10Ticks.co.uk - Level 4 Information

Here you see the contents of the VLE Level 4 Licence. Your order will come on CD-Rom or DVD and will contain each of the pages below as a single page pdf stamped to your school name VLE. The pages are not editable. A searchable page of contents also comes on the disc.

Level 4 Pack 1 Info
Level 4 Pack 2 Info
Level 4 Pack 3 Info
Level 4 Pack 4 Info
Level 4 Pack 5 Info
Level 4 Pack 6 Info
Level 4 Pack 7 Info
Level 4 Pack 8 Info

Level 4 Pack 1 Contents/Teacher Notes

Pages 3/4. Mental addition and subtraction.
Traditional text book exercise. After learning the skill these are then put into a practical situation in the worded questions.

Pages 5/6. Number Pyramids.
The theme of pyramid addition and subtraction will appear in later packs using decimals, negative numbers and algebra. Here you can practice the style of questions. Algebra can be brought into the last few questions to solve them, though at this level trial and improvement may be better.

Pages 7/8. Magic Squares.
Its an old idea, but a favourite!

Pages 9/10. Addon-agons.
Various polygons that use additions and subtractions to solve them. Less able pupils might be best missing out questions 31, 32, 39, 40, 48. Linked with these questions is an investigation for the more able pupils. Look at the triangle addon-agons. For those that have just the answers given i.e. the squares filled in, is there only one unique answer ? Is this the same for the square addon-agons, the pentagonal addon-agons etc.?

Pages 11/12. Harder Addon-agons.

As above, but more difficult. Again beware of certain questions for the less able, questions 31, 32, 39, 40, 47, 48.

Pages 13/14. Two-digit addition/Inkblots.
Traditional textbook addition. The inkblots test out the feel and depth of knowledge pupils have for addition, hopefully spotting the inverse nature of addition and subtraction along the way. Watch out for the carries.

Pages 15/16. Two-digit subtraction/Inkblots.
Traditional textbook subtraction. The inkblots test out the feel and depth of knowledge pupils have for subtraction. Watch out for the carries.

Pages 17/18. Three-digit addition/Inkblots.
As above.

Pages 19/20. Three-digit subtraction/Inkblots.
As pages 15/16.

Pages 21/22. Word Search. Single digit addition and subtraction.
Do the sum, write out the answer in words and find it in the grid. Good to check the spellings of numbers.

Pages 23/24. Word Search. Two digit addition and subtraction.
Do the sum, write out the answer in words and find it in the grid. Good to check the spellings of numbers.

Page 25. Adding and Subtracting Investigations.
Four investigations that require addition and subtraction skills.

Page 26. Polite and Rude Numbers.
An investigation with consecutive numbers.

Pages 27/28. Star Maze (addition).
Puzzles. These make ideal wall display material. Get pupils to make their own up and colour in!

Pages 29/30. Star Maze (Subtraction).
As above

Page 31. Four in a Line-Addition.
Game of addition.

Page 32. Four in a Line-Subtraction.
Game of subtraction.

Page 33. Hex-an adding and subtracting Game.
A game of addition/subtraction.

Page 34. Star Wars.
A game of addition.

Pages 35/36. Magic Squares 2.
More magic squares, but with bigger numbers!

Page 37. Triangle.
Puzzle using addition skills.

Page 38. Boxes. Dice Games.
Games to consolidate addition and subtraction using dice.

Page 39. Jump 10.
Game to reinforce adding and subtracting by 10. When playing games such as this it is important that pupils say the starting number, the number they roll on the die and the end number. Alternatively this information could be recorded in a table (as in Football crazy). Counting on will not improve their skills!

Page 40. Football Crazy.
Game using basic addition and subtraction skills and some cunning strategies!

Pages 41/42. Wheels (Addition/Subtraction).
Another form of practice for addition and subtraction of 2 and 3 digitnumbers.

