Cool Maths Games

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3D Shape Challenge

8 11 (Y4 to Y6)
2 4

P
 rint off one set of challenge cards per person
playing and cut them out (based on top trumps).

Prepare children for the game by revising the names


of the different 3D shapes. Ensure that children know
the three main properties that we use to distinguish
3D shapes the face is a flat plane on the shape, a
vertex (or two or more vertices) is the corner and the
edge is where two faces meet.
Shuffle the cards and deal them out equally. Each
player holds the cards so they can only see the
top card. The first player decides on a criteria (for
example, Faces) and reads this out to the other
players. They then ask the players, one a a time,
what number they have within that criteria. When
another player reads this from their top card, the first
player then says theirs. If it is higher than all of the
other players numbers, they take the top card from
each player. They then have another turn. If another
player has a higher number for this criteria, they win
the round and take everyones cards and it becomes
their turn. If two players have the same number, their
top cards are placed in the middle; the original player
picks a criteria for their next card and challenges that
player again. The winner takes all the cards and has
another turn. The object is to get all of the cards.

Identifying different 3D shapes begins in Year 2, but


some of the more complex 3D shapes are introduced
throughout Key Stage 2. Using the correct vocabulary
for 3D shapes is an important skill and knowing and
remembering some of these properties will really help
children to understand their shapes.

Sphere
1
0
0

Cuboid
6
12
8

Cube
6
12
8

Name
Faces
Edges
Vertices

Name
Faces
Edges
Vertices

Name
Faces
Edges
Vertices

Name Hemisphere
Faces
2
Edges
1
Vertices
0
Cylinder
3
2
0

Cone
2
1
1

Name
Faces
Edges
Vertices

Name
Faces
Edges
Vertices


Name Triangular prism
Faces
5
Edges
9
Vertices
6

Name
Triangular-based pyramid
Faces
4
Edges
6
Vertices
4

Name
Square-based pyramid
Faces
5
Edges
8
Vertices
5

3D Shape Challenge (Print one sheet per player)

Bone Yard Bill


7 8 (Y3 and Y4)
2 4

P
 rint off the Bone Yard Bill boards (beginner/
intermediate/advanced), counters and spinner.
Cut out the counters and spinner. Create an arm
for the spinner using a paperclip. Thread a brass
fastener through both the paperclip and then the
spinner, making sure the paperclip can spin freely.

Each player selects their own skeleton counter and


places it on the starting bone. The tallest player starts
the game. Players take it in turns to spin the spinner
and move their counter by that number of bones.
They must also follow the instructions on the spinner:
Miss a turn, Make a number, etc. If a player spins
Make a number they must read out a number, for
example 123, and one of the other players can ask
them a question about that number, for example,
How many tens are in that number?.
If they get the answer correct, they can move on by
one bone. If they get the answer wrong, they must
stay where they are.
The winner is the first player to reach the finish bone.

Place value is all about understanding what each digit


in a number represents. Without a good understanding
of place value children find it very difficult to read,
order, sort or use numbers. Many of the strategies we
teach children for addition, subtraction, multiplication
and division rely heavily on a good understanding of
the value of the digits in numbers.
Talk to your child about what each digit represents
and how we can check this depending upon where
the digit sits in the number. Remind them of the
column headings we can put above numbers Th
(Thousands) H (Hundreds) T (Tens) and U (Units).

Bone Yard Bill

Counters

Spinner

Bone Yard Bill board: beginner


Start

How many 10s in 68?

Roll the dice twice. What


2-digit number did you make?

Roll the dice 3 times. What is the


smallest number you can make?

How many units in 215?

How many 100s in 812?

Roll the dice 3 times. Read


the number you make.

Whats a 3-digit number


bigger than 450?

Ask a friend to write a 3-digit


number. Can you read it?

finish

Can you partition 128 into


hundreds, tens and units?

Roll the dice twice. What is the biggest


2-digit number you can make?

Bone Yard Bill board: intermediate


Start

How many 10s in 68?

Roll the dice twice. What


2-digit number did you make?

Read this number: 472


How many 100s in 812?

How many units in 215?

Roll the dice 3 times. Read


the number you make.

Say out loud a 3-digit


number bigger than 450.

Ask an adult to write a


3-digit number. Can you read it?

finish

Can you partition 128 into


hundreds, tens and units?

