Skills
Two-colour matching
Turn-taking
Players
1 - 8
Equipment
- Empty drink cans covered with coloured paper. 8 of each
colour: red, yellow and blue.
- Die with coloured sides: red, yellow and
blue
- Shaker for die
To Play
1. The teacher places the box of cans on the floor and the
children sit around in a circle.
2. The children then 'help' the teacher sort
the cans into the 3 colour sets.
3. The children take it in turns to throw
the die and to add a can of the same colour to the tower being constructed in
the middle of the group.
4. How high will the tower get before it topples
over?
This is a rather noisy, but fun, game!
Skill
Matching
Players
2 - 8
Equipment
- Large board with picture of a clown's face, drawn using the 3
colours yellow, red and brown
- Sweets with brown, red and yellow
wrappers
- Large handmade die with sweet papers stuck on the sides: 2 sides
of each colour of sweet
To Play
1. The board is either placed on a low table or on the floor and
the children sit around in a circle.
2. The children help match the sweets
with the different coloured parts of the board eg the red sweets are placed on
the clown's red lips.
3. Each child in turn throws the die and finds the
matching sweet.
4. For the first one or two rounds just have the children
locate the matching sweet. On the next round allow the child also to take and
eat the sweet.
5. The game is over when each child has thrown the die and
chosen the matching sweet.
6. This is a very short game so it should really
be used to reinforce previous matching work.
Often children thought not to understand the concept of 'the same' manage to pick the correct sweet.
Skill
Matching
Turn-taking
Players
2 - 6
Equipment
- 32 cards: 4 sets each containing 8 cards with identical
pictures
These pictures could be of anything that is easily identified as
different, eg red stripe, blue circle, green square and orange star.
To Play
1. All the children need to sit close together either in a
circle around a low table or on the floor.
2. The teacher takes out one card
of each picture and places these 4 cards in the middle of the table with the
pictures showing.
3. The teacher then shuffles the rest of the cards and
deals them out evenly to the players.
4. The children collect their cards
into a pile but keep them face down and do not look at their cards.
5. The
children take it in turns to look at their top card and sees if they can match
it to one of those in the centre of the table.
6. If the child places it on
top of the correct card the teacher shouts 'Snap' (or 'Bang'). If the child
places the card on the wrong pile then the teacher is quiet.
7. Then the next
child has a turn. Keep playing until all the cards are used up.
This is a loud game which causes lots of fake 'surprise jumping' and laughter.
Skill
Matching
Colour discrimination
Players
2 children at a time but as it is such a fast game
the whole class can be involved
Equipment
- 2 large cardboard tubes: insides from rolls of
lino or clear plastic are ideal. 1 tube covered with red string and the other
with yellow string.
2 mats, red and yellow. Or use 2 circles of thick card
covered with poster paper and clear plastic.
45 objects for sorting into 3
colours, red, yellow and blue, 15 objects of each colour.
Each object must
fit easily inside the cardboard tubes.
Basket for coloured objects
Chair
(or similar) to lean the 2 tubes against
To Play
1. Set out the equipment as shown in the photograph below. Put
all the objects mixed up in the basket on the chair seat.
2. The children
need to sit in a semi-circle in front of the 2 mats.
3. The teacher firstly
shows the children that the mat and the tube resting on it are both the same
colour. Also that the basket holds 3 different colours of objects and that they
have to ignore the blue objects.
4. The teacher chooses 2 children to play
first. One child sits on the red side and the other on the yellow side of the
chair.
5. The teacher explains that as soon as she/he says 'Go', the children
have to find the same colour objects as their tube and drop them in the top end
of the tube.
6. If the child selects the wrong coloured object then the
teacher picks it off the mat and replaces it in the basket.
7. The winner is
the first child to send all their 15 objects down the tube.
8. Swop the pair
of
children.
Skill
Matching
Colour discrimination
Turn-taking
Players
1 - 6
Equipment
- Common objects in 3 colours - red, yellow and
blue; about 10 of each
Drawstring cloth bag
3 sorting circles (or circular
sheets of coloured paper) in red, yellow and blue
To Play
1. The children sit around a low table or on the floor in a
circle.
2. The teacher places the 3 sorting circles in the middle of the
children's circle.
3. The teacher explains that each circle is for collecting
the same colour objects. Can anyone find anything in the room the same colour as
the circles?
4. The teacher places all the coloured objects into the cloth
bag.
5. The children take it in turns to place their hands into the bag,
without looking, and take one object out.
6. If possible have the child
identify the object and also its colour. Then the child places the object inside
the correct coloured circle.
7. Once the child has placed an object into a
circle then the bag passes on to the next child.
8. There is no 'winner' with
this activity.