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Level 4 Pack 2 Contents/Teacher Notes

Pages 3/4. . Jigsaw Timestable (20/38 piece).
Cut out the jigsaw and arrange it to make the timestable grid. The 20 piece is relatively easy to do compared to the 38 piece. When sticking in exercise books, glue the exercise book rather than trying to glue the back of the jigsaw pieces.

Pages 5/6. 20 minute challenge(Multiplication/Division).
The 20 minute challenge I use monthly, with pupils recording their scores and try to better it the next time. Sometimes the score recorded is only the number correct until the first mistake. This way pupils have to balance speed with accuracy. The time can vary depending on the ability of the group. Other staff have used it as a written homework.

Pages 7/8. Multiplication and Division Problems.
The skills are put into a practical situation in the worded questions.

Pages 9/10. Harder Multiplictions/Harder Divisions.
The Harder Multiplications is a traditional style exercise of pen and paper methods.

Pages 11/12. 20 minute challenge/Division Revision.
The challenge is now with both multiplication and division. On the reverse is more division, as this seems to be the one pupils spend less time on.

Pages 13/14. Word Search Multiplication and Division 1/2.
Work out the answers, write them as words and find them in the grid.

Pages 15/16. Multiplagons.
Similar to the addon-agons in the last pack, but with multiplication and division.

Pages 17/18. Multiplication Grids.
This is one of the best ideas to come out of Mathematics in Schools. This has been adapted and the progressions made line by line. Plenty of material in this for all abilities. Excellent!

Pages 19/20. Hex/Triangles.
Two games that require a good knowledge of multiplication.

Pages 21/22. Four in a line-multiple mania/Factors game.
Two more games that require a good knowledge of multiplication.

Pages 23/24. Bingo Cards (3x3)/(4x3).
24 blank bingo cards to a page. Strips can be given to pupils to stick into the back of their exercise books and used when necessary. Less able pupils might use the columns 1-9, 10-19, 20-29 and fill in their choice of numbers. More able pupils might use columns 50-59, 60-69, 70-79. This is very flexible depending on the group. Mental arithmetic questions can be given and the answers crossed off the grids e.g. "7 decades take a bakers dozen". To make it more exciting give answers to complete 2 columns first so everyone is very close to winning!

Page 25. Number Golf (6 Hole Course).
Game using multiplication and subtraction facts. Knowledge of negative numbers is useful for players.

Page 26. Multiple Maze 2, 3, 4, 5.
Find your way out of this maze using your timestables.

Pages 27/28.Multiple Maze 3, 4, 5, 6/ 4, 5, 6, 7.
More mazes to escape from.

Pages 29/30. Multiple Maze 5, 6, 7, 8/ 6, 7, 8, 9.
The last set of mazes to escape from.

Page 31. Multiplication Puzzles.
Some puzzles for the odd moment.

Page 32. Making a Calculator(Napiers Bones).
Making and using Napier's Bones.

Pages 33/34. Some Products !
A nice mental exercise finding products and sums of given numbers. Later the sum and product are given and pupils have to find the two starting numbers. Good revision of the words Sum and Product.

Page 35. Hexagon Puzzle Grid.
Master grid for Hexagon Puzzle cards.

Page 36. Hexagon Puzzle Cards. Addition and Subtraction.
Puzzle using addition and subtraction skills.

Page 37. Hexagon Puzzle Cards. Multiplication and Division.
Puzzle using multiplication and division skills.

Page 38. Multiplication Grid.
This can be stuck into books for weaker pupils,- and only 6 copies for the whole class !

Pages 39/40. Diabolical Magic Squares.
Looking at the symmety of 2 diabolic magic squares. Pupils have to colour in different sets of 4 squares that add up to the magic number. Then, using the shaded squares, draw on the lines of symmetry. There are actually 32 that have lines of symmetry and more than 40 ways of making the magic number. It is interesting to discus the strategies used to find sets in the ones with no symmetry.

