### Posted by Perri Wilkinson | Posted in Fractions | Posted on September 14, 2016

Students can use the menu to create a range of pizzas. Students can then create their own menu.

Students can use the menu to create a range of pizzas. Students can then create their own menu.

Students need:

- iPad with QR code scanner app.
- QR code game board

Students can scan the QR codes on an iPad and play any of the 6 online Maths games. They can choose the operation they wish to practise and the level of difficulty.

This activity give students the chance to go out, collect their own data and talk about the results.

As a whole class, go out to the basketball course to collect your own data. Ask 10 students to run around the basketball court (one at a time) and get students to time them. Do not record names, just times (name students as a, b, c etc.). Once back in the classroom, students need to record data in their books and look at the data collected to make inferences, e.g. Order the times from shortest to longest. Who came first, second, last? What was the difference in time between the first runner and the last? What was the difference in time between the first and second runner. How much faster would the 3rd runner have had to run to beat the 1st runner?

Differentiation: Lower group to record times to 1 decimal place, higher group to record times to 2 decimal places.

This is a great game to build on the students place value and addition skills.

Students need 6 dice and play in small groups.

Rules:

– You must reach at least 500 before end your turn and record your points.

– Set aside any dice that are worth points after each roll.

– If you roll the dice and do not receive any points you have Barkled! Pass the dice to the next person.

– The first player to get to 10,000 points wins!

Point system is on the Barkle game cards

This is a great activity to help students learn how many millilitres are in 1 litre.

Students can pretend to be a good or bad witch or wizard and create a potion that is exactly 1 litre. They need to name their potion and write down their ingredients. They can design any type of potion they like, for example, an invisibility potion, and their ingredients can be anything also, for example, unicorn hair, frog legs etc.

There are 4 different magic potion bottles for different abilities.

This is a unit of measurement warm up game that students can do individually, in mixed ability partners/groups, or ability partners/groups.

Students explore measuring their pencil case and items in their pencil case and record their findings.

This can be differentiated in the following ways:

Junior – measure using informal units such as MAB, unifix, hands, dominoes etc

Middle – measure using formal units such as rulers in cm and mm

Senior – measure irregular shaped objects (circumferences etc) using pieces of string that can be put up against a ruler to find total length. Students can also convert between cm and mm and look at decimals.

Variations – you could also you this to explore concepts of perimeter and area.

This is a probability warm up that looks at placing chance events on a probability scale based on the likelihood of the event happening. This can be done as a whole group/class warm up or in smaller groups.

Lay out on the floor or whiteboard a probability scale from impossible, unlikely, even chance/possible, likely and certain.

Students will need to write down a random event on a piece of paper. They will then need to decide where to place the event on the probability scale. Students can have a discussion with other students about where they should place their event and why. Students can also have a go at swapping events with a partner and placing that event on the probability scale.

Differentiate this activity by using language such as will happen, might happen or won’t happen or extend by using percentages for the probability scale.

This is a great activity for students to practice the mental maths strategies.

Students are to sit in a circle with 2 students standing in the middle back to back. The students take 3 steps away from each other. The teacher needs to call out a Maths problem for the students to solve in their heads. The first student to solve the problem can turn around and zap the other student with their wand. They can then reveal their answer. If they were wrong the other person wins the round. The person who is out can switch with someone in the circle.

This is a great warm up game that encourages students to use their mental maths. It has been taken out of the *Maths on the Go Book 2.*

You begin with a group of students standing. Tell the students a number. e.g. Year 2s you could give them 20, 3s and 4s 50 and 5s and 6s 100.

You must then give the students a problem and they have to solve it in their heads. You may like to give them a set time frame e.g. 10 seconds. They must then figure out if their answer is smaller or larger than their given number. If their answer is larger than the given number, they must put their hands on their heads. If it smaller, their hands will go on their hips. Tell students to not put their hands on their heads or hips until the time is up so there aren’t any students who copy. You can then go around asking students to explain how they got their answer. If a student has their hands in the wrong place or can’t explain their thinking, they can sit down.

This is a multiplication warm up game that can be used for students working at various levels. The kids love it and it really does work for reinforcing times tables.

- You need a deck of playing cards.
- Students play in pairs, threes if needed.
- Depending on the students level you can either instruct them to remove the picture cards or assign each picture card a number i.e. Jack and Queen are 11 and King is 12.
- Students then get given a Magic Number (decided by the teacher).
- The students place all the cards in a pile and begin flipping one card over at a time.
- Students need to multiply the card by their magic number and call out the answer.
- The first player to do this gets to keep the card. The student with the most cards at the end wins.