LittleStreams was set up in 2014 by educators and graphic designers Rebekah Humphrey-Bullen and Samuel Lovegrove. We make high quality, affordable resources for teachers and tutors, including worksheets, games, task cards and revision flash cards.
LittleStreams was set up in 2014 by educators and graphic designers Rebekah Humphrey-Bullen and Samuel Lovegrove. We make high quality, affordable resources for teachers and tutors, including worksheets, games, task cards and revision flash cards.
These KaBoom cards are a fun way to practice times tables, with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards.
The red cards consist of questions in the 2, 5, 10 and 11 times tables including some pictorial representation. The Yellow Cards consist of questions in the 3, 4, 6 and 9’s. The green card consists of times tables questions which students commonly get wrong such as 6x9, and consists of the 7, 8 and 12 times tables.
Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the questions will increase. They may also pick up either a Steal Card, giving them a chance to steal from any other player, a Shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far.
Play as a whole class in teams, or print multiple copies to play in small groups around the table. If students get the answer incorrect, or they need some help, you as the teacher decides whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win.
Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided.
Full instructions are included as are answers.
This product is available as part of a bundle with other KaBoom cards, at as discount. Click here to find out more.
This card game is all about number bonds. Players are dealt player cards, and then a base card it turned over. The challenge is for players to take turns to play cards to add to the base card. the player who plays the final card that sums to the base card wins that card. The player with the most points at the end wins.
This is a competitive card game that aims to set a foundation of the bonds between numbers. A full set of rules are included as well as easy-cut guides to make preparation fast and simple. The cards can also be used as flash cards for sums and the tuition of Number Bonds.
This game is available in CARD GAME BUNDLE 2 with 4 other card games at a discount.
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-Number Bond Board Game
-Calculation Switch
Adding and subtracting with negative numbers can be a challenging topic to make fun. This card game to exercise quick-fire, spontaneous positive and negative calculation of positive and negative numbers. As you turn each card over, add the value of the card to the collective total. If the card is a negative answer, add the negative answer (which is the same as subtracting). If you get a switch card, then every card after this you takeaway from the collective total. If the card is a negative number, then you subtract the negative number (which is the same as adding).
We have included a set of rules of play, but they are highly customisable for your needs. The game is also easily and quickly prepared for play with one student, all the way up to an entire classroom.
We also have a simpler version of this game that contains only positive integers.
This is included in Card Game Bundle 5
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Negative Integers Battle Card Game
Negative Numbers Bingo
This game is all about subtraction. Players are dealt cards and must subtract one number from another to get their card value. A base card is then selected. Players select which of their cards is closest in value to the base card. The closest player wins the point.
This game is great for younger students who are learning to subtract one and two digit numbers, but can also be played by older students who are looking to gain number sense and become more fluent.
Works very well with Addition Battle for a more dynamic game play.
A full set of rules and answer key is included in this pack.
This game is available in CARD GAME BUNDLE 2 with 4 other card games at a discount.
You may also like:
-Number Bond Board Game
-Calculation Switch
UPDATED for 2022:
Redesign of cards to make them easier to use
This card game is a fantastic way to test adding and subtracting with negative numbers. The competitive nature of this game allows students to become confident in the addition and subtraction of negative numbers while also being fun and competitive.
Players are dealt a certain number of cards. A base card is then turned over, and players choose a card from their hand which is closest in value to the given card. Play continues for a set number of rounds, and the player with the most points at the end wins.
This pack includes 54 cards with negative integer questions. Included in the pack is an answer key for all cards and gameplay rules. The cards are also printed with easy-cut guides to make preparation fast and simple.
This is included in Card Game Bundle 1
You may also like:
-Calculation Switch
-Negative Switch
-Negative Numbers Bingo
Covering mean, median and mode, these question cards give a string of numbers. All mean values are whole numbers, so students can work them out without a calculator. Either tell students what they are focusing on for this game, or let them choose, meaning it is great for differentiation. For an extra challenge, allow students to decide whether to look for mean, median or mode with each card played, giving them more options of numbers to choose from.
The product consists of 54 cards, and a set of bingo cards ready for students to put in their choice of numbers from a list of possible solutions.