Pages 41/42. The Odd Pyramid.
Multiplication/addition of odd/odd, odd/even, even/odd and even/even numbers.

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Level 4 Pack 3 Contents/Teacher Notes

Pages 3/4. Place Value.
Looking at column headings for whole numbers. Changing between figures and words. Ordering numbers.

Pages 5/6. Multiplying and Dividing by 10, 100, 1000.
Multiplying and dividing whole numbers by 10, 100, 1000.

Pages 7/8. Rounding to the nearest 1, 10, 100 and 1000.
As the title says !

Page 9. Zap to Zero. (Place value).
A calculator game that needs knowledge of place value.

Page 10. Minus 15.
A 'shove penny' game. The first person to get -15 wins. The number line down the side of the page can be used to start with, to aid scoring. This can be dispensed with as pupils progress.

Page 11. Minus Numbers.
An introduction to negative numbers through number patterns.

Page 12. The Lift.
An introduction to negative numbers in a practical situation. This at level 4 is to be used without formulating any "rules".

Page 13. The Thermometer.
Again, an introduction to negative numbers in a practical situation. At this level it is to be used without formulating any 'rules'.

Page 14 Spellings at Level 4.
Sheets for pupils to stick into the back of their books as reminders.

Pages 15/16. Money and Decimals.
The link between money and decimals.

Pages 17/18. Money and Decimals. Worded Questions.
Putting money questions into context.

Pages 19/20. Money and Your Calculator.
How to use your calculator when solving money problems.

Pages 21/22. Time 1.
Looking at both the 12 hour and 24 hour clock. Finding simple time differences in both systems.

Pages 23/24. Time 2.
Worded time questions in 12 and 24 hour clock. Units of time questions and questions based on the calendar.

Pages 25/26. Timetables.
Using skills in both time calculation and reading from tables. Reading from train and bus timetables.

Pages 27/28. Metric Units-Length.
Interchanging units of length.

Pages 29/30. Metric Units-Weight/Capacity.
Interchanging units of weight/interchanging units of capacity.

Pages 31/32. Measuring Metric Units.
The first exercise is measuring to the nearest mm on the sheet. The second will need some planning, depending on which measuring instruments you have in your department. It will need to be discussed as to which measuring instrument is appropriate to which distances. Pupils should be encouraged to estimate distances first before measuring. Weights and capacities are always difficult in secondary school due to the expense of the measuring devices and nature of measuring. Hence the 'Weights and Capacities at Home' section. Finally 'My Measurements'. This encourages pupils to discover their own personal measurements. Be sensitive to some pupils, they may not appreciate their weight being broadcast.

Pages 33/34. Adding and Subtracting Metric Units 1.
This sheet deals only with metric lengths.

Pages 35/36. Adding and Subtracting Metric Units 2.
This sheet deals with the other metric units.

Page 37. Multiplying Metric Units.
Multiplying all the metric units by numbers up to 10.

Page 38. Dividing Metric Units.
Dividing all the metric units by numbers up to 10.

Pages 39/40. Metric Units (Worded Questions).
All the above skills put into context.

Page 41. Walk the Plank.
Game to consolidate the skills working between metres and centimetres and subtraction of the units.

Page 42. Raise the Tiny-Tanic.
Game to consolidate the skills working between litres and millilitres, addition of the units and multiplication skills.

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Level 4 Pack 4 Contents/Teacher Notes

Page 3. Fraction Grid.
Using a fraction grid to solve problems.

Page 4. Fractions.
Finding the fraction of the shaded areas.

Page 5. Equivalent Fractions.
Using diagrams to discover equivalent fractions. Using number patterns to continue equivalent fractions. Finding other equivalent fractions.

Page 6. Cancelling Down.
Using equivalent fractions to find the lowest equivalent fraction.

Pages 7/8. Star Maze (Equivalent Fractions).
Puzzles using equivalent fractions.

