Early Years Maths Pack

Identify the correct answer to a variety of Early Years based questions. (PG8)

Maths Pack Four

Estimate and measure angles then use appropriate vocabulary to describe them. (MP4)

Randomly generated bingo cards to print out and use with the Addition and Subtraction Bingo machines. (MP4)

Have hours of classroom fun while improving addition skills. Work out the answer to the on-screen sum then see if it is on your bingo card. Play for a line, corners and a full house! (MP4)

Add the given number to each of the balloons. A range of options allows easy differentiation of the activity. (MP4)

A great activity to practise addition. Complete the 3 x 3 grid by working out the sum of the numbers in each row and column. The 'puzzle' feature challenges you to complete the grid with only a few starting numbers. Differentiate by choosing your objective. (MP4)

Improve children's sorting skills with these Carroll Diagrams using one criterion. Options include multiples of 2 to 12 as well as square, prime and triangular numbers. (MP4)

Improve children's sorting skills with these Carroll diagrams using two criteria. (MP4)

A great way to learn properties of shapes as well as practising grouping skills. Categories include triangles, quadrilaterals, symmetry, right-angles and 2D shape names. (MP4)

Combines shapes with properties such as right-angles, lines of symmetry and parallel sides to give a mor challenging activity. (MP4)

Divide the balloons by the given number. A range of options allows easy differentiation of the activity. (MP4)

Estimate angles up to 360 and then use the on-screen protractor to see how accurate you are. (MP4)

Click on the cards to reveal the start and finish numbers and use them to work out the hidden function. Choose from one or two-step functions and also the level of difficulty for each one. (MP4)

Four different data sets each with their own set of questions provide a quick and useful resource for helping children interpret data. (MP4)

Order the data and then work out the mean, median, mode and range. (MP4)

Order the data and then work out the mean, median, mode and range. (MP4)

Order the data and then work out the mean, median, mode and range. (MP4)

Order the five score cards and then work out the mean, median, mode and range. (MP4)

Order the seven score cards and then work out the mean, median, mode and range. (MP4)

A dynamic way to demonstrate the grid method of multiplication. (MP4)

A dynamic way to demonstrate the grid method of multiplication. (MP4)

A dynamic way to demonstrate the grid method of multiplication. (MP4)

A dynamic way to demonstrate the grid method of multiplication. (MP4)

Multiply the balloons by the given number. A range of options allows easy differentiation of the activity. (MP4)

A great activity to practise multiplication. Complete the 3 x 3 grid by working out the product of the numbers in each row and column. The 'puzzle' feature challenges you to complete the grid with only a few starting numbers. Differentiate by choosing your objective. (MP4)

Work out the missing number bonds and reveal the answers by clicking each balloon. Options include simple number bonds to 10, right through to those using two decimal places. (MP4)

Find the answer to a multitude of questions by framing a number within the grid e.g. Frame a number divisible by 9 and less than 40, Find a multiple of 7 less than 50. Alternatively, frame the number first and use it for quick fire questions e.g. Round the number to the nearest 10, What is the product of the digits? (MP4)

Subtract the given number from each of the balloons. A range of options allows easy differentiation of the activity. (MP4)

From the given sum and product of two numbers, can you identify their value? (MP4)

Work out the time difference between an analogue and a 12 hour digital clock. (MP4)

Work out the time difference between two 12 hour digital clocks. (MP4)

Work out the time difference between an analogue and a 24 hour digital clock. (MP4)

Work out the time difference between two 24 hour digital clocks. (MP4)

Improve time-reading skills by working out the difference between two analogue clock times. Multiple options allow comprehensive cover across different learning objectives. (MP4)

Maths Pack One

Click on the sliding door to cover the angle and then drag the hand to create mystery angles. How good are your pupils at estimating? The protractor tool is also included in this program. (MP1)

Drag the hand to demonstrate angles on a straight line. Click on the sliding doors to cover one or both. (MP1)

