (please note that there may be more than one answer as the numbers can be recorded in a different order.
Print all cards, cut individually and laminate for long lasting use.
This resource contains 4 games that require learners to add British coins to the value of £4.
Whats included:
Money Write the Room: a fun game that gets learners up and active by monving around the room to find the different cards. There are 28 cards in total for them to add the coins and write the value on their recording page. Answer sheet and instructions also included.
Penny Pile up: a small group/pair game where learners use a dice to roll and add the coin that corresponds to the value on the dice.
Money loop cards: a game for up to 30 pupils where learners will need to listen carefully and add coins on their card to the value of £3
Money bingo: a game for up to 30 players but can also be played in small groups. Each learner will received a bingo board. The caller will choose values of up to £1, each player must add the value of the coins on their board. If they have the amount the caller said they cross the coins off. The player to cross of all coins wins the game.
Each of these games are also available to purchase individually in my TES shop.
This PDF resource contains 28 write the room cards which require learners to add British coins to the value of £4.
How to play:
place the write the room cards around the playing area. Give each pupil a recording sheet. Pupils move around the room and count the coins on each card, writing the value on their recording page.
Whats included:
28 write the room cards
How to play instructions
A recording page
An answer sheet
This resource is also available in my TES shop as part of a money bundle that includes:
Money bingo (adding coins to the value of £1
Penny pile up (adding coins to the value of £1)
Money loop cards (adding coins to the value of £3
This PDF resource is a game for up to 30 players that requires learners to add British coins to the value of £3.
How to play:
Each player receives a loop card. The player with the first card reads their card “I have the first card, who has 27p?” players need to add the value of their coins. The player with 27p in coins replies with “I have 27p” then reads their who has question. The game continues until all players have read their card.
This resource is also part of a money bundle which also contains:
money bingo to the value of £1
Penny pile up to the value of £1
Money Write the Room to the value of £4
This PDF resource is a game for up to 30 players which requires learners to add British coins to the value of £1.
Resource contains:
30 individual bingo boards, a callers card recording sheet and how to play instructions.
This resource can also be purchased as part of a bundle to make a HUGE saving. The bundle also contains:
money loop card card to the value of £3
Money write the room to the value of £4
Penny Pile up game to the value of £1
This PDF resource is a British money based game that requires students to add coins up to the value of £1. This game is best played in small group or pairs.
How to play:
Give each player a Penny Pile Up recording card. Players should take turns to roll the dice and add the amount that corresponds to the number on the dice. The first player to reach or go over £1 wins the game.
Two version available - a black and white version with value written as 1p, 2p etc and a colour version with images of the coins.
This resource is also available in my TES shop as part of a money bundle which also includes:
Money Bingo to the value of £1,
Money Write the Room to the value of £4
Money loop cards to the value of £3
A PDF containing six early maths concepts:
addition within 10; subtraction within 10; doubles to 20, halves within 20; dot patterns to ten; reading numbers to ten - learners use finger painting to show their answer.
This fun, interactive PDF game contains 22 3Dshape images. There is also a recording sheet, answer sheet and instructions. Learners will be given a certain amount of time to move around the room, looking at each image and identifying the 3D shape then writing the answer on their recording sheet. The 22 images include common 3D shapes such as cube, sphere cone. It also includes a range of prisms and pyramids eg pentagonal prism and square based pyramid. Also there are some more complex images such as dodecahedron, hexahedron.
Fun to use alongside a 3D shape unit or throughout the year as a warm up game to revisit 3D shape knowledge.
This powerpoint is based on the well known game show Family Fortunes. There are 5 rounds - each round requires children to predict the top 5 answers to the question asked to the 100 people surveyed.
For each correctly guessed answer, pupils will score the the number of points for each top answer they guessed. This will required student to add (up to 5 numbers) within 100.
After all five rounds, pupils must add their total for each round. The player with the highest total wins the game.
A set of 24 missing angle (write the room) cards. Also included is a recording sheet and an answer page - all cards require children to find the missing angle in a right angle.
This can be played in several way but I like to get my students up and moving so I place all cards around the room. I set a timer on the board (somewhere between 5- 10 minutes) and ask students to walk round the room and find the answer to each card.
Cards can be answered in any order but make sure students check the card number in the corner and write the answer in the correct box on the recording sheet.
A set of 30 cards. Each card contains a missing angle within a right angle that needs to be calculated.
How to play:
1.Distribute one card to each student, then distribute the extras to strong students in the beginning and to random students as the class becomes more familiar with the deck.
As you distribute the cards, encourage students to begin thinking about what the missing angle on their card might be so that they are prepared to answer. When all cards are distributed, select any student to begin (cards will look back to beginning player). Play continues until the game loops back to the original card.
After the class is comfortable with this game format, consider using a stopwatch to time the class game. Record the time on the board so that students try each game to beat their current best time. This practice encourages students to stay attentive.
Other ways to play:
•Spread the cards out on the table – children place the cards in the right order (in a group/pair/individually).
This Halloween themed resource resource contains 3 differentiated column addition task cards. Each set has 15 cards and a QR code containing the answer for self checking.
2 digit addition (no carrying)
2 digit addition with carrying
3 digit addition with carrying.
This is an Escape Room activity for multiplication. The activity focuses on multiplication of 1, 2 and 3 whole digit numbers by a single digit whole number.
An Escape Room is an adventure in which players solve a series of puzzles using clues, hints, and strategies to complete the objectives at hand.
In this Escape Room, students are presented with a situation. They are trapped in the school by a mad professor and must solve 5 puzzles in order to escape. Each puzzle gives them a them a clue word which they give to the educator in order to receive the next puzzle. As each puzzle is successfully solved they are given a key word - to escape they must use each key word to make a sentence and say this to the educator before time is up!
The activity is designed to be played in small groups. Teacher forms teams. I suggest no more than 4/5 students in a team.
Why this game?
Escape Rooms are highly engaging for the students. Their task is to solve 5 multiplication puzzles in order to escape the room. They compete in teams which adds to the engaging nature of this game.
Includes:
introduction materials
5 puzzles plus final clue
Teacher Guide
Teacher Checklist
Teacher Planner
Clue cards
Completion Certificate
Answer Key
6 digit place value Bingo includes 30 individual bingo boards and 3 styles of calling cards:
Identify the place of a digit,
Identify the value of a digit
Recognise the whole number in standard form.
The game can be played with the whole class or in cooperative learning teams or in small guided maths groups.