Early Years, KS1, KS2

Money and basic arithmetics. Ten problems.

We have used this great worksheet, from the excellent web teaching ideas, that includes ten short problems to practise money and KS1 level arithmetics.

KS1, KS2

Mental arithmetics game. Friends of number 10 and 20.

Table games, especially those that require the use of dice, quickly develop in the child useful mental calculation skills. It is interesting, as the children grow, to provoke significant mental calculation mementos, and (table) games are the best for this.

We have previously shared a simpler game to practise doubles and doubles +1 with a dice.

This game today is more complex and can be difficult for the younger kids. Still you only need paper, pencil and dice. Use our templates for ready to use tables with friends of 10 and friends of 20.

Friends of 10

Roll 2 dice or one dice twice. Add the results. On the table with numbers look for a number that, when adding or taking away your result, you get 10. Colour or mark that number in the table.For example, you roll the dice twice and get a 3 and 1, that makes 4 in total. You need a 6 to make a 10.You then colour a cell with a number 6 on it. Or you roll the dice and get a 6 and a 5. That´s a total of 11. You need a 1 to take away from 11 to make a 10. You can colour a cell with number 1 in it.

You can add other rules to the game: using a timer to see how many numbers are found in 10 minutes, or play with other players taking turns. If a number box is already colored the player gets another turn.

Friends of 20

Same routine but with the table that has numbers up to 17. You need to roll the dice three times or use three dice.

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.