Use the buttons along the bottom of the screen to advance the clock the required minutes. Alternatively, drag either hand in a circular motion. At the top of the screen two digital clocks are displayed. The right hand clock will display the 24-hour clock time. Both these displays can be cover by clicking on the sliding doors. (MP1)

Select a colour and then click on the grid. There are four different axes which can be selected by clicking on the '+' and '-' buttons. Clicking 'Random' will place eight different coloured dots on the grid. (MP1)

The letters on each fraction strip correspond to a set of controls for that strip. Clicking on the '?' button will display/hide the actual fraction in each equal part. Clicking on the '+' or '-' buttons will increase/decrease the equal parts on the corresponding strip. Clicking the 'eye' button will toggle on and off the visibility of the appropriate fraction strip. The 'hide' button will cover all the controls thus creating a more focussed area for pupils to concentrate on. (MP1)

Select an appropriate stage on the main screen and start estimating. Press 'next' to move the arrow to a random position. Alternatively, drag the arrow to the required position. Press 'reveal' to display the answer. Dragging the arrow when the answer is displayed will show its position on the number line. (MP1)

Create different number lines with this activity. Clicking 'Change start number' brings up the 'Number Entry Panel'. Enter the required start number and press 'OK'. The same procedure applies to the 'Change increment' button to alter the step size. Clicking on 'Mystery line' will allow the teacher to pick a random step size. The start number will be generated randomly. There are ten different number line designs, these can be selected by clicking on the '+' or '-' buttons. To reveal/cover numbers simply click on the sliding doors. (MP1)

Click on the required number/symbol along the bottom of the screen and the appropriate magnet will appear in the work area. Drag and drop these magnets as required. (MP1)

Decide which place value cards you want to be visible by pressing the 'eye' buttons. Increase/decrease each cards value by pressing the '+' or '-' buttons. All cards are draggable and will snap in place. The option to scale the cards and to generate random values is also given. (MP1)

A simple painting program that allows the user to create regular and irregular polygons. (MP1)

Along the bottom of screen are buttons that will create random angles between predetermined degrees. Click the sliding door to reveal/hide the mystery angle. (MP1)

Select a mirror line by clicking on the '+' and '-' buttons. Click on the grid to place a coloured dot. (MP1)

Maths Pack Three

A highly visual resource to aid the teaching and learning of addition facts for all numbers up to and including 20. (MP3)

A highly visual resource to aid the teaching and learning of addition facts for all numbers up to and including 20.(MP3)

Explore, create and print symmetrical patterns with two lines of symmetry at right angles.(MP3)

A great whole class problem solving activity, easily differentiated for all ages! (MP3)

Whole class coordinate bingo. Eyes down! (Print Bingo Cards using the Bingo Card Generator worksheets.)(MP3)

Explore and sketch the reflection of a simple shape in a mirror line. (MP3)

Use the in-built pen tools to sketch the position of a simple shape in a selected mirror line. (MP3)

Use the in-built pen tools to sketch the position of a simple shape after a rotation of 90 or 180 degrees about a vertex. (MP3)

Explore and sketch the reflection of a simple shape in a mirror line.(MP3)

A highly visual resource to aid the teaching and learning of subtraction facts for all numbers up to and including 20.(MP3)

Solve preset puzzles or undertake investigations e.g. investigate the different polygons that can be made using the tangram pieces. (MP3)

Sketch the position of a simple shape after it has been translated.(2) describes the translation in terms of x and y. (MP3)

Sketch the position of a simple shape after it has been translated.(1) describes the translation direction as left, right, up and down. (MP3)

Sketch the position of a simple shape after it has been translated.(2) describes the translation direction as x and y. (MP3)

Sketch the position of a simple shape after it has been translated.(1) describes the translation in terms of left, right, up and down. (MP3)

Maths Pack Two

Use the ready-made examples or drag the top of the bars to the required position. (MP2)

Use the ready-made examples or drag the top of the lines to the required position. (MP2)