This game is an easily printed and prepared thanks to easy-cut guides. It comes with well-explained rules of play, and makes a great time filler for an entire class or a high quality game for one on one tuition.
This is included in the Bingo Bundle with 4 other activities at a discount price.
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Averages Follow Me Cards
Mean Wars Averages Card Game
Fruit Pie Charts Activity
These KaBoom cards are a fun way to practice addition and subtraction using column methods, with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards.
The red cards consist of questions involving two digit addition and subtraction with no carry over or borrowing (two questions in the red require carrying over to the tens digit). The Yellow Cards consist of three digit addition and subtraction involving carry over and borrowing. The Green Card consists of addition and subtraction involving decimals, where lining up of the digits is crucial.
Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the questions will increase. They may also pick up either a Steal Card, giving them a chance to steal from any other player, a Shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far.
Play as a whole class in teams, or print multiple copies to play in small groups around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win.
Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided.
Full instructions are included as are answers.
This is available as part of a bundle of other KaBoom games at a discount. Click here.
Adding and subtracting made fun, this quick fire card game encourages positive and negative calculations of positive numbers. Continually add the numbers on the cards together, until a switch card is turned over. At this point you are now subtracting the totals on the cards. Until another switch card is produced, then you begin adding again.
We have included a set of rules of play, but they are highly customisable to explore negative integer solutions to sequences of numbers or avoid them completely.
This is included in Card Game Bundle 5
You may also like:
Addition Battle
Arithmetic Dominoes
More Than Clip Cards
Add and Subtract Board Game
These KaBoom cards are a fun way to practice finding the Highest Common Factor and the Lowest Common Multiple of two or three numbers, with differentiation built in.
Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards.
The red cards consist of questions involving simpler HCF and LCM questions that can be worked out by listing the factors and multiples of the given numbers.
The Yellow Cards of questions which require finding prime factors first.
The Green Card consists of more challenging questions involving 3 numbers, or factors of 7 and 13.
Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the question will increase. They may also pick up either steal, giving them a chance to steal from any other player, shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far.
Play as a whole class in teams, or print multiple copies as play around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win.
Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided.
Full instructions are included as are answers.
This is our UK Version. Check here for our US version.
This is also available as part of a bundle of 5 games for the price of 3. Click here for more information.
This product is a card game that helps to reinforce a knowledge of The Order of Operations. It encourages students to solve questions involving BIDMAS, BODMAS, PEDMAS. Some calculations on the cards are particularly difficult, which is why we included a full answer sheet just in case there are any queries.
The card game is also easily prepared thanks to easy-cut guides, and can be combined with our Addition Battle, Subtraction Battle and Negative Integers Battle card games for a more varied gaming experience. See our store for more details.
Available as Card Game Bundle 4
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Order of Operations Rummy Card Game
Arithmetic Dominoes
These KaBoom cards are a fun way to practice finding the long multiplication, short division (bus stop method) and long division with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards.
The red cards consist of questions involving multiplying two and three digit numbers by a one digit number, and using the bus stop method of division. The Yellow Cards of questions which include multiplying a two digit number by a two digit number, and harder division questions including involving decimals. The Green Card consists of multiplying and dividing by decimal numbers and the need to use long division.
Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the question will increase. They may also pick up either steal, giving them a chance to steal from any other player, shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far.
Play as a whole class in teams, or print multiple copies as play around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win.
Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided.
Full instructions are included as are answers.
This is included in a bundle with 4 other games at a discount. Available here.
Geometric Snap is exactly what you think it is. A game of snap where players have to match shapes of the same type. The game is playable in 2 ways, players can match just the shape and avoid colour similarity, or you can throw colour similarity in there as well for double the fun. For an extra challenge, have students call out the name of the shape that matches as the slam their hands down on the snap.
The game comes with a full set of easily followed rules just in case you need them, and the cards are printed with easy-cut guides to make preparation fast and simple.
This game is part of a Bundle at a discount price.
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-Angle Wars Card Game
-Shape Dominoes
This LittleStreams own creation KaBoom card game are a fun way to practice Order of Operations (BIDMAS, BODMAS, PEDMAS), with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards.
The red cards consist of questions involving addition and subtraction with multiplication and division. It also includes questions such as 8-2+3 which tests student’s knowledge of the equal importance of addition and subtraction.
