Number lines with intervals marked to suit 0-20, but no numbers printed. (Could be used to suit your own scales).
Useful for a wide range of activities involving number ordering and calculation.
Money problems based on the story of The Great Pet Sale.
Children need to find out the cost of each animal in the story (or prices could be provided e.g. in a role play pet shop as we did in my class) then complete the addition money questions, then find change due from 20p.
A simple worksheet with two numbers for children to calculate the difference by counting on.
Can be used with other resources e.g. hundred square
2 digit numbers.
Money problems based on The Great Pet Sale. Children draw the coins they would need to use to pay for a pet, choosing from 1p, 2p and 5p coins in combination.
(Also available is a more challenging option just using 2p and 5p coins)
A simple worksheet with two numbers for children to calculate the difference by counting on.
Can be used with manipulatives e.g. counters
Numbers to 25.
Tens sequences on leaves for a Jack and the Beanstalk theme or natural world theme.
Fill in the gaps by counting up and down in 10s.
Suitable for EYFS or KS1.
A problem solving activity based on doubling.
Explore whether it is better to take the initial offering of sweets or use the doubling pot five times.
Could easily be used with manipulatives to calculate the doubles.
KS1 or more able EYFS
A simple board game practising o'clock times. Move round the board using counters and a die. When you land on a time, set your clock to show that time. (Requires counters, die and classroom clocks with movable hands). Emphasises moving in a clockwise direction round the game board. Open-ended - but you could use a timer or keep score and first to get ten correct wins etc.
A simple board game practising quarter to and quarter past times. Move round the board using counters and a die. When you land on a time, set your clock to show that time. (Requires counters, die and classroom clocks with movable hands). Emphasises moving in a clockwise direction round the game board. Open-ended - but you could use a timer or keep score and first to get ten correct wins etc.
Money problems based on The Great Pet Sale. Children draw the coins they would need to use to pay for a pet, choosing from 2p and 5p coins in combination.
Add single digit numbers, then use that knowledge to work out addition of multiples of ten.
I used this when trying to speed up children's recall working with multiples of ten.
A simple activity designed to speed up recall of facts. Write down the double, then use that knowledge to work out one more or one less than the double. e.g. 4 + 4 = ...... so 4 + 5 =