Address all those count on/back objectives with this large class counter. The counter can be set to count on/back after a preset number of seconds (The large triangular button) or the teacher can take control using the two arrow-headed button. (MP2)

Address all those count on/back objectives with this large class counter. (Counting occurs around a circle.) (MP2)

Demonstrate number bonds, equivalent fractions, times-tables and more with the versatile Cuisenaire Rods program. Click on the work area (the white screen) and the preselected rod will appear. This can now be dragged or deleted depending on the option selected. (MP2)

Help pupils visualise fractions with this program. Select the number of parts and then click on the parts you'd like to colour. (MP2)

Enter your own values to input or select a random value. The last 5 recorded inputs/outputs are shown on screen. Print off the option list and hide the option description so pupils can't see what the function is! (MP2)

Ask the pupils what might be happening between points using one of the ready-made examples. Alternatively give the pupils a scenario and drag the points to reflect this. (MP2)

This program features a graph paper background to enable a variety of graphs to be drawn. For example, set the number of points to two and draw a variety of conversion graphs. (MP2)

Order six number cards. Selecting 'Objectives' will allow you to change the numbers on the cards appropriate to Age/Year as set out in the Primary Framework. (MP2)

A flexible program to support the teaching of pictograms. Use the ready-made examples or drag the yellow triangles to display your own data. (MP2)

Watch the pie chart update dynamically as values are entered. The degrees/percentage of each piece can be displayed. (MP2)

Create/colour up to nine different spinners and discuss the possible outcomes with the class. The yellow pointer can be set to spin randomly or dragged to the required outcome. (MP2)

The second probability program adds a scale to the bottom of the spinner. The red arrow on this scale can be dragged. There are three different scales to choose from. (MP2)

Sum Flash will display questions for the preset number of seconds (The large triangular button). Alternatively the teacher can take control using the two arrow-headed button.(MP2)

Sum Flash will display questions for the preset number of seconds (The large triangular button). Alternatively the teacher can take control using the two arrow-headed button. (MP2)

A useful set of programs for the mental starter. Sum Flash will display questions for the preset number of seconds (The large triangular button). Alternatively the teacher can take control using the two arrow-headed button. (MP2)

A program with a million uses! For example, ask the pupils to find factors of 24...find a prime number...a square number...the total of the corners/individual rows or columns...highlight two numbers with a total of twenty (are there any more, highlight with a different colour)...colour all numbers greater than 5...Select the square which is part of a 1 -100 square (see reference) and use the black colour to hide/reveal numbers. Explore symmetrical patterns in the Magic Square. (MP2)

A print-out of the the different square available within the Target Square program. (MP2)

Primary Games Vol.1

Throwing three darts on each turn the first player to reach zero, finishing on either a double or the bull, wins!

Design different flags using halves and quarters. (PG1)

Zap the ghost displaying the answer to the question set in this two player game. (PG1)

Zap the ghost displaying the answer to the question set in this two player game. (PG1)

Zap the ghost displaying the answer to the question set. (PG1)

Zap the ghost displaying the answer to the question set in this two player game. (PG1)

Zap the ghost displaying the answer to the question set in this two player game. (PG1)

Zap the ghost displaying the answer to the question set in this two player game. (PG1)

Zap the ghost displaying the answer to the question set in this two player game. (PG1)

Spin the wheel and use your knowledge of place value and probability to place the digit in a box. The largest number made wins! (PG1)

One of the ghosts in the spooky sequence is missing a number. Write the correct number on the ghost to send it back to the haunted house. (PG1)

Can you reach the checkout target by throwing only three darts and finishing on a double or the bullseye? (PG1)

Can you reach the checkout target by throwing only three darts and finishing on a double or the bullseye? Mark your throws on the worksheet. (PG1)

Primary Games Vol.2

Even numbered ghosts are unfriendly! Keep clicking on them when they appear. (PG2)

Odd numbered ghosts are unfriendly! Keep clicking on them when they appear. (PG2)

