Play with fractions: read, compare, find equivalent fractions

equivalent-fractionsWe have created this colorful cards to practise fractions. You can download all the worksheets here in one pdf ready to print. They include 28 cards plus templates.

How to work with the material
– Print and laminate the letters.
– Cut out the cards.
– Decide what you want to work on.

These cards allow you to:
– Read and write fractions
– Compare fractions.
– Sort fractions.
– Add and subtract fractions.
– Complementary Fractions.

Print multiple copies to work addition of fractions with the same denominator.

Early Years, KS1

Math routines

math-routines-seaMore math worksheets to reinforce numbering and initiate addition and subtraction. First one is sea themed and the second brings the teamwork of the ninja turtles! Click on the pictures to download the worksheets.math-routines-turtles

Download here a version of a template to print and adapt the level to the student progress.

Check a previous post with math routines and a pirate theme.



Math routines with the pirates

math-routines-piratesThese routines work very well to work and reinforce numbering and initiation to addition and subtraction. And the pirates give all their help!

The last sheet is easier, for students starting with the routines.

Included also is a version of a template so you are able to make more sheets and adapt the level to the student progress.

Download this resource here.

Early Years, KS1

Strategies to improve mental arithmetic. Doubles.

When students master the mental calculation of doubles, or doubles plus a simple operation, their artihmetic skills are greatly improved, making the student more successful when facing tasks that will arrive in the next courses.

This is an easy strategy of simple application, ideal for short breaks and that works wonders. One way to use it is to work the doubles routinely some mornings. To do this, have each student take one dice (they can keep a pair always with them to work many other math tasks). The foam rubber type are cool because they do not make noise or bounce so much. Depending on the level of your studendoubles-recordts, use one or two dice. Then set a timer. Two or three minutes is usually enough. At the start, signal the students to throw their dice and write down on a sheet twice the result obtained. You can download our template here. When the time runs out students will count how many doubles they have calculated and will record the daily result on their doubles sheet.

After a few sessions, the students master the doubles perfectly. Make it more complex as you want, working triples, use several dice, doubles plus one or minus one …
The unmarked dice are ideal for variations of this type of routine. For instance, give one of these dice to each student in which there is two blank sides, another side with a +1, same with -1, +2 and -2 for example. The student will have to add this dice to another two normal dice and throw the 3 dice together. Then calculate the double taking into account that he/she must do a straight double if a blank side comes up or also add or subtract 1 or 2 to the double.

Early Years, KS1

Goose game with custom made instructions. Maths fun!

This is a version of the Goose Game with simpler instructions that you can change and adapt to your students. You can download a printable A4 sheet here that includes the game-board and the instructions. You will only need a dice and a token for each player.

goose-game-01The goal of the game is to get the student to recognize the numbers up to 38, identify the missing numbers in the numerical series (monkey’s head) and enjoy learning and respecting the rules.

Game-board for the Goose Game.
Dice and one token of a different colour for each player
Players: 2 or more.

The Downloadable file includes Instructions.
Monkey: The goose is represented by the monkey. His boxes are: 2, 5, 9, 12, 17, 22, 25, 28 and 33. A player can (only) jump from goose to goose if he/she recognizes what number corresponds to the box. Otherwise it will remain in it as in any other box without advancing.
Kite: Boxes 7 and 20. If a player falls in box 7 he/she jumps to box 20.
Hat: If you fall in a box with a hat, you move back 3 boxes.
Waterfall: Box 14. You are soaked, you lose a turn.
Map: Box 27. You are lost, you can not move from there for three turns unless another player falls and guides you out. If a player saves another when falling in the box, he/she will not be lost, continues to play as normal.
Binoculars: You see your goal, the bananas. You advance to the end!