The Yellow Cards consist of questions involving brackets and some easy powers.
The Green Card consists of more challenging Order of Operations questions including more challenging powers combined with brackets.
Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the questions will increase.
They may also pick up either a Steal Card, giving them a chance to steal from any other player, a Shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far.
Play as a whole class in teams, or print multiple copies to play in small groups around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not.
Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom.
At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win.
Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided.
Full instructions are included as are answers.
This is included along with 4 other KaBoom games in our bundle. Get 5 games for the price of 3. Click here
This pack contains 48 exam style question cards covering the curriculum for the top grades of the new (9-1) GCSE in algebra written for students aiming for grades 8 and 9.
Topics included are as follows:
*Rearranging Equations - 2 cards
*Expanding Binomials - 3 cards
*Algebraic Fractions - 4 cards
*Algebraic Proof - 5 cards
*Quadratic Equations including Completing the Square and Factorising where the x^2 coefficient is greater than one - 8 cards
*Sequences including Quadratic Sequences - 5 cards
*Geometric Sequences - 4 cards
*Quadratic Inequalities - 5 cards
*Simultaneous Equations involving Quadratics and the Circle Equation - 3 cards
*Functions - 4 cards
*Iterative Methods - 5 cards
The design of a card means you can use these in a variety of ways in your classroom; as a starter or a plenary, as extension work, as homework or as a revision tool. An answer key is included. As is a handy student answer sheet where students can pit their answers, allowing for the cards to be reused.
We also have available our grade 6/7 target algebra gcse cards.
This is available as part of a bundle with graphs, geometry, number and statistics, all aimed at grades 8/9.
This pack contains 48 exam style questions for the 9-1 GCSE on the topic of Number written for students aiming for the grades 8 and 9.
Topics are as follows:
*Recurring Fraction & Decimals - 5 cards
*Simplifying Surds and Rationalising the Denominator - 8 cards
*Fractional and Negative Indices - 7 cards
*Upper and Lower Bounds - 6 cards
*Standard Form - 4 cards
*Direct & Inverse Proportion - 6 cards
*Compound Percentage - 4 cards
*Percentage Change - 2 cards
*Reverse Percentage including Reversing Compound Percentages - 6 cards
The design of the cards means you can use these in a variety of ways in your classroom; as a starter or a plenary, as extension work, as homework or as a revision tool. An answer key is included and a handy student answer sheet is also included so you can laminate and reuse the cards.
You can also find our grade 6/7 target number cards here
This pack is including in a bundle with 4 other GCSE grade 8/9 topic including Algebra, Geometry, Statistics and Graphs, available here:
https://www.tes.com/teaching-resource/new-gcse-grade-8-9-target-11775455
This pack is filled with worksheet activities covering combining like terms, expand and factorise expressions and substitution. All worksheets are differentiated to three levels, offering supported worksheets, as well as worksheets which challenge the most able students. Answer sheets are also included for all worksheets.
Term Trees introduce students to like terms, the essential knowledge needed to successfully combine like terms. Combing Terms Pyramid then puts this knowledge into practice. Geometry in Algebra goes one step further, and applies combining terms knoeledge to geometry scenarios.
The final combining like terms worksheet is a fun activity; a crossword. Students collect terms on a worksheet, and then put their answers in the crossword sheet. Each differentiated worksheet has the same questions, but to make things easier for some students, we have included some terms in spaces to give a clue. This is also great for self checking answers.
The next two worksheets focus on expanding and factorising, and is a standard worksheet with questions on both expanding brackets and factorising terms with one set of brackets (linear equations). For the challenging questions, this includes simple quadratics with one bracket; ie x(x+2). The second of these worksheets is an unusual activity combining area of shapes as a form of setting up equations to then factorise.
The final two worksheets looks at substitution. The first consists of a grid; the rows gives the value of x and y, and the columns give the expression to be substituted. The second is a collection of questions about substitution which includes an applied question to do with the temperature conversion equation and knowledge of commutative expressions.
All the worksheets in this pack focus on the essential manipuation skills of algebra needed to work with algebra effectively.