Roll the dice twice. What is the biggest


2-digit number you can make?

Bone Yard Bill board: advanced


Start

How many 10s in 689?

Roll the dice twice. What


2-digit number did you make?

Roll the dice 3 times. What is the


smallest number you can make?

What is the biggest


3-digit number?

What is the smallest


3-digit number?

Roll the dice 3 times. Read


the number you make.

Name a 3-digit number


bigger than 450.

Ask a friend to write a 4-digit


number. Can you read it?

finish

Can you partition 1280 into


thousands, hundreds, tens and units?

Roll the dice three times. What is the


biggest 3-digit number you can make?

Capacity Matching Pairs


6 8 (Y2 and Y3)
2
P
 rint off the Capacity Matching Pairs cards and
cut them out.

Remind your child that 1000 millilitres is the same


amount as 1 litre. Shuffle the cards and place them
face down on the table. Players take it in turns to
turn over a large card and a small card. They must
read the amount on the measuring cylinder and the
amount written on the card. If they match, they can
keep them and have another turn. If they dont match,
play goes to the other player. The winner is the player
with the most cards at the end of the game.

This game helps children revise reading simple


scales on measuring cylinders. They must learn the
measurement rule that 1000ml is the same amount
as 1 litre.

800
600
400
200

30
20
10

600

400

200

1000

40

ml

800

50

200

200

10

ml

400

400

20

1000

600

600

1000

30

ml

800

1000
800

ml

40

50

Capacity Matching Pairs

ml

ml

10

20

30

40

50

10

20

30

40

50

ml

ml

800
600
400
200

600
400
200

600

400

200

1000

800

ml

800

1000

200

200

10

ml

400

400

20

1000

600

600

1000

30

ml

800

1000
800

ml

40

50

Capacity Matching Pairs

ml

ml

200

400

600

800

1000

60

70

80

90

100

ml

ml

400ml
500ml
1
2

200ml

800ml

900ml

litre

600ml

45ml

1 litre

5ml

20ml

40ml

Capacity Matching Pairs

200ml

70ml

1000ml

10ml

Cowboy Cards
6 11 (Y1 to Y6)

2
Print off and cut out the Cowboy number cards.
Provide each child with some paper and pencils to
record their scores on.
Provide children with a calculator to check their answers.

Before starting the game, sort the cards according to


the ability/age of the children playing. This game is
designed to allow children to revise their addition and
subtraction skills. This can be done either mentally or
on paper, again depending upon the age/ability of the
children. Mix some of the Misfire and Speedy shot
cards in with the Cowboy number cards.
Shuffle the cards and give each child an equal
number. Children should arrange their cards as
a pile, face down. They both turn over a card
simultaneously and it is a race to see who can add/
subtract the numbers the fastest. The first person to
reach a correct answer wins a point. If a Misfire card
is drawn, the point automatically goes to the other
player. If a Speedy shot card is drawn, that player
automatically wins the point. If a Misfire and Speedy
shot card are both drawn at the same time, they
cancel each other out and no player wins a point.

Being able to add and subtract numbers in our


heads and on paper are vital maths (and life) skills.
Addition and subtraction are two of the main number
operations that children learn, and this game will
help them practise. Encourage your child to use the
methods they find most useful and that they are being
taught in school (column addition, the number line
method, etc). Remind them of important rules such
as putting the largest number first when adding two
numbers together to make it easier.

Speedy
shot

Speedy
shot

Speedy
shot

Misfire

Misfire

Speedy
shot

Misfire

Misfire

Speedy
shot

Speedy
shot

Speedy
shot

Misfire

Misfire

Speedy
shot

Misfire

Misfire

Cowboy cards

12

17

11

16

18

13

Cowboy cards

19

14

20

15

10

22

27

32

37

21

26

31

36

38

33

28

23

Cowboy cards

39

34

29

24

40

35

30

25

42

47

52

57

41

46

51

56

58

53

48

43

Cowboy cards

59

54

49

44

60

55

50

45

62

67

72

77

61

66

71

76

78

73

68

63

Cowboy cards

79

74

69

64

80

75

70

65

82

87

92

97

81

86

91

96

98

93

88

83

Cowboy cards

99

94

89

84

100

95

90

85

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