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LittleStreams was set up in 2014 by educators and graphic designers Rebekah Humphrey-Bullen and Samuel Lovegrove. We make high quality, affordable resources for teachers and tutors, including worksheets, games, task cards and revision flash cards.

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LittleStreams was set up in 2014 by educators and graphic designers Rebekah Humphrey-Bullen and Samuel Lovegrove. We make high quality, affordable resources for teachers and tutors, including worksheets, games, task cards and revision flash cards.
Geometry | Grade 8/9 target New 9-1 GCSE Maths
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Geometry | Grade 8/9 target New 9-1 GCSE Maths

(17)
This pack contains 48 exam style question cards covering covering topics within Geometry for the new 9-1 GCSE maths. This pack is filled with challenging questions for students aiming for grades 8 and 9. The questions feature the following topics: *Circle Theorems - 6 cards *Congruence and Similarity Proof - 2 cards *Arcs, sectors and segments - 5 cards *Invariant points in transformations - 4 cards *Volume including cones and spheres - 6 cards *Enlargement with area and volume - 2 cards *Trigonometry with sine and cosine rule and area of a triangle - 6 cards *Special trigonometric values without a calculator - 3 cards *Pythagoras and Trigonometry in 3D - 7 cards *Vectors - 7 cards The design of the cards means you can use these in a variety of ways in your classroom; as a starter or a plenary, as extension work, as homework or as a revision tool. An answer key is included, and a handy student answer sheet is also included for students to fill in so the cards can be reused. These are also great for students to buy as revision cards. This is available as part of a bundle with other grade 8/9 targeted topics including Number, Algebra, Graphs and Statistics. This is available at https://www.tes.com/teaching-resource/new-gcse-grade-8-9-target-11775455
Graphs | Grade 8/9 target New 9-1 GCSE Maths
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Graphs | Grade 8/9 target New 9-1 GCSE Maths

(1)
This pack contains 48 exam style question cards covering algebra graph questions on the new (9-1) GCSE written for students aiming at grades 8 and 9. Topics included are: *Challenging Coordinate Problems - 4 cards *Equations of a Circle - 3 cards *Reading and Manipulating Quadratic Graphs. - 5 cards *Reading and Manipulating Harder Graphs including Cubic and Exponential Graphs - 8 cards *Trigonometric Graphs - 6 cards *Transformations of Graphs - 10 cards *Gradients in Real Life Graphs - 5 cards *Velocity Time Graphs - 7 cards The design of the cards means you can use these in a variety of ways in your classroom; as a starter or a plenary, as extension work, as homework or as a revision tool. A full answer key is included as well as a handy student answer sheet so students can write their answers on those. That way you can laminate the question cards and reuse them if that suits you. These make great revision tools as students can pick the topics within graphs they want to focus most on. This pack is including along with 4 other GCSE grade 8/9 topics as part of a bundle, including Algebra, Number, Geometry and Statistics. Get it here:
Geometry Problems | Task Cards
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Geometry Problems | Task Cards

(8)
These questions are formulated to provide a mix of real life situations and pure geometry problems from a wide range of geometry subjects, such as pythagoras, symmetry, circles and more. The cards introduce the idea that Geometry has a function in the real world. These questions provide a strong base for the continued learning of Basic Geometry and a good grounding for further and more complex study. This pack contains a set of 96 cards consisting of 24 questions differentiated 4 ways on the subject of Geometry. The easiest version of a question are the Red Question cards and then the Yellow. The Green cards offer a little more challenge by asking additional questions, and finally the Challenge cards are designed to push the most able. You may also like: Algebra Task Cards Number Task Cards Area Card Game Pythagoras Follow Me Cards
Algebra Problems | Task Cards
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Algebra Problems | Task Cards

