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Curriculum Objectives

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Pupils should be taught to read, write, order and compare numbers up to 10 000 000 and determine the value of each digit.
Eggs to Order (Length)
Eggs to Order (Length)

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

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Number Frame
Number Frame

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)

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Two Number Frames
Two Number Frames

By framing two numbers of up to 6 digits each, the possibilities are endless! Use them to practice addition, subtraction, tables, place value. rounding and much more!

Keystage(s)Keystage 1Keystage 2Whole class
Nearest Number Team Play (5)
Nearest Number Team Play (5)

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

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Nearest Number Team Play (4)
Nearest Number Team Play (4)

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

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Nearest Number Team Play (3)
Nearest Number Team Play (3)

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

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Five Digit Nearest Number
Five Digit Nearest Number

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

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Words to Figures Worksheet (4)
Words to Figures Worksheet (4)

Write the words in figures (Six digits) (PG6)

Keystage(s)Keystage 1Keystage 2WorksheetCD
Number Magnets
Number Magnets

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)

Keystage(s)Keystage 1Keystage 2Whole classCD
Place Value Cards
Place Value Cards

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)

Keystage(s)Keystage 1Keystage 2Whole classCD
Eggs to Order (2)
Eggs to Order (2)

Drag the six eggs to their nests in smallest to largest order. (PG3)

Keystage(s)Keystage 1Keystage 2Whole classCDGame
Order (2)
Order (2)

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)

Keystage(s)Keystage 2Whole classCDGame
Class Count (2)
Class Count (2)

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

Keystage(s)Keystage 1Keystage 2Whole classCD