The child should not be made to say the colour of the object if they find this difficult - many children in mainstream schools may also find this difficult. Matching the colour is far more important. If the children find distinguishing 3 colours difficult, then start with just red and yellow.
Skill
Matching
Colour discrimination
Gross motor
control skills
Players
2 - 8
Equipment
- 16 coloured mats, large enough for a child to
stand on (see game 'Tubes and
Mats'): 4 mats each of green, red, yellow and
blue
Die with 4 colours, red, green, yellow and blue. Use a blank die (either
made or bought) with just the 4 colours - ie two sides are blank.
Shaker for
die
Biscuits or sweets
To Play
1. The children all sit together at one end of the room.
2.
The teacher places all the mats on the floor, like stepping stones. The colours
should all be mixed up but so that it is still possible for the children to jump
from one particular mat to another of the same colour. The children take it in
turns to throw the die. Whichever colour they roll they must follow the mats of
that same colour to the end of the trail. If the children roll a blank side,
they can roll again.
3. The teacher places a biscuit or sweet on the last mat
and tells the children that the floor has become the sea and is full of
children-eating fish. If the children can follow the trail correctly and not
fall into the 'sea' then they can pick up the biscuit/sweet and carry it back to
'land' to eat it.
4. Often children will need a couple of turns before they
follow a colour trail
correctly.
Skill
Matching
Discrimination of shape
Turn-taking
Players
2 - 8
Equipment
- Board with a picture of an empty fruit
basket
Pictures of different individual fruits. 8 sets of 6 different
fruits
Die with a picture of one of the fruit on each side
To Play
1. Place the board on the floor or low table and have the
children sit around in a semi-circle.
2. The teacher then hands out the fruit
pictures according to the group size and the ability of the children. If working
with a large group, or a group of less able children, the teacher hands out just
4 different fruit to each child .
3. Each child then takes it in turn to
throw the fruit die. If the child has the same fruit picture as that on the die
then she/he places it in the basket. If the child has already placed that
particular fruit in the basket then the die passes to the next player.
4. The
first child to place all their fruit in the basket is the
winner.
Skill
Matching
Discrimination of shape
Players
2 - 8
Equipment
- Buttons cut out of card into 5 different shapes,
8 of each shape in the same colour card, eg 8 red stars, 8 blue circles, 8
orange triangles, 8 yellow hexagons, 8 green squares
5 dishes the same
colours as the shapes: one each of red, orange, blue, green and yellow
Die
with a picture of one of the shapes on each side (one side left blank)
To Play
1. Place the 5 dishes on a low table or on the floor and have
the children sit around in a circle.
2. Randomly spread out the shape buttons
and have the children 'help' you sort the shapes into the correct colour
dish.
3. Once the children have completed this, give 5 children a dish each
and ask them to give each player one shape out of that dish.
4. Each child in
turn throws the die. If the child still has the shape that appears on the top of
the die it is then placed in the correct dish in the centre of the table.
5.
If the child does not have that particular shape then the die passes straight on
to the next person.
The children do not have to name the shape or identify the colour, instead use the words 'same' and 'not the same'.
6. The first child to put all their shape buttons into the dishes is the winner.
Skill
Colour matching
Players
1 - 6
Equipment
- 10 large cards, each with different colour
circles drawn in the middle. These cards are cut into either 2 or 3 pieces.
To Play
1. The children sit around a low table or on the floor in a
circle.
2. Start with only 3 or 4 colours of the 10. The teacher sorts out
each colour group and places one piece of each colour card in the centre of the
group of children.
3. Shuffle the remaining pieces and then ask each of the
children in turn to choose a piece.
4. The child then has to try and match
their piece of the circle with one already on the table to try to complete the
circle.
5. If playing with cards cut into 3 sections, then the person who
lays the final section correctly can keep that whole card.
6. The child with
the most complete circles at the end of the game (when all circles are complete)
is the
winner.
Skill
Short-term memory improvement
Object permanence
Players
2 - 8
Equipment
- Box of easily recognisable objects, eg spoon,
comb, bottle
- Cloth as blindfold (optional)
To Play
1. The children should sit on the floor or around a low table in
a circle.
2. Initially the teacher places 4 different objects in the middle
of the circle.
3. The children are all told to look hard at the objects and
remember what is there. The teacher should check that all the children are
familiar with the objects.
4. The teacher then tells all the children, or
names just one child, to close their eyes.
5. The teacher then takes away one
object and hides it.
6. The child, or children, then open their eyes and try
to remember which object is missing. If just naming one child it is important to
stress that the rest of the group doesn't tell the child what has gone, as they
probably saw, and will be eager to play themselves.
7. The children take it
in turns to remember what has disappeared.
8. As the children become more
able at this game then the teacher should add more objects.