(11)
These questions are formulated to progress from simple real life situations, through nth term questions and sequences, to working with simple algebraic equations. The cards introduce the idea that algebra has a function in the real world. These questions provide a strong base for the continued learning of basic Algebra. This pack contains a set of 96 task cards consisting of 24 questions differentiated 4 ways on the subject of Algebra. They are designed completely from scratch with simplicity, professionalism and concentration in mind. Each question is differentiated four ways, with the easiest version of the questions as Red cards, followed by Yellow, then Green and finally Challenge. Full answers are included, as is a student answer sheet for them to record their answers. These task cards also make great starter questions, and offer opportunities for classroom discussions. You may also like: Geometry Task Cards Number Task Cards Understanding and Manipulating Algebra Worksheets Solving Linear Equations Follow Me Cards Algebra Patterns and Sequences
Factors and Multiples US Version | Card Game
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Factors and Multiples US Version | Card Game

(0)
These KaBoom cards are a fun way to practice finding the Greatest Common Factor and the Least Common Multiple of two or three numbers, with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards. The red cards consist of questions involving simpler GCF and LCM questions that can be worked out by listing the factors and multiples of the given numbers. The Yellow Cards of questions which require finding prime factors first. The Green Card consists of more challenging questions involving 3 numbers, or multiples of 7 and 13. Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the question will increase. They may also pick up either steal, giving them a chance to steal from any other player, shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far. Play as a whole class in teams, or print multiple copies as play around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win. Included are two copies of the game; one designed for a duouble sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided. Full answers are included. This is the US version. The UK Version can be found Here
Fireworks Bar Graph | US version
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Fireworks Bar Graph | US version

(0)
This activity offers a different way to teach tally and bar graphs. Students choose 20 firework cards from the firework deck (or any amount you choose from the 45 cards). We find that 20 cards offers the most interesting collection to work with. Students are invited to collect the data of their chosen cards and write it on the tally sheet. Finally, the students will then plot it on a bar graph. The nature of this activity means that each student should, in theory, produce their own tally and bar graph, unique from other students in the class. We have also differentiated versions of the worksheets themselves for those who need a little help with matching the fireworks to the value they need to tally. This is the US version with US spellings. For the UK version, with UK spellings, please click here.
Sweet Pictograms | UK Version
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Sweet Pictograms | UK Version

(4)
This activity offers a different way to teach tally and pictographs. Students choose 20 sweet cards from the sweet deck (or any amount you choose from the 45 cards). We recommend that 20 cards offers the most interesting collection to work with. Students are invited to collect the data of their chosen cards and write it on the tally sheet. Finally, the students will then plot it on a pictograph. Three pictograph sheets are included, one that has a key of one image = one sweet, one of one image = 2 sweets, and a final one where students can input their own ratio of image to sweets. The nature of this activity means that each student should, in theory, produce their own tally and bar graph, unique from other students in the class. We have also included differentiated versions of the worksheets themselves for those who need a little help with matching the sweets colours to the name. This is the UK version of this activity. For the US version, where the word sweet has been replaced with candy, please click here. You may also like: Graphs and Charts Matching Activity Fruit Pie Charts Activity Firework Bar Graph Activity
Fractions Decimals and Percentages | Follow Me Cards
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Fractions Decimals and Percentages | Follow Me Cards

(2)
These 30 follow me cards are a great way to revise converting between fractions, decimals and percentages, from simple ones where students are encouraged to learn by heart such as 50% 1/2 0.5, through to more challenging conversions such as 3/16 0.1875 18.75%. There are two possible starting points, allowing for differentiation. Play is similar to dominoes, where the cards are placed end to end with the question to the answers, but each question only has one answer. Students connect the questions and answers together forming a chain, with questions steadily getting harder. For extra challenge, don’t use a calculator. Some ideas for how to use follow me cards: Have students race to connect the cards. Have a treasure hunt, around the classroom or outside. Students start with the starter card and record the solutions in the table. Students each take ownership of a card, and then get themselves in line correctly with the answers. If there are more than 30 students, assign some students as ‘managers’. If there are less than 30 students, the first students to connect their cards can be given the remaining cards. Cut each card in half and give the students a matching activity. They can then glue the answers into their books. For an advanced start, begin on page two of the record sheet (the first card number is given). This is available as part of a bundle with other Fraction and Percentage Follow Me Cards, available here. You may also like: Fractions, Decimals and Percentage Matching Activity Fractions, Decimal and Percentage Snap Card Game
Fractions Arithmetic | Follow Me Cards
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Fractions Arithmetic | Follow Me Cards

