Aims and objectives
This set of activities are aimed at developing pupils mental agility
and their recall of number facts relating to problem solving with
money.
Previous knowledge
Pupils should already have some knowledge and understanding as
well as experience of working with money (decimals).
In the classroom
This set of games encourages pupils to practice and test their
mental arithmetic skills by challenging them to work as a cashier
in a virtual store and serve as many customers as possible in the
allotted time. Pupils have to calculate then make up the correct
change, making sure they don't give too little or too much of the
store's money away!
This resource is a fun way to practice and develop mental maths
strategies for problem solving using money. Pupils would normally
work individually as there is a time and outcome element to the
game. At the end of the game pupils receive a printed resume of
their of their time at the till which acts as a useful assessment
tool or record of achievement.
The activities can be used with larger groups of pupils or even
as a whole class if projected on to a whiteboard. The nature of
the activity makes it an excellent and motivating mental starter
to the numeracy hour.
Please note that the music can be turned off and on by clicking
the 'music off' button on the left side of the screen.
Curriculum references
Mathematics - KS1
Ma2 1a-d; 2c; 3c, d; 4a, b
Mathematics - KS2
Ma2 1a, b, d, e; 2i; 3d, e; 4a, b, c
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