Domino Fishing...

Catch a fish and match the numeral to the wooden dominos. Dot patterns are a great way to gain an appreciation of magnitude. Matching dot patterns to numerals helps the learner to understand the magnitude represented by the numeral.

Using dominos with key facts for 1-10 (doubles and near doubles) helps the learner to become familiar with a 'key fact' for each number from which all other bonds can be derived.


Odd Socks...

Roll the dice and count out the socks onto the line. Is there an odd sock? What does the matching Numicon tile look like? Make it competitive by taking turns and collecting any odd socks on each go. See who has the most odd socks at the end of the game.


Teen four in a row...

Teen numbers can be tricky to learn. Numicon is a great tool to help visualise the structure of a ten plus ones. Players choose a Numicon tile from the feely bag and place it next to the ten tile to make a teen number. The player then places their counter on a matching teen numeral on the game board. The first player to get 4 counters in a row wins.

Can the players feel for the Numicon tile that they may need on the gameboard - great skill is required to feel for the correct tile inside the feely bag!


Duck Bingo...

Players take turns to choose a duck from the pond and reveal the numeral underneath. Can they find the matching numeral on their number track and cross it off. Players need to watch carefully to see if the other player chooses a duck that they need. Great memory skills and concentration are needed! This game can be adapted to practise bonds to 10 – If a duck has number 7 the player crosses off 3 on their game board.


Feed the Crocodile

Mr Crocodile loves to eat Numicon! Turn over a domino and find a matching Numicon tile. This game practises subitising key facts (doubles and near doubles) for 1-10. The activity can be adapted to practise bonds to 10 – if a domino with 4 spots is chosen feed Mr Crocodile a Numicon 6.

To practise all number bonds have a large selection of Numicon out and choose 2 tiles to match the total on the domino. Score 1 point if you choose the parts represented on the domino e.g. 2 and 2 for 4 or score 2 points if you can find 2 different tiles to make 4 such as 1 and 3.

Factor Rainbows...

Each player either chooses a 2 digit number or generates it with a dice rolled twice. Each player then finds the factors of their number, checking with Cuisenaire rods if needed, and then writes their factors on the rainbow. Using a rainbow helps the learner to understand when all factors have been found (there will usually be an identical number or 2 consecutive numbers at each end of the rainbow when all factors have been found). Now the fun part! Flip a double sided counter if it lands on red the player with the lowest number of factors wins and if it lands on yellow the player with the highest number of factors wins!