Number Facts 

Objective:
Secure understanding of equivalence in time, fractions, money and arithmetic






Primary Tarsia

Create and print your own Tarsia jigsaw puzzles








Objective:
Swift recall of addition facts






Number Fact Fighter

Choose from a range of levels and practise your addition facts.








Objective:
Y2: Derive and recall multiplication facts for the 2, 5 and 10 timestables.
Y2: Represent multiplication as arrays.
Y3: Derive and recall multiplication facts for the 2, 3, 4, 5, 6 and 10 timestables.
Y1: Know by heart all of the pairs of numbers that total 10.
Y2: Know by heart all of the addition...[sic]facts for each number to at least 10.






Number Facts Bingo

Choose from 6 bingo games:
bonds of 10
bonds of 20 and 100
adding 9, 10, 11 and taking them away
multiplication facts








Objective:
Y1: Know by heart all of the pairs of numbers that total 10.
Y2: Know by heart all of the addition...[sic]facts for each number to at least 10.






Save The Whale Version 2

The whale is stuck in the lake, she wants to got to the sea. Click on the number bond that would complete the water pipe. Then place your choice on the end of the water pipe.
This is different from the old 'Save the Whale' game in that the pipes are easier to move and you can choose totals other than 10.
You will need Flash Player 6:Get Flash Player 6 







Objective:
Recall number facts up to 10+10.






Funky Mummy

Recall number facts up to 10+10. See the Funky Mummy dance when you get it right! Get 10 answers correct without clicking on a wrong sarcophacus and you can write in Egyptian hieroglyphs.
Imperial Avenue Infant Sch
You will need Flash Player 6:Get Flash Player 6 







Objective:
Recall bonds of 20.






Funky Mummy 20

Recall bonds of 20. See the Funky Mummy dance when you get it right! Get 10 answers correct without clicking on a wrong sarcophacus and you can write in Egyptian hieroglyphs.
You will need Flash Player 6:Get Flash Player 6 







Objective:
YR, Y1 & Y2: Recall number facts to 5, 10 or 20.
Recall bonds of 5, 10 or 20.
Recall doubling facts to 10 or 20.
Y2: Use '5 and a bit' facts when adding.






Brilliant Beadstring
Now with colour changer!!
Thank you
Mr Henry!

Teaching tool only:
Choose one or two beadstrings. Practise bonds of 10 or 20, number facts to 10 or 20.
Year 2 classes could practice '5 and a bit' facts. Drag the screenshade over the beads to hide a number.
You will need Flash Player 6:Get Flash Player 6
PLEASE MOVE THE BEADS STEADILY. Overzealous bead dragging may result in them overlapping. If this happens, refresh the page.
Thank you to Mr Henry from Smeeth Primary School for suggesting the colour changer!! 







Objective:
Y1: Make 5 and 'a bit'.
Practise addition facts up to 5+5.
To count on when adding.






Funny Fingers

Teaching Tool Only!
Click on the fingers to demonstrate addition facts up to 5+5, e.g. 4+3=7.
Demonstrate 5 and 'a bit' facts, e.g. 5+3=8
You will need Flash Player 6:Get Flash Player 6 







Objective:
Know simple addition facts up to 9 + 9.






safe cracker

Learn and practise single digit addition facts by turning the tumblers on a safe. If you get four correct you can enter the safe and play a game.
You will need Flash Player 6:Get Flash Player 6 







Objective:
(Y1) Know bonds of 10






Save the Whale

Mend the pipes to save the whales. 







Objective:
Y2: To know that you can add more than two numbers together.
Quick recall of addition facts.






Flight 4 Fuel 
Collect fuel by flying into it.
SHOOT THE FUEL THAT YOU DON'T WANT!
The faster you shoot the fuel that you don't want, the faster you see new fuel!
You will need Flash Player 6:Get Flash Player 6








Objective:
(Y1) Know bonds of 5. Add by counting on.
(Y2) Add by using bonds and bridging.






+5 Fuel Stop

Add 5 units of fuel to each ship that lands at your refuelling base. Year 1 children can do this by counting on. Year 2 children can do this by breaking 5 into it's bonds e.g. 17+5= 17+3+2. 







Objective: Know by heart all pairs of numbers with a total of 10.






Catch 10

In a similar way to the games at the seaside, imagine your mouse pointer is a hammer, you must tap all the animals on the head with a total of 10.








Objective: Use the knowledge that addition can be done in any order to do mental calculations more efficiently by partitioning into '5 and a bit' when adding 6, 7, 8 or 9 then recombine.






5 and a bit
Ogre hit!

Add together numbers like 6, 7, 8 and 9 by using facts that we know, such as 6=5+1. So to make addition more efficient we can think of these numbers as '5 and a bit'. First adding the 5, then the 'bit'. In this activity the player will need to partition two such numbers before they add them together. 