Pages 9/10. Addition and Subtraction of Fractions.
Adding different parts of a shape to make a whole one, leading to simple addition and subtrtaction of fractions.

Page 11. Mixed Numbers/Improper Fractions.
Improper fractions and mixed numbers.

Page 12. Finding a Fraction of a Quantity.
Finding fractions of quantities.

Pages 13/14. Box Trails 1 (Fractions).
Finding fractions of a given amount.

Pages 15/16. Box Trails 2 (Fractions).
The given amount is now a fraction, from this other fractions of the whole have to be found. This is for the more able level 4 pupil!

Page 17. Box Trails (Blank).
A blank for the teacher to put in their own values.

Page 18. Missing Fractions Grid.
A similar exercise as for the box trail work sheets. Again, this is for the more able level 4 pupil!

Pages 19/20. Using Equivalent Fractions to find a Percentage.
A non calculator method of using fractions to find percentages.

Pages 21/22. Two ways to find a Percentage of a Quantity.
As it says, but without a calculator.

Pages 23/24. Box Trails 1 (Percentages).
Finding percentages of a given amount.

Pages 25/26. Box Trails 2 (Percentages).
The given amount is a percentage, using that find other percentages. This is for the more able level 4 pupil!

Page 27. Box Trails Blank (Percentages).
A blank for the teacher to put in their own values.

Page 28. Missing Percentages Grid.
A similar exercise as for the box trail work sheets. Again, this is for the more able level 4 pupil!

Pages 29-32. Decimals 1/Decimals 2.
Looking at decimal places by using pictures. These exercises are aimed at pupils visualising the difference between 0.4 and 0.04. Also to spot that 0.8 is bigger than 0.12. If short of resources this can be reproduced on graph paper using the 2cm by 2cm squares.

Pages 33/34. Decimals 3.
The first exercise consolidates the previous sheets of ordering decimals. Also traditional adding and subtracting of decimals.

Pages 35/36. Decimal Pyramids.
The idea is the same as in previous packs, only with decimals. This is to practice mental addition and subtraction of decimals. Questions 40-42 are best solved by trial and improvement techniques.

Pages 37/38. Magic Decimal Squares.
This old favourite adapted to decimals.

Pages 39/40. Reading Decimals from Scales.
Practice reading from different incremental scales. Level 4 pupils may be best using a calculator to add up the sums, but not level 5 pupils! Watch out for questions 15 and 16 on the tenths and questions 12- 16 on the hundredths, they may need talking through.

Pages 41/42. Percentages and Fractions.

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Level 4 Pack 5 Contents/Teacher Notes

Pages 3/4. Equivalent Fraction Dominoes.
Traditional game of dominoes, but pupils need to spot equivalent fractions to play the game.

Pages 5/6. Equivalent Fraction/Decimal/Percentage Dominoes.
Traditional game of dominoes, but pupils need to work between the different number systems to play the game. To make bigger and better games add the two sets together.

Pages 7/8. Decimal Star Maze (Addition).
Another way to practice those mental addition skills.

Pages 9/10. Decimal Star Maze (Subtraction).
Another way to practice those mental subtraction skills.

Pages 11/12. Function Machines 1 (One Operation).
Here we look at the basic concept of a function machine. Inputting a number to find the output. Page 12 looks at the reverse process of having the output given to find the input. This should be a very low level 4 sheet.

Pages 13/14. Function Machines 2 (One Operation).
The next progression is to find out how the function machine changes the inputs to the outputs. Answers must be written in the form "output = input + 2" to achieve Level 4.

Pages 15/16. Function Machines 3 (One Operation).
This sheet is similar to Function Machines Level 2 (one operation), but it tries to show how the numbers in a table are the same as from a function machine through the evolution of diagrams.

Pages 17/18. Function Machines 4 (One Operation).
Function tables and diagrams are another format that can represent function machines. It is important that function diagrams are mastered here as they are essential for later work.

