Players role three dices and add two dices then multiply with the third dice to get either an entire row/column or diagonal on the board OR 6 answers.

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Summary

Learners use 3, 6 and 12 to practice multiplication.

Learners practice using cards to figure out different ;multiplication sums using 2, 4, 8 x table

Players get 3 or 4 hexagons touching to each other in a line or other configuration as shown on the game board (3 will take less time and may be more accessible for Grade 1 learners)

Summary

Learners skip count while colouring three 100 grids. They then compare the grids.

Learners formulate subtraction, addition, subtraction, division and multiplication sums from 12 and 24.

Learner play in pairs. They each show a certain number of fingers. The winner is the learner who can determine the sum of the two numbers first.

Summary

A version of memory where players must find cards that add up to 10.

Summary

Learners use playing cards to practice bonds of 10. The winner identifies the most pairs.

Summary

Learners identify doubles and halves on the cards they are given.

Summary

Learners practice skip counting in 2s, 5s and 10s using their hands.

Players take turns to roll the two dice. Do calculations in addition, subtraction and multiplication each time they roll.

Players throw two dices to try and get identical numbers. Each identical throw is worth specific points. The first player to score 30 wins.

Players use beans to practice their bonds to ten. Ten beans are placed in a cup and a certain amount is spilled out, the players have to say how many they think are left in the cup.

Players use a pack of cards to practice addition. In pairs learners deal out six cards each. Uses four cards to make the highest two digit numbers that have the biggest number possible close to 100 when added together.

Players use a pack of cards to practice subtraction. In pairs players deal out four cards each. Uses all four cards to make the highest two digit numbers that have the biggest difference possible.

Players use duplo blocks to build a tower. They roll a dice to determine how many stud to cover. The pair with the tallest tower that has not fallen wins.

Each player writes the number "99" at the top of their paper. Players then take turns to roll, add and subtract the total from 99. The player that gets to zero first wins.

Players get a deck of cards and share five each in pairs. They try to complete a number of challenges given to them.

Summary

Players must mentally double, add 1, halve numbers depending on strategy.

Players use a deck of cards to practice mental sums. The learner flips and adds the cards mentally, the winner is the one who gets the highest total of cards.

Instructions for play 1. Print (or hand-draw) the friendly numbers card sheet in Appendix 1.Each two digit number on the cards has a corresponding one digit number that when added together will result in a â€˜friendly numberâ€™ (or a multiple of 10) i.e. 42 and 8, 24 and 6, 39 and 1. 2. Hand ... » Learn More about Making Friendly Numbers