Learners use different resources to practice multiplication by making arrays
2 or more
Learners practice addition and addition strategies
Learners practice sorting and clarifying using Venn diagram
Learners practice addition and subtraction
Learners practice multiplication by placing counters on the board.
Learners play in pairs. They each show a certain number of fingers. They determine who has more or less fingers.
Players work together to improve multiplication and division.
Players use dice and counters to help them practice addition.
Learners use dice to practice multiplication.
Players improve their multiplication skills.
Players team up to improve their addition skills.
Players use playing cards to practice fractions and division skills
Players use dice to practice addition skills by calculating the sum of the rolled dice.
Players use dice to practice multiplication skills by calculating the product of the rolled dice.
Learners use hands or beads on a string to recognise numbers from 6 to 10 as being made of 5 and another number.
Learners use a 5 frame or hands to practice numbers that make up 5
Learners try to identify number names and sequences.
Learners practice addition and multiplication using dice.
Learners look for combinations that make 90 by adding or multiplying numbers on the ;grid.
Players work out multiplication sums using cards and dice, while scoring points.
Learners practice using cards to figure out different ;multiplication sums using 2, 4, 8 x table
Learners match multiplication fact to an array.
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)
Players use counters to build arrays when they roll a dice.
Learners identify skip counting patterns.
Learners skip count while colouring three 100 grids. They then compare the grids.
The goal is to fill up the grid to get it as full as possible while using the space as efficiently as possible. Draw arrays on the grid to see how close you can get to 100. How many squares do you have empty?
Learners 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.
Learners play in pairs. They each show a certain number of fingers. The winner is the learner who can determine the difference between the two numbers first.
Learner play in pairs. They each show a certain number of fingers. The winner is the learner who can determine the answer of the two numbers when multiplied.
A version of memory where players must find cards that add up to 10.
Learners use playing cards to practice numbers that make up 10. The winner identifies the most pairs.
Learners identify doubles and halves on the cards they are given.
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 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 studs 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 and subtract the total from 99. The player that gets to zero first wins.
Played one team/person against another. Each team gets 5 counters (so need to have two different colour counters). The team that gets the most counters to the end wins.
Players in pairs count and add in turns. They compete to get to 20.
Players get a deck of cards and share five each in pairs. They try to complete a number of challenges given to them.
Players roll two dices and add the total. In two teams they then try to flip up the dices total.
Players use understanding of place value to compete against their partners to make the largest number using playing cards.
Players learn to add or subtract using bottle tops. The learners try to build a snake using bottle tops.
Players use a dice to play snakes and ladders. They have to shout out the number they are at before they roll again. The winner is the one who gets to 100 first.
Players must mentally double, add 1, halve numbers depending on strategy.
The goal is to throw dice to help draw a beetle insect. Each body part represents a specific number on the dice, which will determine the final score.
Players use a dice to fill in the squares, they then add the rows, columns and diagonal. Numbers that are shown once are to be crossed out. The winner has the highest final score.
This activity provides the learners with lots of practice in adding and subtracting. When a number is placed at the top of the pyramid, they must understand how to use addition to help work out subtraction.
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.
Learners find numbers that add up to 10, 20 or 30 in different shapes. Learners
can write sums circled using as many different ways.
Understanding the reciprocal relationship between addition and subtraction and the role of the equal sign.
Each learner is provided with the whole-part grid (see below) and two dice
Learners use printed or hand made cards to practice making ‘friendly numbers’