If the children have language difficulties then also make a set of matching picture cards for the objects. When playing the game the child sorts through the cards and selects the picture of the missing object.
Once the children have mastered the game using real objects then use picture cards to play the same game. This will make the game harder.
Skill
Object permanence
Colour recognition
Hand-eye
co-ordination
Players
1 - 8
Equipment
- 5 similar tubes covered with the same paper and
clear plastic. (The insides of toilet rolls are ideal for this.)
- 5 table
tennis balls, each covered with different coloured spots: red, yellow, green,
black and blue
To Play
1. The children sit around a low table or on the floor in a
semi-circle.
2. The teacher takes 3 tubes and shows the children that they
are all empty.
3. The teacher then takes one ball (preferably red or yellow,
see Note below) and places it in one of the tubes.
4. The tubes are then
moved around and the children have to guess which tube has the ball. Start off
slowly and gradually increase the speed of hand movements.
5. Once the
children can do this introduce a second ball (red or yellow). This time the
children have to tell the teacher where a specific coloured ball is
'hiding'.
6. Then the teacher could add another ball or even another tube or
let the children move the tubes around for their friends.
Note: Red and yellow are internationally recognised as the two most easily distinguishable colours. It is important that teachers do not use colours which could cause confusion, eg red and orange, or brown and black. These are too similar and can cause problems, particularly if a child is colour-blind.
Skill
Awareness of sense of touch
Matching 3D item with
solid 2D silhouette
Players
2 - 6
Equipment
- 6 boards, each with silhouettes of 6 objects
painted on in black. Each board has the same 6 silhouettes but in different
places.
6 each of the following (or similar) objects which match the
silhouettes: sweet boxes, cardboard circles from inside rolls of sellotape,
plastic whistles, lollipop sticks, plastic flowers and red shiny stars
Cloth
bag
To Play
1. The children sit around a low table or in a circle on the
floor.
2. Each child is given a board.
3. The teacher places all the
objects inside the cloth bag.
4. The children take it in turns to put their
hand inside the bag and withdraw one object.
5. They then try to match this
object with the correct silhouette on their board. If the child selects an
object they already have then it is returned to the bag. The children soon start
to feel for the correct object they need.
6. The winner is the first child to
'fill' all their
silhouettes.
Skill
Matching 2D representation with 3D object
Awareness
of sense of touch.
Players
1 - 6
Equipment
- Assortment of objects which
are recognisable by touch, eg toothbrush, shell, spoon, bottle, comb, drinks
can, balloon, pencil
- Cards with a picture of each individual object
-
Cloth bag
To Play
1. The children sit around a low table or on the floor in a
circle
2. The teacher shows the children the cards one by one to see if they
can identify the objects.
3. Once these are spread out on the table give the
children one of the objects each and see if they can match it to the correct
picture.
4. Once the children can do this they can then play the game.
5.
Place 3 or 4 pictures out in front of one of the children, have that child close
their eyes.
6. The teacher then chooses an object shown on one of the cards
and puts it in the bag.
7. The child then tries to decide by touch alone
which one of the 4 objects is inside the bag. If the child has difficulty naming
the object then they can point to the correct picture.
As the children become
more familiar with the game, have them select the object for their friends.
As the children become more able at this game, add more pictures and so more choice, or even objects without corresponding pictures.
Many children will need to have the bag caught around their wrist as their natural reaction is to withdraw their hand and the object immediately.
Skill
Advanced matching of several aspects
Turn-taking
Players
1 - 6
Equipment
- Large board with 9 different coloured circles,
spaced out well:
3 plain circles: red, yellow and blue
2 spotted circles:
white and black, pink and black
2 striped circles: orange and brown, green
and brown
2 checked circles: green and red, yellow and black
- 5 sets of 9
cards, all with same matching colours as above:
Set 1: 9 circles, exactly the
same as on the large board
Set 2: 9 squares in the same patterns as on the
large board
Set 3: 9 different shapes, eg shoe, fish, tree, frog, in the same
pattern as on the large board
Set 4: 9 stars, with centres in the same
colours as above but with points all in the same colour, eg silver
Set 5: 9
people, identical in shape, but with skins all different colours and wearing
shirts in the colours and patterns as on the large board
To Play
1. Place the board on a low table or on the floor and have the
children sit around in a circle.
2. The teacher explains to the children
about matching the colours and patterns.
3. Deal out the cards of set 1
(circles) to the children.
4. The children take it in turns to try and match
the patterns of the circles with the patterns on the board.
5. The teacher
and the children then progress through the remaining 4 sets.
6. This game has
no
winner.
Skill
Colour-matching
Turn-taking
Players
1 - 4
Equipment
- One board for each player. Each board has a picture which
includes 6 balloons in 6 different colours: red, yellow, green, blue, orange and
white.