The power cells have to be placed in the circles so that all the numbers in the same straight line add up to the power line total. (PG2)

The power cells have to be placed in the circles so that all the numbers in the same straight line add up to the power line total.Requires password from Phase One! (PG2)

The power cells have to be placed in the circles so that all the numbers in the same straight line add up to the power line total.Requies password from Phase Two! (PG2)

Click on two numbers in the grid to make the statement correct.(Uses numbers up to 20) (PG2)

Click on two numbers in the grid to make the statement correct.(Uses numbers up to 40) (PG2)

Click on two numbers in the grid to make the statement correct.(Uses numbers up to 60) (PG2)

Click on two numbers in the grid to make the statement correct. (PG2)

Click on two numbers in the grid to make the statement correct.(Uses numbers up to 20) (PG2)

Click on two numbers in the grid to make the statement correct.(Uses numbers up to 40) (PG2)

Click on two numbers in the grid to make the statement correct.(Negative answers) (PG2)

Drag and drop the number cards to make 'sum' sense! (PG2)

Drag and drop the number cards to make 'sum' sense! (PG2)

Primary Games Vol.3

Decide whether the next fraction card will be higher or lower than the last one displayed. (PG3)

Can you work out what the missing numbers are to make the totals displayed in the rows and columns correct? (PG3)

Get to the top of the pyramid by working out the sum of the two numbers below. (PG3)

Get to the top of the pyramid by working out the sum of the two numbers below.(2) includes negative numbers. (PG3)

Primary Games Vol.4

Balloons pop to reveal a number. The aim of this game is to add up all of these values to give a final total. (PG4)

Pop the balloons to reveal a number. The aim of this game is to add up all of these values to give a final total. (PG4)

Get to the top of the pyramid by working out the difference of the two numbers below. (PG4)

Get to the top of the pyramid by working out the difference of the two numbers below. (PG4)

Multiple mayhem ahead! Continuously click/tap on unfriendly ghosts to build up your score. (PG4)

Each player is given a random digit in turn. These must be placed strategically in the spaces as the player whose total is closest to one thousand wins the game. (PG4)

At the start of the game a square will appear which contains all the numbers within a set sequence. Click on the starting number and then on the number you think is next. Continue until all the numbers have disappeared! (PG4)

At the start of the game a square will appear which contains all the numbers within a set sequence. The chosen player begins by clicking on the starting number. Players then take turns to click on the next number in the sequence until all the numbers have disappeared. (PG4)

Try to stop on a digit you require. These must be placed strategically in the spaces as the aim of the game is make one thousand! (PG4)

Help Sid to make his pools the correct size by working from the given dimensions. (PG4)

Place the counters in the correct positions to complete the symmetrical pattern. (PG4)

Place the counters in the correct positions to complete the symmetrical pattern. (PG4)

Place the counters in the correct positions to complete the symmetrical pattern. (PG4)

Place the counters in the correct positions to complete the symmetrical pattern. (PG4)

Your mission is to guide your spaceship to rescue fellow aliens which are located at a given coordinate. (PG4)

Primary Games Vol.5

In Arithmagons (Difference) the value of each square is the difference of the adjacent circles. Determine the value of each circle to complete the puzzle. (PG5)

In Arithmagons (Addition) the value of each square is the sum of the adjacent circles. Determine the value of each circle to complete the puzzle. (PG5)

In Arithmagons (Multiplication) the value of each square is the product of the adjacent circles. Determine the value of each circle to complete the puzzle. (PG5)

Eggs on Legs have got in the way of some multiplication problems. Can you help? (TTables)

When the shaded area is equivalent to given fraction press the 'Freeze' button! (PG5)

Arrange the digit cards to make a number on each side of the sign. If arranged correctly so that the statement is true you will score 5 points. For bonus points try to arrange them so that the difference between the numbers is the maximum possible. (PG5)

Using the on-screen keypad enter the sum of the outer numbers in the centre circle. The correct answer will then form part of the next question. The quicker you answer, the bigger your score! (PG5)