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Algebra Substitution Bingo
Combining Like Terms Follow Me Cards
Algebra Patterns and Sequences
This pack contains 48 exam style question cards covering covering topics within Geometry for the new 9-1 GCSE maths. This pack is filled with challenging questions for students aiming for grades 8 and 9.
The questions feature the following topics:
*Circle Theorems - 6 cards
*Congruence and Similarity Proof - 2 cards
*Arcs, sectors and segments - 5 cards
*Invariant points in transformations - 4 cards
*Volume including cones and spheres - 6 cards
*Enlargement with area and volume - 2 cards
*Trigonometry with sine and cosine rule and area of a triangle - 6 cards
*Special trigonometric values without a calculator - 3 cards
*Pythagoras and Trigonometry in 3D - 7 cards
*Vectors - 7 cards
The design of the cards means you can use these in a variety of ways in your classroom; as a starter or a plenary, as extension work, as homework or as a revision tool. An answer key is included, and a handy student answer sheet is also included for students to fill in so the cards can be reused.
These are also great for students to buy as revision cards.
This is available as part of a bundle with other grade 8/9 targeted topics including Number, Algebra, Graphs and Statistics.
This is available at https://www.tes.com/teaching-resource/new-gcse-grade-8-9-target-11775455
This pack is filled with worksheet activities covering the topic of patterns and sequences. All worksheets are differentiated, offering supported worksheets, as well as worksheets which challenge the most able students. Answer sheets are included.
Gaps In The Sequence asks students to find the missing numbers of sequences (some linear, some following patterns such as doubling each number) and to state the term to term rule.
The Fencing In and Dinner Table Conundrum worksheets introduce the idea of geometric patterns which grow at a linear rate, giving a visual representation on linear sequences. For the more able students, this worksheet asks them to find the nth term of the given patterns.
Fishing for Sequences asks students to find numbers which appear in a given sequence. The first differentiation covers only term to term rules. The middle differentiation includes nth term examples. The most challenging differentiation asks students to state with algebraic reasoning, why a given number is not in a sequence. This checks for a true understanding of sequences.
The fifth worksheet is all about the nth term, with a more challenging worksheet that pushes students to think about such sequences as square numbers, and fraction sequences. The sixth worksheet continues the nth term exploration, starting with students identifying whether a given sequences is linear, and stating whether a given number is in a sequence.
The seventh worksheet, Function Machines, asks students to find the given rule for some numbers. And finally, worksheet eight offers a unique challenge for uniquely able students. This worksheet introduces students to the proper mathematical notation for linear sequences, including the formula for finding any term in a sequence.
You may also like:
Algebra Task Cards
Solving Linear Equations Follow Me Cards
Understanding and Manipulating Algebra Worksheets
This pack contains a variety of worksheets that offer a range of activities on the topic of telling time and time duration from word-problems and reading time tables.
Activities include two versions of a conversion worksheet, where students are asked to convert time between multiple formats without the use of a clock face. There are word problem worksheets with various thinking scenarios, and also a worksheet with a train timetable and various questions that relate to the reading of that timetable.
This pack is aimed at ALL learners who struggle with telling the time, but it also designed to meet UK National Curriculum Years 3 and 4.
Available as part of a Telling the Time Bundle at a discount price which includes extra blank worksheets
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Elapsed Time Bingo
Telling the Time Flash Cards
Telling the Time Matching Activity
Time Wars Card Game With Clock Faces
Time Switch Card Game
This pack contains a variety of worksheets that offer a range of activities on the topic of telling the time to the nearest five and single minutes. Activities include the drawing of hour and minute hands onto blank clocks from a written time, and vice versa, an exploration of the topic of AM and PM, and worksheets that explore conversion between 12 hour and 24 hour time. There are also time match-up activities in both ‘draw a line’ and ���cut-out’ versions. This pack primarily explores the concept of telling time relating to how it looks on a clock face, whether the student reads from a clock-face, or is required to draw the hands.
This pack is aimed at ALL learners who struggle with telling the time, but it also designed to meet UK National Curriculum Years 3 and 4.
Available as part of a Telling the Time Bundle at a discount price which includes extra blank worksheets
You may also like:
Telling the Time Flash Cards
Telling the Time Matching Activity
Telling the Time Clip Cards
Time Wars Card Game With Clock Faces