(3)
This pack contains 30 follow me cards on adding and multiplying fractions. Early cards include adding and subtracting fractions with the same denominators or where only one fraction needs to be made into an equivalent. Questions move on to adding fractions with different denominators, multiplying and dividing fractions including where cross cancelling is expected. There are two possible starting cards to allow for differentiation. These 30 follow me cards are a great way to revise arithmetic with fractions. Play is similar to dominoes, where the cards are placed end to end with the question to the answers, but each question only has one answer. Students connect the questions and answers together forming a chain, with questions steadily getting harder. Starting with addition of fractions with the same denominators, the questions quickly progress to addition and subtraction with di erent denominators, multiplication and division with fractions, including mixed numbers. Some ideas for how to use follow me cards: -Have students race to connect the cards. -Have a treasure hunt, around the classroom or outside. Students start with the starter card and record the solutions in the table. -Students each take ownership of a card, and then get themselves in line correctly with the answers. If there are more than 30 students, assign some students as ‘managers’. If there are less than 30 students, the first students to connect their cards can be given the remaining cards. - Cut each card in half and give the students a matching activity. They can then glue the answers into their books. You can get this as part of the bundle at a discount: https://www.tes.com/teaching-resource/fraction-and-percentage-follow-me-card-bundle-12129689.
Compound and Reverse Percentage | Follow Me Cards - US version
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Compound and Reverse Percentage | Follow Me Cards - US version

(0)
These 30 follow me cards are a great way to revise compound and reverse percentages including increasing and decreasing, and compound interest and depreciation. Play is similar to dominoes, where the cards are placed end to end with the question to the answers, but each question only has one answer. Students connect the questions and answers together forming a chain, with questions steadily getting harder. A calculator is recommended for the final 15 questions at least. This is the US version with $ (dollars). Click here for our UK version with £ (Pounds) If you require a different currency, contact us at contact@littlestreams.co.uk Some ideas for how to use follow me cards: Have students race to connect the cards. Have a treasure hunt, around the classroom or outside. Students start with the starter card and record the solutions in the table. Students each take ownership of a card, and then get themselves in line correctly with the answers. If there are more than 30 students, assign some students as ‘managers’. If there are less than 30 students, the first students to connect their cards can be given the remaining cards. Cut each card in half and give the students a matching activity. They can then glue the answers into their books. For an advanced start, begin on page two of the record sheet (the first card number is given). This is available as part of a bundle with other Fraction and Percentage Follow Me Cards, available here.
Compound and Reverse Percentage | Follow Me Cards - UK version
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Compound and Reverse Percentage | Follow Me Cards - UK version

(0)
These 30 follow me cards are a great way to revise compound and reverse percentages. It includes questions asking students to work backwards on a percentage problem in order to find the original amount, and covers increasing and decreasing values. Also included are and compound interest and depreciation questions. There are two possible starting cards, offering some differentiation. Play is similar to dominoes, where the cards are placed end to end with the question to the answers, but each question only has one answer. Students connect the questions and answers together forming a chain, with questions steadily getting harder. A calculator is recommended for the final 15 questions at least. This is the UK version with £ (pounds). Click here for our US version with $ (dollars). If you require a different currency, contact us at contact@littlestreams.co.uk Some ideas for how to use follow me cards: Have students race to connect the cards. Have a treasure hunt, around the classroom or outside. Students start with the starter card and record the solutions in the table. Students each take ownership of a card, and then get themselves in line correctly with the answers. If there are more than 30 students, assign some students as ‘managers’. If there are less than 30 students, the first students to connect their cards can be given the remaining cards. Cut each card in half and give the students a matching activity. They can then glue the answers into their books. For an advanced start, begin on page two of the record sheet (the first card number is given). This is available as part of a bundle with other Fraction and Percentage Follow Me Cards, available here.
Fraction and Percentage Follow Me Card Bundle
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Fraction and Percentage Follow Me Card Bundle

