Make Ten The aim of the game is to win two cards that total 10.

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1 Mathmatic Activities to play at home Here is a selection of fun maths activities. These will help your child s understanding of, and confidence in, maths. Why not challenge your child to have a go at a few of these each week? Small, regular bursts of learning are highly effective! You will need to adapt these games to suit the ability of your child. Guess my Number One person thinks of a number and gives clues to the other person about their number e.g. my number is a square number, my number is a multiple of 4 or my number is in the 6 times tables and is larger than 30. Roll the Dice Roll two dice and multiply the numbers together. You could use any operation for this game. Play in pairs. Make up a target number, each roll a dice and add (subtract, multiply or divide) the numbers. The first person to get to the target number wins. Make 9 Randomly generate 4 numbers (e.g. using dice). Can you make 9 using all numbers (using each number only once)? You can use any operation as often as needed. For example =7, 7-6=1, 1x9=9! Maths Surprise Alarm One person sets a timer (e.g. kitchen timer) and both people have to think of as many ways to make a target number e.g. 62. The person to think of the most ways wins. Again, either decide on an operation (+x ) to use or use all four. Beat the Calculator The aim of the game is to get quicker at times tables. You need a pack of playing cards with the picture cards removed and a calculator. Decide who is going to be the first person to use the calculator. Shuffle the cards and turn over the top two. The person with the calculator has to work out the answer using the calculator by multiplying. The other person multiplies the two numbers mentally. Whoever is first wins a point.

2 I spy Assign different shapes different points (e.g. squares score 2 points and hexagons score 10). As you spy the shapes, add up your scores, the first person to 20 wins. You could play this in the car, on holiday, at home (shapes are everywhere!). This game can be played with 3D shapes. Dice Bingo The bingo numbers will be decided by rolling two dice and adding up the scores. Draw up one bingo card for each player, with 8 squares on each card. Each player can choose which 8 numbers to put on their card between 2 and 12. When one of your numbers comes up, you cross it off. The first to cross off all their numbers is the winner. You can have a number more than once on your card. Make Ten The aim of the game is to win two cards that total 10. What you need: 1. Two players. 2. A pack of cards Rules for Make Ten GAME 1. Picture cards count as zero 0 and an Ace is equal to 1 2. Shuffle the cards and place 6 cards face up in a line. 3. Deal the rest of the pack between the two players face down. 4. Player 1 turns a card over: If the card can be paired with its number bond to 10, the player wins both cards and puts it in their winning pile. They have another go until they cannot make 10 with their card and the line of cards. They need to add their unpaired card to the line. 5. Player 2 can have a go now: They will pair the cards from their pile with the cards on the table to make 10 until they have to leave a card down. 6. The winner is the one who has no more cards to play with.

3 Key vocabulary Consecutive Italicised words are Predict more appropriate for upper KS2. Number: Addition Subtraction Near Multiple Multiple Factor Multiplication How many? As many as? The same number as Equal to More than Fewer than Greater than Less than Smaller than Larger than Most Least Ordinal First, second Estimate Approximate Too many Not enough Positive Negative Minus Above/below zero Continue Rule Relationships Formula Sort Classify Property Square number Prime number Fraction Half Quarter Third etc Hundredth Tenth Numerator Denominator Improper Proper Equivalent Mixed number Reduced to Decimal point Decimal fraction Decimal Per cent Percentages Proportion Profit Loss Altogether Inverse

4 Car Number Plate Challenge! Choose an operation (+-x ) and try to use the numbers on a car number plate to make a calculation you may like to aim for a target number. If two people are playing, who can create the target number the quickest? Roll the Dice Roll two dice and multiply the numbers together. You could use any operation for this game. Play in pairs. Make up a target number, each roll a dice and add (subtract, multiply or divide) the numbers. The first person to get to the target number wins.

5 Shopping Pretend you have e.g. 20 to spend, what could you buy? Look in the shops/on the internet. If your child has pocket money, encourage them to spend/save their own money, using their maths along the way Mars Bar 0.63 Walkers salt n vinegar crisps 0.55 TESCO Teddy bear 8.99 Tennis ball 2.49 Skittles 0.72 Ham sandwiches 1.28 Bag of apples 2.87 Bananas 1.66 Blackcurrant juice 4.13 Coco pops 3.88 Diary of a Wimpy Kid DVD Comic 2.60 FRESH MILK 1.39 HOVIS BREAD 1.25 FROZEN PIZZA 2.53 FROZEN PIZZA 2.53 T MILD CHEESE 3.24 GARL FLATBREAD 1.77 STEAK MINCE 2.89 PEAS & CORN 1.49 FAIRY LIQUID 1.45 HANDWASH 1.99 HANDWASH 1.99 KITCHEN FOIL 1.88 FLOWERS 2@ MCCOYS 0.75 RED PEPPER 0.87 BANANAS LOOSE 0.68/KG 0.43 BAKING POT 1.38/KG 0.87 ONION LOOSE 0.87/KG 0.13 GREEN PEPPER 0.72 TOTAL VISA DEBIT CHANGE 0.00 =========================== THANK YOU FOR SHOPPING AT TESCO (BROCKWORTH) =========================== 11/01/13 10: Harry Potter book 8.50

6 Best Buy When out shopping ask you child to find the best offers, e.g. is orange juice that is 3 for 2 better than 3 for 4? Or, is it better to get a free child s flight or 10% off your whole holiday?

7 The 100 Square Race. The aim of the game is to get to 100 before your opponent. What you need: 3. Two or more players. Coloured counters. 4. A 100 square 5. Dice: choose from (easy) 1 die (medium) 2 dice [1-6] add scores (harder) 2 dice [1-9] add scores Rules for The 100 Square Race GAME 7. Choose a coloured counter for each player. 8. Roll a die, the highest scorer goes first. 9. Roll the die/dice and add the scores if you have two dice. 10. Move your counter along the 100 square by this amount. 11. The next player takes their turn. 12. Only one counter can be on a number square. 13. Your counter can jump on a square with a counter to get past it. If your counter lands on another players counter, your counter takes that square and your opponent s counter goes back to the start! Use number bonds to help you add on

8 Doubling Dominoes The aim of the game is to add and double your dominoes and get the highest running score. What you need: 1. Two or more players. 2. A set of dominoes. 3. A score sheet. Rules for Doubling Dominoes GAME 1. Shuffle the dominoes face down and 2. share them out equally amongst the players. 3. Each player turns one of their dominoes over. a. Add the spots on the dominoe and then double this sum. b. Enter your doubled number on the score sheet. Keep adding the doubled sums of the dominoes to have a running total. 4. If you get a double dominoe, you can take a bonus dominoe from another player. So now you have two dominoes to add, double and enter on the score sheet. 5. The winner is the player who has added and doubled all their dominoes and has the highest score. Player : Add dominoe double Running total Player: Add dominoe double Running total

9 Traffic Lights What you need: 6. Two players. 7. A 3 x 3 empty grid 8. 6 red, 6 orange and 6 green counters. 9. The rules Rules for the Traffic Light GAME The aim of the game is to be first to complete a row, column or diagonal with the counters of the same colour. For example: O O O O O O O O O 1 st player places a red counter on a square. 2 nd player can place a red counter on another square or change the 1 st players red for an orange counter. Take turns to place the coloured counters on the squares, remember Start with a red counter on an empty square. change a red counter already on the board for a orange counter or change an orange counter already on the board for a green one.

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