Primary Games Vol.6

Complete three addition grids by dragging the numbers to the correct position on the grid. (PG6)

Complete three addition grids by dragging the numbers to the correct position on the grid. (PG6)

Can you work out the missing sign on each aircraft to allow its departure? (PG6)

All the numbers have fallen off the dartboard. How quickly can you fix the dartboard? (PG6)

All the numbers have fallen off the dartboard. How quickly can you fix the dartboard? (PG6)

Enter the given number in figures. Once ten bubbles have been created pop them in ascending order. (PG6)

From the four choices given, select the number nearest to the one displayed on Sid's card. (One Player) (PG6)

Complete three multiplication grids by dragging the numbers to the correct position on the grid. (PG6)

Complete nine multiplication grids. (Facts up to 5 x 5) (PG6)

Complete nine multiplication grids. (Facts up to 10 x 10) (PG6)

Complete nine multiplication grids. (Facts up to 12 x 12) (PG6)

Complete nine multiplication grids. (Facts up to 5 x 5) (PG6)

Complete nine multiplication grids. (Facts up to 10 x 10) (PG6)

Complete nine multiplication grids. (Facts up to 12 x 12) (PG6)

From the four choices given, select the number nearest to the one displayed on Sid's card. (Two Digits) (PG6)

From the four choices given, select the number nearest to the one displayed on Sid's card. (Three Digits) (PG6)

From the four choices given, select the number nearest to the one displayed on Sid's card. (Four Digits) (PG6)

From the four choices given, select the number nearest to the one displayed on Sid's card. (Five Digits) (PG6)

From the four choices given, select the number nearest to the one displayed on Sid's card. (Six Digits) (PG6)

Each block of the pyramid must be the difference of the two blocks immediately below it. Can you correctly place all the block in the pyramid? There are four pyramids to complete but watch out they get progressively harder! (PG6)

Use your torch to determine the shapes hiding in the dark. During the course of your mission ten different shapes will be hidden. How quickly can you complete the mission? (PG6)

Move the tortoise by answering the questions correctly! (PG6)

Answer the questions correctly to move the tortoise. Can you beat the hare? (PG6)

Primary Games Vol.7

Click on the box with the largest cash amount. The quicker you answer, the more money you will win. (PG7)

Connect It is a two player game. Work out the division and cover the correct answer in the grid. Who will be first to get four in a line? (PG7)

Connect It is a two player game. Work out the multiplication and cover the correct answer in the grid. Who will be first to get four in a line? (PG7)

Find the difference between the given pairs of flags on the number line. (PG7)

Concentrate hard as you count up the number of heads revealed on each screen. Enter your total to see if you are right! (PG7)

Set the clock to the given time in words by moving the minute hand (either drag the minute hand or use the buttons provided). (PG7)

Drag the energy cells to the Power Pods. The total of the energy cells must equal the number displayed within the Power Pod. (PG7)

Place the power cells in the square so that each row, column and diagonal add up to the Power Square total. (PG7)

Defend your rocket from enemy spacecraft by rotating it up to 180 degrees either clockwise or anti-clockwise before firing. The more accurate you are, the more points you will score.(PG7)

Mission: Destroy 10 enemy spacecraft.Work out the angle you must rotate your rocket to fire at the enemy spacecraft. (PG7)

Practise all those division facts on the Wipeout Wall. How quickly can you clear the wall? (PG7)

How quickly can you clear the multiplication wall? (PG7)

Primary Games Vol.8

Identify the correct answer to a variety of addition questions. (PG8)

Identify the correct answer to a variety of division questions. (PG8)

Identify the correct answer to a variety of Early Years based questions. (PG8)

Practise the times-tables in this multi-choice game. The quicker you answer, the higher your score! (PG8)

Identify the correct answer to a variety of subtraction questions. (PG8)

Connect It! Number Bonds is a two player game. Complete the number bond to place a counter in the grid. Who will be first to get four in a line? (PG8)