5 Resources
This bundle contains our 5 sets of follow me cards on the topic of Fractions, Decimals and Percentages. It covers adding and multiplying fractions, converting fractions, decimals and percentages, converting recurring decimals into fractions, Percent of amount & increase and decrease and compound and reverse percentage questions. Each pack includes 30 cards, designed to get more challenging as students progress through the questions. A recording sheet is including so students can record their solutions, and an advanced start option is available for students that wish to jump to the more challenging questions. An answer key is also included. The following packs are included. Converting Fractions Decimals and Percentage Fractions Arithmetic Percentage of Amount and Increasing & Decreasing Recurring Decimals and Fractions Compound and Reverse Percentages Please note that the Compound and Reverse Percentages including in this bundle is the UK version with £ (Pounds). If you require the US version with $ (Dollars), please email us at contact@littlestreams.co.uk with your receipt for the bundle and we will email the US version to you.
Flash Cards Bundle
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Flash Cards Bundle

5 Resources
Fractions, Decimals and Percentages, Roman Numerals, Telling the Time, Quadrilateral Properties and 3D shapes. These flashcards are perfect for revising topics. Both double sided printer versions and single sided printer versions are included. Included are *3D Shapes *Fractions Decimals and Percentages *Properties of Quadrilaterals *Roman Numerals *Telling the Time
Fruit Pie Charts
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Fruit Pie Charts

(5)
This activity offers a different way to teach tally and pie charts. Students choose 20 fruit cards from the fruit deck (or any amount you choose from the 45 cards if you wish to make things more challenging). We recommend that 20 cards offers the most interesting collection to work with, while also being a factor of 360. Students collect the data of their chosen cards and write it on the tally sheet. On the same sheet is a column for working out the number of degrees needed for constructing the pie chart. Two pie chart sheets are included, one with the key in colour, and one with the key ready for colouring. Alternatively, get students to construct the pie chart from scratch in their books or a separate piece of paper. The nature of this activity means that each student should, in theory, produce their own pie chart, unique from other students in the class. You may also like: Graphs and Charts Matching Activity Pictopraph Activity Firework Bar Graph Activity
Candy Pictograms | US Version
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Candy Pictograms | US Version

(0)
This activity offers a different way to teach tally and pictographs. Students choose 20 sweet cards from the sweet deck (or any amount you choose from the 45 cards). We recommend that 20 cards offers the most interesting collection to work with. Students are invited to collect the data of their chosen cards and write it on the tally sheet. Finally, the students will then plot it on a pictograph. Three pictograph sheets are included, one that has a key of one image = one sweet, one of one image = 2 sweets, and a final one where students can input their own ratio of image to sweets. The nature of this activity means that each student should, in theory, produce their own tally and bar graph, unique from other students in the class. We have also included differentiated versions of the worksheets themselves for those who need a little help with matching the sweets colours to the name. This is the US version of this activity. For the UK version, where the word Candy has been replaced with Sweet, please click here.
'Times as Many' | Clip Cards
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'Times as Many' | Clip Cards

(2)
These clip cards are a great way to test students’ ability to take a group of objects and multiply it by a given number using a physical multiple choice system. It includes 44 cards covering questions from ‘twice as many’ to ‘twelve times as many’. The given possible answers have been carefully chosen to allow teachers to spot any misconceptions students may have about the topic. The idea of this activity is that students work out the answer to a given question, then clip a clothespin/ peg or a paperclip to what they think is the correct answer. This activity works equally well when the cards are laminated. Students simply circle the correct answer using a dry erase marker. Alternatively, you can print these on paper, hand out to your class at the end of the lesson, so they can put their names on and circle the correct answer, serving as a great exit ticket/plenary to the lesson. These cards are in colour, but print equally well in grey scale for cost savings. This activity is also available as part of our Arithmetic clip cards bundle. Click here.
Factors and Multiples UK version | Card Game
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Factors and Multiples UK version | Card Game

