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Posted by Miss Gardiner | Posted in Multiplication | Posted on August 29, 2017

Materials:

- Two 10 sided dice
- A dice mat
- Full grid page from each of their Maths book

Students work in partners or threes to practise using arrays and building multiplication facts. Each player takes it in turn to roll the two dice to create a multiplication equation. Using their books, they must create and array to match their equation. The first to fill their books completely wins.

This project covers a range of concepts (area, perimeter, volume, multiplication, money, design, location and shape).

Students are tasked with designing a zoo. They must complete a range of tasks, for example:

- Create a map of their zoo
- Create nets and construct a 3D model of their zoo
- Find the area, perimeter and volume of each enclosure
- Calculate the cost of building a fence for each enclosure
- Give directions to get around the zoo
- Design a logo, entry ticket and zoo keeper uniform

Welcome to the zoo table templates-1qxcgj2

Welcome to the Zoo-2lozh2x

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.

This is a warm up activity involving calculators for place value, decimals, subtraction multiplication and division.

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 but this can only by subtracting the ones. Students will have to change the value of each digit by either multiplying or dividing the number by 10, 100 or 1000.

For example:

- A student starts with the number 5236.
- The first number they have to shoot down is the 2. Therefore, they must divide their number by 100 so that the 2 is in the ones column, e.g. 52.36. Then they can subtract 2, leaving 50.36.
- Next they must shoot down the 3. First the must multiply their number by 10 making 503.6 and then they can subtract 3, leaving 500.6
- Students continue until all digits are gone.

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Posted by Miss Gardiner | Posted in Multiplication | Posted on August 28, 2017

This activity involves students creating their own farm to develop their multiplicative thinking and skills. The aim is for students to create crops by planting rows of fruit and vegetables. Students can decide how many rows with how many fruit/vegetables will be in each row. They are then expected to work out how much fruit and vegetables they will have altogether using the strategies grouping, arrays and repeated addition.

My very own farm – 2.0 Beginners-23tp5yt

My very own farm – 2.0-ue356w

My very own farm – 2.5 – 3.0-1pazeqd

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

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 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.

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Posted by Miss Gardiner | Posted in Division, Multiplication | Posted on August 17, 2016

Played in groups of 3-4

Students place KABAM! cards face down on the table. Students take it in turn to flip over a card and solve the division problem. If the students gets the answer correct they can keep the card, if they are incorrect they can place it back in the table. If a student picks up a KABAM! card they must put all their cards back down on the table and start again.

Kabam! shared between and groups of

Kabam! Division 3 digit

Kabam! Division 4 digit