Connect It is a two player game. Work out the addition and cover the correct answer in the grid. Who will be first to get four in a line? (PG8)

Connect It is a two player game. Match the fraction to the decimal to place a counter in the grid. Who will be first to get four in a line? (PG8)

Connect It is a two player game. Match the fraction to the percentage to place a counter in the grid. Who will be first to get four in a line? (PG8)

Connect It is a two player game. Match the percentage to the decimal to place a counter in the grid. Who will be first to get four in a line? (PG8)

Connect It is a two player game. Work out the subtraction and cover the correct answer in the grid. Who will be first to get four in a line? (PG8)

Drag and drop the digit cards to complete the number sentences. There are three rounds in each level. How quickly can you complete each level? (PG8)

The eggs have all been labelled with fractions, decimals and percentages. Can you place them in order? (PG8)

A new twist on an old favourite. Place the eggs in the baskets in smallest to largest order. (PG8)

Those eggs all have a different weight. Can you order them smallest to largest? (PG8)

How quickly can you clear the square? Select numbers in the square which, when added together, equal the total given. (PG8)

The Smileys will roll in and out of school. Your job is to keep count of the Smileys in school. A frustratingly fun game! (PG8)

Find the sequence hidden in the square by lighting six connecting numbers. There are ten sequences to find in each game. How quickly can you find them? (PG8)

Can you land the Smiley in the splash zone? Set your angle, choose the amount of gunpowder, and then launch! (PG8)

Splat the numbers in a 1-100 square to aid those addition skills. (PG8)

Splat the numbers in a 1-100 square to aid those subtraction skills. (PG8)

Simply start the timer and stop it again on 10, 15 or 20 seconds. How close to the chosen time can you get? (PG8)

The Great Addition Race - The total of the dice determines whether the tortoise or hare moves. (PG8)

A probability simulation. The sum of the dice determines whether the tortoise or hare moves. (PG8)

Teaching Fractions

A whole class tool for finding the fraction of a set of counters. The number of counters is determined by the teacher as is the number coloured red. (TFDP)

Select from a variety of squares and rectangles and shade a fraction of the shape in (hold the mouse down for continuous paint). Press the coloured doors to reveal the fraction. (TFDP)

Paint the grids using the fraction of colours stated.(TFDP)

Paint the grids using the fraction of colours stated.(TFDP)

Paint the grids using the fraction of colours stated.(TFDP)

Paint the grids using the fraction of colours stated.(TFDP)

Fractions of numbers. Drag the pods to the question marks to make the statements correct. (1) Numerator equals 1.(TFDP)

Fractions of numbers. Drag the pods to the question marks to make the statements correct. (TFDP)

Use diagrams to compare fractions and establish equivalents. (TFDP)

Use diagrams to compare fractions and establish equivalents. (TFDP)

Fractions, decimals and percentages are represented on bars to provide a visual aid to recognising equivalence. (TFDP)

Recognise the equivalence between fraction, decimal and percentage forms of one half, quarters and tenths. (1) No counting stick.(TFDP)

Recognise the equivalence between fraction, decimal and percentage forms of one half, quarters and tenths. (2) With counting stick.(TFDP)

Know and use relationships between familiar units. Relate fractions to their decimal representations. (TFDP)

Find fractions of numbers.(Halves, thirds and quarters) (TFDP)

Find fractions of numbers. (Halves, fifths and tenths) (TFDP)

Find fractions of numbers.(Halves, thirds, quarters, fifths and tenths) (TFDP)

Find fractions of numbers. (All fractions up to, and including, tenths) (TFDP)

Interpret mixed numbers and position them on a number line. (TFDP)

Interpret mixed numbers and position them on a number line. (Simplified Fractions) (TFDP)

Interpret mixed numbers and position them on a number line. (TFDP)

Recognise the equivalence between fraction, decimal and percentage forms of one half, quarters, tenths and hundredths. (Tenths - Simplified) (TFDP)