Pages 19/20. Function Machines 1 (Two Operations).
We now move on to using two operations in the function machine. Inputting a number to find the output and then the reverse process of having the output given to find the input. The reverse process is formalised in Function Machines 3 (Two Operations), so you may wish to revisit this section after completing that worksheet, if pupils experience difficulty.

Pages 21/22. Function Machines 2 (Two Operations).
Function tables and diagrams for two operations. These include reverse operations on page 22.

Pages 23/24. Function Machines 3 (Two Operations).
Drawing reverse function diagrams. Putting the topic into context- solving worded questions using reverse function diagrams.

Pages 25/26. Patterns in Number 1.
Spotting patterns in number. Looking at patterns multiples make on different number grids. Formalising multiples and factors. Some factor investigations. Introducing square numbers, triangular number and palindromes.

Pages 27/28. Patterns in Number 2.
Looking at sequences of numbers.

Pages 29/30. Pascal's Triangle.
Two grids for Pascal's triangle, you may need this for the worksheet on page 25. One ready filled in if you are looking just at the multiple patterns and the other blank if you wish to bring mental arithmetic skills into the lesson.

Page 31. 1-100 grid.
These are excellent for colouring in different multiples and seeing the patterns that evolve. This with the Pascal's Triangle sheet makes ideal wall display work.

Pages32/33. Practical Number Patterns 1.
Structured activities looking at number patterns. Pupils can extend the pattern either with practical equipment or merely by drawing the diagrams. As the two worksheets progress, the complexity of the pattern grows. An important element is getting pupils to predict and test results.

Pages 34/35. Practical Number Patterns 2.
As above. We have found in the past that using these worksheets before attempting coursework with lower ability GCSE pupils, has helped them focus on the structure of their projects.

Pages 36/37. Introducing Algebra 1.
Exercises building up to the idea of letters replacing numbers. As with all algebra it is important for the pupils to set out their work correctly from the beginning. Although marked Level 4, this is a good start point for all Level 5 pupils.

Pages 38/39. Introducing Algebra 2.
Again, exercises building up to the idea of letters replacing numbers.

Pages 40/41. Snakes and Ladders.
A game for 2 - 6 pupils. Cut out the cards, shuffle and turn upside down. Pupils take it in turn to take the top card, work out the answer and move that many places. The card is placed to the bottom of the pile. If calculated wrongly they go forward to the next snake and down it! Normal rules apply. It might be interesting to see if pupils notice that 31 cards only have been supplied, Why's that then ?

Page 42. Algebra Substitution Practice.
A fun sheet for parents and pupils alike. The idea that letters can represent something else is looked at here. The letters here are short for words starting with the same letter.

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Level 4 Pack 6 Contents/Teacher Notes

Pages 3/4. Tally Charts.
Learning to tally. Tallying from pictures and then from words. The tally charts are set out ready for completion. In the last 2 questions pupils have to set out their own charts.

Pages 5/6. Reading from Pictograms.
Exercises taking readings from 6 pictograms.

Pages 7/8. Drawing Pictograms.
Traditional exercise of drawing out pictograms. The last two questions aim to mimic a survey. Pupils have raw data that has to be tallied before drawing a pictogram.

Pages 9/10. Taking Readings from Bar Charts.
Take information from the bar chart to answer the questions. Notice the change of scale from page 9 to page 10.

Pages 11/12. Drawing Bar Charts.
Draw bar charts and answer some simple questions from them. As with the pictograms, the last questions aim to mimic a survey. Pupils have raw data that has to be tallied before drawing a bar chart.

Pages 13/14. Bar Line Graphs.
Two types of exercises in one. Pupils have little difficulty with these 'very thin bar charts'. Firstly taking readings from bar line graphs. Secondly drawing from tables and raw data.

