Follow the instructions to find out which picture of the grid you will land on.
Practise up, down, left and right
Three steps for each question
EYFS and 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
Follow the instructions to find out which picture of the grid you will land on.
Practise up, down, left and right
Two or three steps for each question
EYFS and KS1
Follow the instructions to find out which picture of the grid you will land on.
Practise up, down, left and right
One or two steps for each question
EYFS and KS1
A simple subtraction activity for Christmas.
Solve the subtraction questions on the baubles, then cut out and stick on the Christmas tree showing the correct answer.
Suitable for EYFS.
A simple subtraction activity for Christmas.
Solve the subtraction questions on the baubles, then cut out and stick on the Christmas tree showing the correct answer.
Suitable for EYFS.
A simple subtraction activity for Christmas.
Solve the subtraction questions on the baubles, then cut out and stick on the Christmas tree showing the correct answer.
Suitable for EYFS.
Tens sequences on leaves for a Jack and the Beanstalk theme or natural world theme.
Fill in the gaps by counting up in 10s.
Suitable for EYFS or early KS1.
A simple board game practising o'clock and half 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.
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.