Recognise the equivalence between fraction, decimal and percentage forms of one half, quarters, tenths and hundredths.(Tenths, halves and quarters)

Recognise the equivalence between fraction, decimal and percentage forms of one half, quarters, tenths and hundredths. (Hundredths) (TFDP)

Percentages of numbers. Drag the pods to the question marks to make the statements correct. (TFDP)

Percentages of numbers. Drag the pods to the question marks to make the statements correct. (TFDP)

Percentages of numbers. Drag the pods to the question marks to make the statements correct.(TFDP)

Recognise the equivalence between fraction, decimal and percentage forms of one half, quarters, tenths and hundredths. (Hundreths - Simplified) (TFDP)

Teaching Measures

Know the equivalent of one half, one quarter, three quarters and tenths of one kilogram in grams. (TMeasures)

Know the equivalent of one half, one quarter, three quarters and tenths of one kilogram in metres. (TMeasures)

Know the equivalent of one half, one quarter, three quarters and tenths of one kilomtere in metres. (TMeasures)

Know the equivalent of one half, one quarter, three quarters and tenths of one kilometre in metres. (TMeasures)

Know the equivalent of one half, one quarter, three quarters and tenths of one litre in millilitres. (TMeasures)

Know the equivalent of one half, one quarter, three quarters and tenths of one litre in millilitres.

Know the equivalent of one half, one quarter, three quarters and tenths of one metre in centimetres. (TMeasures)

A whole class activity for reading a scale, estimating and converting between units. (TMeasures)

A whole class activity for reading a scale, estimating and converting between units. (TMeasures)

A worksheet activity for reading a scale, estimating and converting between units. (TMeasures)

A whole class activity for reading a scale, estimating and converting between units. (TMeasures)

A supporting worksheet for reading a scale, estimating and converting between units. (TMeasures)

Know rough equivalents of miles and kilometres. (TMeasures)

Convert smaller to larger units and vice versa. (TMeasures)

Convert smaller to larger units and vice versa. (TMeasures)

Convert smaller to larger units and vice versa. (TMeasures)

Convert smaller to larger units and vice versa. (TMeasures)

Convert smaller to larger units and vice versa. (TMeasures)

Convert smaller to larger units and vice versa. (TMeasures)

A whole class activity for reading measurement on a ruler between divisions. (TMeasures)

A whole class activity for reading measurement on a ruler between divisions. (TMeasures)

Read a scale, converting the unit to an equivalent metric unit. (TMeasures)

Read a scale, converting the unit to an equivalent metric unit. (TMeasures)

Know and use relationships between familiar units. Relate fractions to their decimal representations. (TMeasures)

Find fractions of numbers. (Halves, quarters, fifths and tenths) (TFDP)

Pair up the hippos to make one centimetre by drawing a line between them. (TMeasures)

Pair up the hippos to make one kilometre by drawing a line between them. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos to make one metre by drawing a line between them. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Know and use relationships between familiar units. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Pair up the hippos by drawing a line between equivalent values. (TMeasures)

Read a scale, converting the unit to an equivalent metric unit. (TMeasures)

Read a scale, converting the unit to an equivalent metric unit. (TMeasures)

A whole class activity for reading a scale, estimating and converting between units. (TMeasures)

A whole class activity for reading a scale, estimating and converting between units. (TMeasures)

A worksheet for reading a scale and converting between units. (1) 10mm divisions. (TMeasures)

A worksheet for reading a scale and converting between units. (2) 5mm divisions. (TMeasures)

A worksheet for reading a scale and converting between units. (3) 1mm divisions. (TMeasures)

Teaching Money

Select from which coin or note you wish to give change from. Look at the cost of the item bought and the amount tendered on the left of the main game screen. Click on the coins at the bottom of the main game screen to give change. Use the arrow button to remove the last coin or the reset button to remove them all. Press the check button to see if the correct amount of change has been given. This is a whole class version with no time element. (TMoney)