Pages 15/16. Bar Charts (Grouped Discrete Data).
Everything you need on grouped discrete data. Firstly, reading from barcharts. Secondly, drawing from tables, followed by 3 questions where pupils have to group raw data themselves.

Pages 17/18. Real Life Graphs.
Interpreting basic real life graphs.

Pages 19/20. Line Graphs 1.
This introduces line graphs through a 'Mood' graph during certain days. Read off information from these graphs and a height and weight line graph.

Pages 21/22. Line Graphs 2.
After answering questions on line graphs, we are now looking at plotting them. Pupils have problems setting out axes. The first two (questions 3/4) are on identical axes to questions 1 and 2 of the sheet to help with this problem. For questions 5 and 6 pupils are left more on their own and therefore may need some teacher guidance.

Further ideas for pupils to generate line graphs would be:
Measuring the temperature over a school day; exercising and measuring changing pulse rates; plotting the number of minutes doing homework over a fortnight; growing a seedling and measuring its height over a month; their own height/weights over the year; their teams total number of points against matches played over a season; the temperature at midday over the year; the sun setting time over the year. etc.

Pages 23/24. Averages 1.
Learning to find the mode and median of a set of data. Finding the median is a level 5 skill, but it is relatively simple and doesn't seem out of place here.

Pages 25/26. Averages 2.
The range is now introduced as a measure of spread, followed by an exercise finding all three. The last page, choosing which average, is an area which seems to be glossed over. Pupils must be encouraged to look at data and see if their
answer is typical and appropriate.

Page 27. Probability.
Introducing the words used to describe probability. One idea is to create a washing line and hang up words where pupils feel they belong, between impossible and certain. It soon becomes apparent that words aren't very precise.

Page 28. Probability Lines.
Placing events on the probability line.

Page 29. Probability Event Cards.
These can be used in several ways. Cut them out, shuffle them and place them face down. Players take it in turns to move along a number line (See Pirates on p 39). Impossible moves 0 places, in between moves 1 place, and certain moves 2 places. After a move, cards are returned to the bottom of the pile. First to the end wins. Alternatively, just cut out, group them in probabilities and stick into books.

Page 30. Blank Probability Event Cards.
Make your own cards.

Pages 31-36. Fair Games.
The following games are designed for pupils to get a "feel" for probability and if something is fair or unfair. Encourage pupils to make a prediction about the game beforehand and then state afterwards if the game was fair or not.
Round and Round/The Plank/Leap Frog/Ups and Downs/Island Hopping/See-Saw.

Pages 37/38. Probability Experiments.
Predicting outcomes of experiments, starting with simple 1 event situations and moving on to 2 events. Creating a biased die.

Page 39. Pirates.
The game board for playing with the event cards. It can be used to set up some other fair/unfair games.
a). Player 1 moves the number of squares on the die, Player 2 moves 4 squares every go,
b). As above, but Player 2 moves 3 squares every go,
c). For 3 players. As above, but Player 3 moves alternately 3 squares then the number on the die,
d). Player 1 moves dice score + 1.

Lots of variations here. Each time it should be worked out how to make it fair!

Pages 40/41. Hit 50/Hit 200.
A game of addition.

Page 42. Addition and Subtraction Cross Numbers .
Three number 'crosswords' using addition and subtraction skills.

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Level 4 Pack 7 Contents/Teacher Notes

Pages 3/4. Compass Points in the Classroom.
Exercises reinforcing compass points. Note that in the second exercise the compass has been rotated 45°.

Pages 5-8. Mazes and Compass Points 1/2.
Find your way out of the mazes by giving directions and distances. Again, note that as you progress through the successive mazes the compass is being rotated to test pupils speacial awareness. This is a nice topic for pupils to produce their own mazes on squared paper and produces super wall display material.

Pages 9/10. Room Mazes and Compass Points.
The rooms now being hexagons, mean that pupils have 8 compass points to choose from when deciding which direction to travel in.

