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Posted by Miss Gardiner | Posted in Addition, Place Value, Subtraction | Posted on August 29, 2017

Materials:

- Tens frames
- Unifix
- 10 sided dice

Students work in groups of 4-5 and start with 10 unifix on each of their tens frame. They each roll the dice and take that many away from their own tens frame, saying the equation e.g. 10 subtract or take away 2 is 8. Once each student has taken away a number, they need to look at each other’s board. Ask students to say their own number aloud in order from smallest to highest, highest to smallest and discuss numbers that are in the middle and what is the difference between highest and lowest etc. This activity encourages students to look at their own number in relation to their group members and think about the place value of each number. It can be reversed to include addition.

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Posted by Miss Balalle | Posted in Addition, Money, Subtraction | Posted on August 29, 2017

Students are given a specific budget to spend at Movie World. They use the information brochures to choose different rides, events, food, drinks and souvenirs and record these on their spending plan.

MovieworldProject 3.0-3.5-2cpb52

MovieworldProject 2.0-13jyprq

MovieworldProject 2.5-1gnr4ht

Warm up activity for number and place value that can be adapted to many concepts.

Students say rock paper scissors and then hold out fingers. They must then perform an operation and say the answer to win.

Variations:

- add the number of fingers
- find the difference between the number of fingers
- multiply the number of fingers
- identify odd or even numbers
- perform one of the operations above and then identify if it is odd or even
- perform one of the operations above and then identify if it is a composite or prime number
- perform one of the operations above and then identify multiples or factors of that number
- multiply the numbers and round to the nearest 10

The aim of this warm up game is for students to try and work out a way to make the final number either odd or even.

Students need a calculator and cards with the digits 0-9 on them.

Students place the cards face up on the table and choose who will be odd and even. Once they have decided who starts, they take it in turn flipping a card over. The first card is the starting number and they enter it on the calculator. That card is then turned over. The next player chooses a remaining card and an operation. They must do that operation with the chosen number on the calculator and continue until there are no cards left. The final number determines the winner, either odd or even.

One rule is that neither player can divide or multiply by 0.

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Posted by Miss Gardiner | Posted in Addition, Place Value, Subtraction | Posted on August 28, 2017

This is a calculator warm up activity for place value, addition and subtraction.

Students begin by entering a 4 digit number into their calculator. These 4 digits are aliens coming down to earth. The students’ mission is to shoot them down in ascending order by subtracting the numbers one at a time.

For example:

- A student’s number is 5271. They must first get rid of the 1 by subtracting 1. Leaving 5270.
- They must then get rid of the 2 by subtracting 200. Leaving 5070.
- Next they need to get rid of the 5 by subtracting 5000. Leaving 70.
- The last step is to subtract 70. Leaving 0

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Posted by Miss Gardiner | Posted in Addition, Place Value, Subtraction | Posted on August 28, 2017

This is a great warm up activity for place value, addition and subtraction.

Each student has a calculator and must enter a 4 digit number (with each digit being a different number). The students then take it in turn asking each other for a number. If the student has that number, they must subtract it from their number and the student asking must add it to theirs. They continue this until either one person has a 5 digit number (making them the winner) or one person has a 3 digit number (making them the loser).

For example: Student A starts with 5831 and Student B asks for an 8. Student A must subtract 800 from his number using the calculator, leaving 5031, and Student B adds 800 to their number.

Support: starting with a 3 digit number, recording their working out

Extension: higher digits, decimals, explaining their strategy to win

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.

four-operation-games-qr-codes

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Posted by Miss Gardiner | Posted in Addition, Number, Place Value | Posted on September 14, 2016

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

barkle

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.