Select from which coin or note you wish to give change from. Then using up to 12 coins give the correct change for the item displayed. (TMoney)

Can you work out what the missing coins are to make the totals displayed in the rows and columns correct? (It's easier than it looks! (TMoney)

A flexible program which enables teachers to manipulate coins with ease. Select the coin required and then click in the white area. A coin will appear which can then be dragged. A bank of templates is provided to aid discussion. (TMoney)

What's the total of the coins displayed on screen? The coins displayed are all draggable to aid the counting process. This is a whole class version with no time element. (TMoney)

What's the total of the coins displayed on screen? The coins displayed are all draggable to aid the counting process. (TMoney)

Press the large coloured buttons on the Crazy Cafe till and watch the receipt print. The quantity, item and total can all be hidden/revealed to aid whole class discussion. (TMoney)

Find the total of each row and column. Simply click 'Change' to create a completely new worksheet. (TMoney)

Use the money machine to convert between pounds and pence. Alternatively,ask pupils what the display will read if we add/subtract 10p...20p...50p..etc. (TMoney)

Match the coins to the correct amount within a minute. (TMoney)

Match the coins to the correct amount within a minute. (TMoney)

Find a route through the maze, from start to finish, that equals the displayed total. (TMoney)

Set up the difficulty settings (ranging from easy to mega hard!) and then attempt to answer the required number of questions. (TMoney)

Discuss the variety of ways to pay for different items. This is a whole class version with no time element. (TMoney)

Select how many presents you are going to buy in the set time limit and then hand over the correct amount to buy the present. (TMoney)

Teaching Tables

How long will it take to complete the Speed Table? Generate another worksheet and try to better your time. (TTables)

Eggs on Legs have got in the way of some multiplication problems. Can you help? (TTables)

Linked to the new National Curriculum objectives for times tables, create random sets of 'Follow Me' cards. (New Teaching Tables)

Can you solve the multiplication grids ? (TTables)

Explore the concept of multiplication with the help of some cheeky monkeys. (TTables)

The Eggs on Legs have returned! Linked to the new National Curriculum objectives for times tables, crack the egg to reveal the hidden digit. (New Teaching Tables)

The Eggs on Legs have invaded worksheets addressing the new National Curriculum objectives for times tables! (New Teaching Tables)

Select the table you wish to practise and then begin your ascent. If you manage to reach the top you can print out a certificate and view a report of your mistakes. (One player games only) (TTables)

Select the table you wish to practise and then begin your ascent. If you manage to reach the top you can print out a certificate and view a report of your mistakes. In Table Mountain Challenge be careful a single mistake sends you right back to the bottom! (TTables)

Who will be first to reach the summit? Be careful...a single mistake sends you back to base camp! (TTables)

Select your table and then try to answer 20 questions correctly in under 1 minute. (TTables)

Teaching Time

Write in digital format the time displayed on the analogue clock.(TTime)

Write in digital format the time displayed on the analogue clock. (TTime)

Write in digital format the time displayed on the analogue clock.(TTime)

Write in digital format the time displayed on the analogue clock.(TTime)

Read the time in words and then stop the clock when the hands are in the matching position. (TTime)

Read the time on a digital clock and draw the hands on the analogue clock accordingly.(TTime)

Read the time on a digital clock and draw the hands on the analogue clock accordingly.(TTime)

Read the time on a digital clock and draw the hands on the analogue clock accordingly. (TTime)

Read the time on a digital clock and draw the hands on the analogue clock accordingly.(TTime)

A worksheet game involving reading the time to the half and quarter hour.(TTime)

A worksheet game involving reading the time to the hour and half hour. (TTime)

A worksheet game involving reading the time to the nearest 5 minutes.(TTime)

A worksheet game involving reading the time to the nearest minute. (TTime)

A TV guide template for pupils to draw the start and finish times of their favourite TV programmes on. The worksheet also requires pupils to work out how long they were on for.(TTime)