Pages 11/12. Four-Figure Grid References.
An exercise in reading 4-figure grid references.

Pages 13/14. Six-Figure Grid References.
An exercise in reading 6-figure grid references.

Pages 15/16. Amounts of Turn.
An exercise looking at some of the language pupils are expected to know at this level. There are plenty of computer programs that practice the skill of estimating angle, and are far superior to any text book activity.

Pages 17/18. Angles and Compass Points.
Looking at the connection between the fraction of a turn and the compass points, and the number of degrees between the compass points.

Pages 19/20. Coordinate Shapes 1.
Follow the instructions and produce pictures in one quadrant. Each question produces a different picture.

Pages 21/22. Corny Coordinates.
Work out the jokes using coordinate skills in one quadrant.

Pages 23/24. Pop-tastic Coordinates 1.
Work out the songs and artists using coordinate skills in one quadrant

Pages 25/26. Crazy Coordinates 1/2.
Draw a picture on a 'normal' grid. Put these coordinates onto one of the crazy coordinate grids and see what comes out. Good for wall display.

Pages 27/28. Coordinates and Compass Points.
Coordinates in one quadrant only. This worksheet brings together coordinates and compass directions.

Pages 29/30. Finding Mirror Lines.
The start of symmetry exploring different shapes with mirrors. Find where the mirror has to be placed to make all the given shapes and from which side it has to be viewed. All this will need to be recorded on squared paper.

Pages 31/32. Line Symmetry.
Line symmetry of geometrical and everyday objects.

Pages 33/34. Mirror Line Symmetry (One Line).
Pupils have to reflect the given objects in a mirror line. Make sure pupils realise that when they draw the objects onto squared paper, they have to leave
plenty of space for the images!

Pages 35/36. Two Lines of Symmetry and More !
Pupils have to reflect the given objects in two mirror lines. Make sure pupils realise that when they draw the objects onto squared paper, they have to
leave plenty of space for the images! Later on 4 mirror lines are introduced.

Pages 37/38. Rotational Symmetry.
Rotational symmetry of geometrical and everyday objects.

Pages 39/40. Spiralling Sums (Addition/Subtraction) 1/2.
Work out the addition and subtractions. Write the answers in words in the spiral. Read off the shaded squares and find the mystery football teams.

Pages 41/42. Spiralling Sums (Multiplication/Division) 1/2.
Work out the multiplicatons and divisions. Write the answers in words in the spiral. Read off the shaded squares and find the mystery pop stars/groups.

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Level 4 Pack 8 Contents/Teacher Notes

Shapes 1/2.
Connecting names to shapes. Congruency. Circle properties. Using compasses in constructions.

Pages 7/8. Triangle/Quadrilateral Rummy.
Triangle cards-7x equilateral, isosceles, right angled, scalene (Some may overlap).
Quad. cards -5x square, rectangle, parallelogram, rhombus, kite and trapezium.

Sets of cards for a variety of games.
Pairs (2 players). Shuffle the cards, deal them face downwards. Players turn over two cards if they are the same and they say the type of pair correctly they keep them ! If not they are returned, face down to the table. The one with the most pairs wins. With both sets, you will need to take one of each type out or play with 2 packs.

Snap (2+ players). Traditional, noisy game! Except instead of shouting snap players shout the type of pair showing. If incorrectly stated they do not win the cards.

Old Maid (3+ players). Add one of the old maid cards to the set. With both sets, you will need to take one of each type out or play with 2 packs. Pupils take it in turns to pick a card from the person next to them and pair off cards. The one with the Old Maid at the end loses.

