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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.
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
Arithmetic Clip Card | Bundle 2
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Arithmetic Clip Card | Bundle 2

5 Resources
These arithmetic Clip Card bundle includes questions covering more than, less than, times as many, shared between and finding a fraction of amount. Clip Cards are a great way to multiple choice questions without the need for a computer. Each multiple choice option has been carefully chosen to expose any misconceptions students may have. This bundle contains 5 activities for the price of 3. Included in this pack are More Than Clip Cards Less Than Clip Cards Times as Many Clip Cards Shared Between Clip Cards Fraction of Amount Clip Cards
Rules of Exponents | Follow Me Cards US version
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Rules of Exponents | Follow Me Cards US version

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These 30 follow me cards are a great way to revise rules of exponents. There are two possible starting points, so differentiation is built into the activity. It includes simplification of multiplying and dividing terms with powers, evaluating fractional exponents and working with negative powers. 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. This is the US version, using the term Exponents. For the UK version that uses the terminology indices, click here. Some ideas for how to use follow me 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 rst 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.
Rules of Indices | Follow Me Cards UK Version
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Rules of Indices | Follow Me Cards UK Version

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These 30 follow me cards are a great way to revise rules of indices. There are two possible starting points, so differentiation is built into the activity. It includes simplification of multiplying and dividing indices, evaluating fractional indices and working with negative indices. 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. This is the UK version, using the term indices. For the US version that uses the terminology exponents, click here. Some ideas for how to use follow me 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 rst 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. If you have any feedback, please message us at contact@littlestreams.co.uk
Order of Operations | Follow Me Cards
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Order of Operations | Follow Me Cards

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These 30 follow me cards are a great way to revise order of operations questions. It includes plenty of examples where students us BIDMAS/BODMAS/PEDMAS to solve problems. It includes questions to highlight misconception such as 7-3+5 (students often mistakingly add the 3 and 5 first). There are two possible starting points, so differentiation is built into the activity. 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. Some ideas for how to use follow me 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 rst 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.
Candy Pictograms | US Version
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Candy Pictograms | US Version

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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.
Fireworks Bar Graph | US version
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Fireworks Bar Graph | US version

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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.
Factors and Multiples US Version | Card Game
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Factors and Multiples US Version | Card Game

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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
Algebra | grades 6/7 target GCSE 9-1 maths
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Algebra | grades 6/7 target GCSE 9-1 maths

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These Algebra GCSE revision cards consist of questions suitable for students aiming at grades 6 and 7 in the new GCSE. They cover many topics within Algebra. There are 48 cards included in the pack covering the following topics: *Rearranging Equations - 6 cards *Algebraic Fractions - 4 cards *Sequences - 6 cards *Quadratic Formula - 4 cards Completing the Square - 4 cards *Factoring Quadratics - 6 cards *Inequalities - 4 cards *Simultaneous Equations - 4 cards *Algebraic Proof - 3 cards *Functions - 7 cards Questions cover topics from Rearranging Equations including where students must first factorise, simplifying and adding with algebraic fractions, quadratic and simple geometric sequences, working with the quadratic formula , completing the square, factorising quadratics where the coefficient of x squared is greater than 1, inequalities involving word problems, as well as some simple quadratic inequalities, setting up and solving simultaneous equations, writing algebraic proof and working with functions, including composite functions. Great for revision, homework, starters, plenaries, early finishers and lessons. Ask students to look at specific topics or work through the pack. These are very flexible. The pack includes full step by step answers and a handy working out sheet so you can laminate the cards and keep them for future use. You can find our grade 8/9 target algebra pack here.
KaBoom Card Game Bundle One | Arithmetic
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KaBoom Card Game Bundle One | Arithmetic

5 Resources
These KaBoom cards are a fun way to practice key arithmetic skills, 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. Packs included are Order of Operations Times Tables Multiplying and Dividing Factors and Multiples Addition and Subtraction 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, you as the teacher decides 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. Please note, this bundle includes the UK version of Factors and Multiples. If you require the US version, with the US notation, please email us with a copy of your receipt of this bundle at contact@littlestreams.co.uk and we will be happy to send you the US version.
Times Tables | KaBoom Card Game
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Times Tables | KaBoom Card Game

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These KaBoom cards are a fun way to practice times tables, 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 in the 2, 5, 10 and 11 times tables including some pictorial representation. The Yellow Cards consist of questions in the 3, 4, 6 and 9’s. The green card consists of times tables questions which students commonly get wrong such as 6x9, and consists of the 7, 8 and 12 times tables. 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, you as the teacher decides 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 product is available as part of a bundle with other KaBoom cards, at as discount. Click here to find out more.
Multiplication & Division | KaBoom Card Game
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Multiplication & Division | KaBoom Card Game

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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.
Addition and Subtraction | KaBoom Card Game
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Addition and Subtraction | KaBoom Card Game

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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.
Factors and Multiples UK version | Card Game
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Factors and Multiples UK version | Card Game

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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.
Order of Operations | KaBoom Card Game
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Order of Operations | KaBoom Card Game

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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
Statistics and Probability | Grade 8/9 target New 9-1 GCSE Maths
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Statistics and Probability | Grade 8/9 target New 9-1 GCSE Maths

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This pack contains 48 exam style question cards on statistics and probability designed to challenge students aiming for grades 8 and 9. Topics are as follows: *Combinations and Permutations - 4 cards *Stratified Sampling - 4 cards *Probability Problem Solving Using Equations - 6 cards *Tree Diagrams - 5 cards *Conditional Probability - 5 cards *Venn Diagrams including completing them from information, using algebra to solve Venn Diagrams and Set Notation - 12 cards *Histograms of Unequal Class Widths including Averages and Probability surrounding Histograms - 7 cards *Averages Problem Solving using Algebra - 4 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. Students are also encouraged to use these as part of their revision. Full answers are included, as is a student answer sheet so that the cards can be laminated and reused. This is included in a bundle of four other grade 8/9 target GCSE packs including Algebra, Graphs, Number and Geometry. Get it Here
Graphs | Grade 8/9 target New 9-1 GCSE Maths
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Graphs | Grade 8/9 target New 9-1 GCSE Maths

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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:
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.
Compound and Reverse Percentage | Follow Me Cards - US version
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Compound and Reverse Percentage | Follow Me Cards - US version

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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

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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.