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Unitats didàctiques de matemàtiques. Primària. Índex de l’escenari granja.

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Unitats didàctiques de matemàtiques a primària

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100 Hunt

(Ages 5 and up)

Find a number on a number square or work out 9, 10, 11 and 20 more/less.

Try the Find Any Number level first. Look at the target number and find it as quickly as you can.

There's a timer to show you how many seconds you took, (after 99 seconds it says 'Ex').

Once you've mastered the patterns of the number square try adding 10 or 20.
After that try adding/subtracting 9 or 11.

The two player game is great for a challenge with a friend.
If that's too easy why not be brave and try the random level!

This game gives you a number square beyond 100 as children find counting past 100 tricky.

Some schools prefer a square that starts at zero, whilst others prefer to start at one. You can switch between the two at any time.

HAVING TROUBLE LOADING? Please try this version.

This game is © copyright 1999-2020, J.Barrett, ictgames.com All Rights Reserved.

Made using the and libraries.

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(Ages 5 and up) Try the Find Any Number level first. Look at the target number and find it as quickly as you can. There's a timer to show you how many seconds you took, (after 99 seconds it says 'Ex'). Once you've mastered the patterns of the number square try adding 10 or 20.

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Uses numberlines and place value.

Learning Objectives:

Y1: To identify and represent numbers using objects and pictorial representations including the number line...

Y1: Pupils begin to recognise place value in numbers beyond 20 by reading, writing, counting and comparing numbers up to 100, supported by objects and pictorial representations.

Y2: To recognise the place value of each digit in a two-digit number (tens, ones).

Y2: To identify, represent and estimate numbers using different representations, including the number line.

Y3: To recognise the place value of each digit in a three-digit number (hundreds, tens, ones)

Instructions:

Rescue the swimmer using your knowledge of Place Value.
Use the numberline to find the position of the swimmer, (after 5 seconds the swimmer will tell you).

Drag counters onto the HTU place value chart to make that number.

Press 'go' to launch the lifeboat.

You are award one heart for every swimmer recued

NB: If it's getting too easy change to different numberline. Have fun!

HAVING TROUBLE LOADING? Please try this version.

Build on the learning with
these games:

This game is © copyright 2019, J.Barrett, ictgames.com All Rights Reserved.

Made using the and libraries.

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Learning Objectives: Y1: To identify and represent numbers using objects and pictorial representations including the number line... Y1: Pupils begin to recognise place value in numbers beyond 20 by reading, writing, counting and comparing numbers up to 100, supported by objects and pictorial representations.

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A fun lesson starter encouraging children to describe their reasoning. Aimed at Primary age children.

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Shark Numbers

Shark Numbers is a mobile-friendly place value game.

LO: To know what each digit in a 3-digit number represents, (age 5-8).

Choose a level of difficulty. Then look at the hundreds, tens and ones to work out the number shown.

Select the bubble showing the number.

If you are right you'll see the dolphin leap over your boat. If you get it wrong then the shark will take a bite out of your boat.

The stars are there to give you an idea of your progress. Around 30 correct answers will get you 5 stars. In line with what's helpful in class, there is no end to this game.

The colours of the units, tens and hundreds have been chosen to match most arrow cards.

This game is © copyright 2019, J.Barrett, ictgames.com All Rights Reserved.

Made using the and libraries.

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Shark Numbers is a mobile-friendly place value game. LO: To know what each digit in a 3-digit number represents, (age 5-8). Choose a level of difficulty. Then look at the hundreds, tens and ones to work out the number shown. Select the bubble showing the number.

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Counting Caterpillar

Counting Caterpillar is a mobile friendly number ordering game, suitable for 4 to 7 years olds.
Practise ordering consecutive and non-consecutve numbers (numbers not next to one another). Use your knowledge of place value to put numbers in the correct order from the smallest to the largest.

Step 1: Choose a minimum number.
Step 2: Choose a maximum number.

The small sliders give you a smaller number range, suitable for 4-6 year olds, whilst the larger sliders give you an option to play with numbers up to 9000, (more suited to 6-8 year olds).

If you want to use consecutve numbers you can take the tick out of the red check box, (this can be especially useful if you want to order numbers through the 100s barrier, e.g. 198-202).

Step 3: Press 'go'.

Then drag the leaf buds onto the branch in the correct order. A correctly completed branch will encourage a caterpillar to eat your leaves and transform into a butterfly!

Those of you with eagle eyes might spot the butterfly's bedtime reading, 'Butterfly Basics'.

HAVING TROUBLE LOADING? Please try this version.

This game is © copyright 1999-2020, J.Barrett, ictgames.com All Rights Reserved.

Made using the and libraries.

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Counting Caterpillar || Order 5 non-consecutive numbers using your knowledge of place value - mobile friendly

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Counting Caterpillar is a mobile friendly number ordering game, suitable for 4 to 7 years olds. Practise ordering consecutive and non-consecutve numbers (numbers not next to one another). Use your knowledge of place value to put numbers in the correct order from the smallest to the largest.

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Wordwall - Create better lessons quicker

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Quiz - A series of multiple choice questions. Tap the correct answer to proceed.

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Wordwall - Create better lessons quicker

# data[].attributes.attachment_link.description
Quiz - A series of multiple choice questions. Tap the correct answer to proceed.