A PowerPoint presentation, a cut-and-stick matching activity for safety signs and their meanings, and a handout for the meanings of the different safety sign colours.
Series of 14 challenges for students to solve in teams, working together. Promotes communication skills, interpersonal skills, problem-solving skills and decision-making skills. Can be used as practical activities in interpersonal skills sessions, with students being invited to reflect on what interpersonal skills they used and demonstrated after each activity. Can also be used as ice-breaker or transition day activities. Pack includes a PowerPoint, with a slide for each activity, and a Word document containing teacher instructions.
Scheme of Work for Entry 3 Functional Skills Maths. This Scheme of Work covers three Maths sessions per week, and can be adapted according to your learners’ number of sessions. Includes columns for the learning activities and resources used to meet the learning objectives.
Scheme of Work for Level 1 Functional Skills Maths. This Scheme of Work covers three Maths sessions per week, and can be adapted according to your learners’ number of sessions. Includes columns for the learning activities and resources used to meet the learning objectives.
Scheme of Work for Entry 2 Functional Skills Maths. This Scheme of Work covers three Maths sessions per week, and can be adapted according to your learners’ number of sessions. Includes columns for the learning activities and resources used to meet the learning objectives.
Scheme of Work for Entry 1 Functional Skills Maths. This Scheme of Work covers three Maths sessions per week, and can be adapted according to your learners’ number of sessions. Includes columns for the learning activities and resources used to meet the learning objectives.
Popular and enjoyable lesson starter which embeds English and Maths.
PowerPoint containing a lesson starter word game. The game contains two lists, each of which can be spun on clicking the relevant button. One list contains different categories such as “Animals” or “Countries”, the other contains rules such as “Starts with A” or “Has a T in it”.
Spin the cards. The learner to think of a correct word gets a point. That learner then chooses which colour card to spin next—green or blue. If learners are stuck, the group chooses which colour to spin again. Learners should keep a tally of points won, in order to add these up at the end. The winner is the learner with the most points when the game ends.
Embeds English through reading, coming up with words and speaking and listening. Embeds Maths through counting, keeping a tally and adding up scores at the end.