(0)
These KaBoom cards are a fun way to practice finding the Highest Common Factor and the Lowest Common Multiple of two or three numbers, with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards. The red cards consist of questions involving simpler HCF and LCM questions that can be worked out by listing the factors and multiples of the given numbers. The Yellow Cards of questions which require finding prime factors first. The Green Card consists of more challenging questions involving 3 numbers, or factors of 7 and 13. Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the question will increase. They may also pick up either steal, giving them a chance to steal from any other player, shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far. Play as a whole class in teams, or print multiple copies as play around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win. Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided. Full instructions are included as are answers. This is our UK Version. Check here for our US version. This is also available as part of a bundle of 5 games for the price of 3. Click here for more information.
Addition and Subtraction | KaBoom Card Game
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Addition and Subtraction | KaBoom Card Game

(0)
These KaBoom cards are a fun way to practice addition and subtraction using column methods, with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards. The red cards consist of questions involving two digit addition and subtraction with no carry over or borrowing (two questions in the red require carrying over to the tens digit). The Yellow Cards consist of three digit addition and subtraction involving carry over and borrowing. The Green Card consists of addition and subtraction involving decimals, where lining up of the digits is crucial. Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the questions will increase. They may also pick up either a Steal Card, giving them a chance to steal from any other player, a Shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far. Play as a whole class in teams, or print multiple copies to play in small groups around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win. Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided. Full instructions are included as are answers. This is available as part of a bundle of other KaBoom games at a discount. Click here.
Multiplication & Division | KaBoom Card Game
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Multiplication & Division | KaBoom Card Game

(0)
These KaBoom cards are a fun way to practice finding the long multiplication, short division (bus stop method) and long division with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards. The red cards consist of questions involving multiplying two and three digit numbers by a one digit number, and using the bus stop method of division. The Yellow Cards of questions which include multiplying a two digit number by a two digit number, and harder division questions including involving decimals. The Green Card consists of multiplying and dividing by decimal numbers and the need to use long division. Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the question will increase. They may also pick up either steal, giving them a chance to steal from any other player, shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far. Play as a whole class in teams, or print multiple copies as play around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win. Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided. Full instructions are included as are answers. This is included in a bundle with 4 other games at a discount. Available here.
Order of Operations | KaBoom Card Game
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Order of Operations | KaBoom Card Game

(0)
This LittleStreams own creation KaBoom card game are a fun way to practice Order of Operations (BIDMAS, BODMAS, PEDMAS), with differentiation built in. Players choose whether they want to choose an easier question (red), but will receive less points for their correct answer, or risk a more challenging question (green) and gain greater rewards. The red cards consist of questions involving addition and subtraction with multiplication and division. It also includes questions such as 8-2+3 which tests student’s knowledge of the equal importance of addition and subtraction. The Yellow Cards consist of questions involving brackets and some easy powers. The Green Card consists of more challenging Order of Operations questions including more challenging powers combined with brackets. Begin by laying all the cards out face down (so you see only the number of points they are worth). Players take turns to select a card, either red, yellow or green. The difficulty of the questions will increase. They may also pick up either a Steal Card, giving them a chance to steal from any other player, a Shield, which protects them from the next KaBoom, and KaBoom cards which means you lose all your collected points so far. Play as a whole class in teams, or print multiple copies to play in small groups around the table. If students get the answer incorrect, or they need some help, use your judgement as to whether you will allow them another guess or not. Questions answered incorrectly go in the ‘house’ pile, along with any cards lost in a KaBoom. At the end of the game, add up the ‘house’ pile. The winner is the player or team with the highest points (including any shield cards that have been unused). The house can win. Included are two copies of the game; one designed for a double sided printer and one designed for single sided printing where you need to turn over the pages yourself to print double sided. Full instructions are included as are answers. This is included along with 4 other KaBoom games in our bundle. Get 5 games for the price of 3. Click here