This is a set of 4 lessons covering place value with all the resources that you will need. The lessons are all themed around SDG 14 - life below water. The following skills are covered: reading and writing numbers, ordering numbers, partitioning, problem solving, place and value of digits.
Most suited for P6 and P7 (upper ks2), there are video links so make sure you allow the content to be enabled when asked.
This powerpoint is based on the well known game show Family Fortunes. There are 5 rounds - each round requires children to predict the top 5 answers to the question asked to the 100 people surveyed.
For each correctly guessed answer, pupils will score the the number of points for each top answer they guessed. This will required student to add (up to 5 numbers) within 100.
After all five rounds, pupils must add their total for each round. The player with the highest total wins the game.
Design a Healthy Day – Time, Health & Wellbeing (Linked to SDG 3)
Empower your learners to master time while exploring what makes a balanced, healthy lifestyle! In this complete lesson pack, pupils create a 24-hour daily timetable that promotes physical and mental wellbeing—building key numeracy skills alongside an understanding of Sustainable Development Goal 3: Good Health and Wellbeing.
Perfect for cross-curricular learning, this resource includes a lesson presentation, engaging activity sheets, and printables to support children as create their daily, balanced routine. Ideal for ages 9–11.
This 4-lesson maths pack links data handling skills to Sustainable Development Goal 3 (Good Health and Wellbeing) by exploring the number of hospitals in different countries. Pupils research and create tables (Lesson 1), transform their data into differentiated bar graphs (Lesson 2), develop open and closed questions based on their graphs (Lesson 3), and then follow a step-by-step guide to input the data digitally using the Numbers app (Lesson 4). Ideal for upper primary, this resource combines real-world learning, maths, and digital skills with a global citizenship focus.
Bring probability to life with this engaging, hands on lesson using Minecraft Education. In this activity, learners play the “Gone Fishing” world to catch items at random, then use their data to explore and apply concepts of experimental probability.
Whats included:
A fully editable Powerpoint Presentation with learnign intention and step by step instructions on how to access the world.
Skills covered:
Conducting experiments to collect data.
Calculating experimental probability.
Writing and solving their won probability questions.
Interpreting results and reflecting on chance and fairness.
Perfect for
Upper Primary
Cross curricular links with numeracy and digital literacy
A fun, active way to consolidate learning on probability.
Note: This download does not include the Minecraft world file itself. Instructions are provided to access Gone Fishing via Minecraft Education Edition.
A creative lesson that uses a custom built Minecraft Education world to help children consolidate their understanding of time. Pupils are challenged to build the time using blocks in the hours, tens and ones column, reinforcing both time telling and place value concepts.
Once their Minecraft time is built, learners then show the same time on a mini analogue clock and record it by drawing and writing on their worksheet.
The mincecraft world was originally designed for a coding activity, but this lesson focuses purely on the mathematics of time, making it accessible even without coding knowledge.
Handy tip: encourage children to build a small obstruction at the top of the clocjk to prevent blocks from dropping - its a simple way to keep the build tidy and controlled.
This is a stand alone lesson for addition (doubles) linked to SDG 12: Responsible Consumption and Production. It encourages learners to mentally partition. The task are related to doubling the quantities of a recipe for responsible consumption (food wastage).
This resource can be used as an independent fast finisher or group activity. There are 48 cards, learners are directed to select 8 cards (4 snakes and 4 ladders), and find the fractions of the shape on each card. There is also a sheet to record their answers and an extension at the end for them to create their own cards to be added. The snakes and ladders is just a theme, this resource is not related to the traditional snakes and ladders game.
A PDF containing six early maths concepts:
addition within 10; subtraction within 10; doubles to 20, halves within 20; dot patterns to ten; reading numbers to ten - learners use finger painting to show their answer.
Line Graphs - 4 lesson pack linked to Health and Wellbeing and SDG 3.
Perfect for Upper Primary/KS2
Bring data to life while exploring real-world health topics with this 4-lesson line graph pack link to sustainable Development Goal 3: Good Health and Wellbeing.
