Some of my lower level students were aware of different divisibility 'tricks' and wanted to know if there were any more .
I showed them the following video https://www.youtube.com/watch?v=fJW0HQTLkRE (not mine!) and we worked through some examples using the rules before making a learning aid with examples of proof.
The files included here are of the plenary board game. Students would take turns to roll a di (however many sides you like but I used a 6 sided di), if their roll was a 5 for example, and their counter was on a multiple of 5, then they could move 5 spaces forward. I encouraged students to verbalise rules or calculations used.
Rules of the game are printed on the board for ease.
I have uploaded a copy in Publisher which is fully editable, however the PDF is also there if you do not have access to MS Publisher.
Hope it is helpful.
Used as a plenary for median, mode and range as part of an introductory lesson to averages. Students need to define terms and calculate median, mode and range.
Could be edited to have more/less obvious answers and for more/less calculation of medians in odd and even data sets, your just need to change the questions (not the answers)
Created the crossword itself using an online crossword maker
I created this resource for a pen-free lesson for an Entry 2/Entry 3 group of teenage learners. They enjoyed the competition and took it very seriously! The presentation takes you through various tasks including a memory test (quantities, dates, times etc.), physical test (throwing been bags at a target and a reflex test) and a mental test (using tangram puzzles). The idea behind the lesson was to help the students get along and take interest in the subject. I found that the games brought about a lot of conversation about what the students thought they were good at, and what they didn't enjoy about maths.
I used the puzzles from http://www.activityvillage.co.uk/tangrams the tangram shapes fit quite well over the top of the puzzle so I allowed lower level learners to place the tangram pieces over the shadow. To make it harder you could project the puzzle so that they have to look closer at the angles and proportions
I used this with a low ability KS3 group. The idea was to reinforce what makes a number prime or composite, rather than to teach a number of prime values.
Students drew on the dots on each domino in a systematic way to ensure all 28 are found. The are then encouraged to choose two colours and colour the dominoes with a prime value one colour, and dominoes which were composite another colour. This led to some good discussion (as always) about the properties of 0 and 1, and 2 being an even prime number.
After this I allowed the students to play dominoes. I instructed that all dominoes of prime value would be worth double points at the end of the game. Students soon realised that in some cases it was beneficial to get rid of the 'hidden' higher value primes in order to not give away lots of points.
Created for KS4 and KS3. Each resource is themed around the Oscars. Students calculate the likelihood of getting certain goodies in their gift bags and the probability of the day the Oscars take place meeting certain criteria (i.e. beginning with S etc.)
I also developed the 'race to the Oscars' game. To play this you will need two dice, counters, and a blank di to write the extra actions on (made the game more exciting for those who 'got it' before the others). You could lose the 'randomiser' di if you didn't have one or make one from card if you don't have a blank one yourself. The game is based on the tried and tested horse racing game. Students blindly select a vehicle with a number on it, and can only move forward a space if their number is rolled by someone in the game.
The task sheet requires them to tally results and identify which number is rolled the most. They then have a table to complete showing he full complement of possible rolls with accompanying questions (requiring some reasoning).
Good for starting discussions on appropriate use of a calendar and reading calendars correctly. I have used this resource with a low level functional skills group (E1-E3) as students were unable to give the months in the correct order and struggled to think about which seasons were associated with each month etc.
When introducing the calendar we identified what students might be up to in those months and what the weather might be like. Some students sketched reminders on the borders of the pages.
The dates in the worksheet were added and the group were then asked to come up with other special times/times. The ideas they offered included: birthdays, Halloween, Eid, Black Friday, Cyber Monday, Mother's Day, Father's Day, International Awareness Days etc. I had on hand a list of awareness days (wiki) in case they couldn't think of anything. These were added to the calendar, making sure we had at least one day added for each month of the calendar.
After separating the class in to teams, each team posed their own pre written questions to the others, scoring points to any team who managed the correct answer. Questions included...'what day of the week is 5 days after Christmas' 'What date is the second Monday in August?' Whose birthday is a week before 13th September? How many full weeks are in...? What is the date 5 weeks after 3rd February etc. Teams had to count through weeks and months, and locate the months quickly within the calendar. 5 points awarded to the first team to answer 4 to the 2nd and so on.
The worksheet has dates for 2016 and 2017. The calendar can be changed using MS Word as long as you are using a moderately modern version.
This resource was designed for an Entry 3 group of learners as part of an enrichment project. The worksheet has 15 worded problems/questions relating to Chinese New Year. Each problem coincides with traditions for each day of celebrations and could be completed with a discussion or presentation about Chinese New Year and the Jade Emperor. The problems can all be solved using add, subtract, multiply and divide. Altering the values could help with differentiation.
Also included is a leg counting activity where students can use modelling to calculate how many luck cat legs etc. are on the bus in the description.
Students move around the board gaining properties. Each property has a sale price with commission rate. Students need to work out how much money they will make from the property and record it on their sheet.
Throughout the game students can steal properties from their peers and earn wages. The student with the highest earnings at the end of the game is the winner.
I used this when teaching students written methods of calculating percentages. I used place value sliders to support lower level students. Some found using whiteboards or squared paper useful.
For ease of use I enlarged the board game to A3
Fully editable in Publisher, however PDF version (of the game only) is available for those who cannot access MS publisher files.
A lesson in one booklet including starter activity which gets students out of their seat (no writing involved) and a plenary (quiz)
Students investigate right angles and draw them with a protractor before gradually building up their skills to make the net of a box using the Christmas themed paper included in the file.
Instructions are given to help make a tiered hanging Christmas decoration.
I added glitter, Christmas themed tape, and ribbon to my resources. You will need scissors and glue or double-sided tape to create the boxes.
Created for a group of students who were struggling to grasp concepts around money.
Students are waiters/waitresses in a restaurant and can earn tips as their shift progresses by landing on an appropriate space
The game can be played in two ways.
1. Students can keep a running total of their 'tips' by adding each new tip onto their total using paper or a calculator. This could be made harder by omitting 0s on the tips cards (i.e 2.3 pounds or £2.3) or presenting cash amounts in mixed forms such as £1.05 and 105p or 'one pound and five pence'
2. Students can use play money to collect their tips and must always use the smallest number of coins/notes each time they collect a tip. At the end of each shift, students will need to regroup their tips and salary into the smallest quantity of notes and coins. Coins could be removed for this, i.e start with only 1p, 10p, £1 and £10 etc.
Essentially, land on a penguin and you get some money! Spills and Banana Skins might stop you from taking your go or send you back a few spaces. Odd and even spots mean you have to roll an odd or even number to move. Try not to land on the cactus! If you do you get sent home early with half pay! (You could use different salary amounts to get a bit of practice halving!)
I have used this game as an extension to the school's intervention programme for very low level Secondary School learners, it has proven popular with all aged 11-16
Download includes...MS Publisher Document containing double sided Top Tips cards, a board game (pictured) and instructions on how to play.