Rummy ( 3+ players ). You may want two sets of cards for 4 players or more. Each player is dealt 7 cards. The pack is placed face down and the top card turned over. Try to collect 3 or 4 of any type of card. Take it in turn to pick up from the upturned pack or from the discard pile. Return one unwanted card to the discard pile. First to collect sets wins. For those familiar with Rummy you may want to add other rules as pupils become more familiar, such as adding on other pupil's cards. Discussion will take place about cards that belong in more than one set. You may want to combine the triangle and quadrilateral cards to add another dimension. For level 6 pupils, use two sets of quadrilateral cards, but take the spotted cards out. This makes it harder to collect sets. Pupils might then have to collect property sets, such as diagonals that cross at right-angles. These are just some ideas. Plenty of other card games will lend themselves to these cards.

Pages 9/10. Investigating Shapes.
Six simple investigations using shape properties at level 4. Beware of question 3 ! There are lots of triangles in the diagram (more than 80!). This is an exercise in laying out all the answers logically. The fact that the shape has rotational symmetry 4 may help brighter pupils (or staff!). How to draw out Islamic Patterns.

Pages 11/12/13 Tangrams/Tangram Master.
The grid has been made using a 2 by 2 inch square. This gives an opportunity to use imperial units in a lesson. Alternatively it can be 'traced' through plain paper. If you want to work on 1 cm squared paper the same diagrams can be made, though they will not fit exactly on to the 'shadows'. If constructing the grid isn't part of the lesson then use the tangram masters on page 5. Good wall display material. The tangram master has 15 grids for use with the above worksheet. Two photocopies covers the whole class!

Page 14. Pentominoes.
Before attempting this sheet get pupils to investigate how many different ways 5 squares can be fitted together. This should lead to the 12 different
pentominoes. The sheet can then be handed out as a check.

Pages 15-18. Rectangles 1/2.
Finding perimeters by measurement and calculation. At this level we are dealing with verbal formulae and we need not give the algebraic version. Finding
areas by measurement and calculation. Note the units that answers are in.

Pages 19/20. Irregular Shapes.
Finding Areas of Irregular shapes.

Pages 21-24. Solids 1/2.
Matching names and properties of solids. Looking at nets of solids. Polydron is brilliant for this topic and improves spacial awareness very quickly.

Pages 25/26. Solids 3.
Properties of Cubes and Cuboids. Finding simple volumes and surface areas. Again, at this level we are dealing with verbal formulae and we need not give the algebraic version. The very last exercise on finding surface area can be changed for more able pupils. By looking at the surface areas of each rectangle can they work out the actual dimensions of the cuboid ?

Pages 27/28. Net the Cube.
Building on spatial awareness. Pupils make a net of a cube and by rotating it can they spot the picture of the cube? Pupils higher up the curriculum can attempt this, but not be allowed to build the net !!

Page 29. How to make Tessellating Shapes.
Making tessellating patterns for wall displays.

Page 30. Paper Puzzles.
4 puzzles using squared paper and scissors looking at the conservation of area. These puzzles are popular and you may see them in a variety of guises in
different puzzle books.

Page 31. Think Sphinx.
Area puzzles introducing the words congruent and similar.

Pages 32/33. The River Crossing.
Recording events through diagrams, generalising results.

Page 34. The Calendar.
Investigating simple patterns in the calendar. Generalising results.

Page 35. Sneaky Sid.
Pupils can walk through this investigation to get them started. Lots of number patterns to spot.

Page 36. Investigations for Squares.
Investigations that are all linked with square numbers.

Pages 37/38. Avoid-Strategy Games.
The same strategy game put into different settings. It is extended in a number of ways so that pupils can find a general formula to cover all variations
of the game.

Pages 39/40. The Number 3/4 Multiple Maze.
Work out the sum, see if it is a multiple of the given number and try to find your way through the maze. The complexity of the two tasks combined gives it the
level 4/5 rating !

Pages 41/42. Santa's Crackers/Christ-maths Wordsearch.
Activities for the last day of term ! Santa's Crackers - solve the question on your calculator, turn it upside down to find the missing word. Christ-maths Wordsearch- find the words, they may be mathematical or Christmassy. Arranged in alphabetical order as a clue!

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