Whats included:
Lesson 1 - smoking trends in young people.
research question: How many children have tried smoking and how has this changed over the years?
pupils analyse real NHS data tables showing a steady drop over time, perfect for encouraging discussions around peer pressure and the fact that the vast majority of children have never tried smoking.
fully differentiated line graph task (3 levels).
Lesson 2 - Life Expectancy over the years.
pupils compare life expectancy trend in different countries.
differentiated line graph activity.
Lesson 3 - Digital line graph creation
pupil use numbers app to create a line graph based on their chosen dataset from Lesson 1 or Lesson 2.
Lesson 4 - Challenge and Apply
pupils design their own health and wellbeing survey question, collect data from peers, create a line graph, and write 5 analytical statements about their findings.
Tip: pair this with the Bar Graph SDG 3 resource for a complete data handling and health mini unit.
Bring maths learning to life with this engaging outdoor activity! Designed for upper primary learners, this resource gets children moving while practising key number skills.
Pupils will:
Represent numbers up to 5 digits on a large outdoor place value grid.
Work collaboratively to place digits in the correct columns (ones, tens, hundreds, thousands, ten thousands).
Round their numbers to the nearest 10, 100, or 1000.
Perfect for developing number sense and reinforcing place value knowledge in a fun, active way.
This PDF resource contains a set of true/false addition and subtraction cards. Differentiated by 2, 3, and 4 digits. For each level there is 12 true addition facts, 12 true subtraction facts, 12 false addition facts and 12 false subtraction facts. Each card contains a QR code which, when scanned, will tell learners if there have correctly identified if the fact is true or false.
I ask learners to work as a group, they must each solve the questions and share if they find the fact to be true or false. As a group they should sort the cards into a true pile and a false pile. Either as they go, or when finished, they should scan the QR code to self check their work.
This PDF resource is a British money based game that requires students to add coins up to the value of ÂŁ1. This game is best played in small group or pairs.
How to play:
Give each player a Penny Pile Up recording card. Players should take turns to roll the dice and add the amount that corresponds to the number on the dice. The first player to reach or go over ÂŁ1 wins the game.
Two version available - a black and white version with value written as 1p, 2p etc and a colour version with images of the coins.
This resource is also available in my TES shop as part of a money bundle which also includes:
Money Bingo to the value of ÂŁ1,
Money Write the Room to the value of ÂŁ4
Money loop cards to the value of ÂŁ3
This Halloween themed resource resource contains 3 differentiated column addition task cards. Each set has 15 cards and a QR code containing the answer for self checking.
2 digit addition (no carrying)
2 digit addition with carrying
3 digit addition with carrying.
A set of 24 missing angle (write the room) cards. Also included is a recording sheet and an answer page - all cards require children to find the missing angle in a right angle.
This can be played in several way but I like to get my students up and moving so I place all cards around the room. I set a timer on the board (somewhere between 5- 10 minutes) and ask students to walk round the room and find the answer to each card.
Cards can be answered in any order but make sure students check the card number in the corner and write the answer in the correct box on the recording sheet.
A set of 30 cards. Each card contains a missing angle within a right angle that needs to be calculated.
How to play:
1.Distribute one card to each student, then distribute the extras to strong students in the beginning and to random students as the class becomes more familiar with the deck.
As you distribute the cards, encourage students to begin thinking about what the missing angle on their card might be so that they are prepared to answer. When all cards are distributed, select any student to begin (cards will look back to beginning player). Play continues until the game loops back to the original card.
After the class is comfortable with this game format, consider using a stopwatch to time the class game. Record the time on the board so that students try each game to beat their current best time. This practice encourages students to stay attentive.
Other ways to play:
•Spread the cards out on the table – children place the cards in the right order (in a group/pair/individually).
This fun, interactive PDF game contains 22 3Dshape images. There is also a recording sheet, answer sheet and instructions. Learners will be given a certain amount of time to move around the room, looking at each image and identifying the 3D shape then writing the answer on their recording sheet. The 22 images include common 3D shapes such as cube, sphere cone. It also includes a range of prisms and pyramids eg pentagonal prism and square based pyramid. Also there are some more complex images such as dodecahedron, hexahedron.
Fun to use alongside a 3D shape unit or throughout the year as a warm up game to revisit 3D shape knowledge.