- 24 coloured counters the same size and colours as the balloons on
the boards, 4 of each of the 6 colours
- 6 bowls, one for each of the 6
colours
- Die, each side showing one of the 6 colours
- Shaker for die
To Play
1. The children sit around a low table or in a circle on the
floor.
2. Each child chooses a board and places it in front of them.
3.
The children help sort the counters into the 6 coloured bowls.
4. The
children take it in turns to throw the die. They then collect one of the
counters, of the same colour as that shown on the die, from the bowls in the
middle and place it in the correct balloon on their board.
5. If the child
already has a balloon of that colour then the die passes on to the next
player.
6. The winner is the first person to cover all the balloons on their
board.
During this game it is far more important for the children to match the colours than it is to try and name them correctly.
This activity could be made with any pictures to fit in with a project or a child's interest.
Skill
Matching pictorial representations
Understanding of
how a whole can be made up of different parts
Players
1 - 8
Equipment
- Large animal pictures: each picture is cut either
into 2, 3, 4 or 5 pieces
To Play
1. The children sit around a low table or on the floor.
2.
The teacher sorts out one piece of each picture and places these face up in the
middle of the group.
3. The teacher should then discuss with the children
which animal that piece may be a part of.
4. The teacher then shares out the
remaining pieces.
5. The children take it in turns to lay a piece and try to
complete an
animal.
Skill
Matching
Ordering
Position placing
Players
1 - 6
Equipment
- 3 sets of cards:
Set 1: small cards, each showing one type of transport, eg a
car
Set 2: long cards with pictures of 3 different transport shapes
Set 3:
boards showing either 2 or 3 sets of the same combinations of 3 transport shapes
found on the cards in set 2
The transport shapes which were used were shop-bought stickers. They included a car, bus, pick-up truck, lorry, train, aeroplane, hot-air balloon and boat.
To Play
1. The children sit around a low table or on the floor in a
circle.
2. The teacher gives each child a long card from set 2 and the
corresponding individual shapes from set 1.
3. The children have to match the
individual shapes with the pictures on the long card.
4. Once a child can do
this easily, the teacher gives the child a board from set 3.
5. The child is
then given a long card from set 2 to try and match with one of the combinations
on the board.
6. This game has no
winner.
Skill
Matching
Selecting
Turn-taking
Position
placing
Players
1 - 6
Equipment
- 36 large rectangular cards, each divided into
two. Each half of the card contains one of eight different pictures.
To Play
1. The children sit in a circle, either on the floor or around a
low table.
2. Spread out all the cards face down. Help the children to select
4 cards each.
3. Each child places their cards in front of them.
4. The
teacher chooses a child to go first and s/he places any one of their cards in
the centre of the circle of players.
5. The children then take it in turns to
lay down one of their cards, matching the picture on one end of their card with
one at either end of the chain already laid down.
6. If the child cannot lay
a card to continue the chain then they receive one of the remaining cards.
7.
The first child to lay down all their cards, as part of the chain, is the
winner.
Playing a domino game is an excellent and fun way to reinforce newly learnt concepts. The pictures could cover any subject from animals to different species of tree.
Skill
Shape recognition
Shape matching
Turn-taking
Players
1 - 8
Equipment
- 8 boards, each with a different picture. Included
in each picture are 6 empty shapes which need filling. Shapes used: square,
circle, triangle, large rectangle, small rectangle and semi-circle.
Box of 48
shapes to fill the empty areas on the boards
Die with a drawing of each shape
on a different side
Shaker for die
To Play
1. Each child chooses a board and sits around a low table or on
the floor in a circle.
2. The teacher places the tray of shapes in the middle
of the circle and helps the children to identify them. Even if the children
cannot name them, they can often match the correct shape.
3. The children
take it in turns to throw the die and find the matching shape from the pile in
the middle. They then put this shape on their board in the correct place.
4.
If the child already has that shape then the die passes straight onto the next
child.
5. The first child to complete their picture is the
winner.
Skill
Shape recognition
Shape matching
Short-term
memory
Players
Each child works individually but a group of 6
children could use the equipment at the same time.
There are two sets of equipment.
Set 1
Equipment -
8 boards showing the outline of a pattern
composed of the same individual shapes, eg all triangles or circles.
-
Individual shapes to match the pattern on the boards
To Play
1. The children sit around a low table or on the floor.
2.
The teacher gives the child a board and the corresponding shapes.
3. The
child places the shapes within the outlines on the board.
4. Then the child
recreates the same pattern as on the board but next to the board.
Set 2
Equipment
- 8 small cards showing a picture in outline, made
up of a variety of shapes.
- Individual shapes to match those on the cards in
the same size ratio though much larger.
To Play
1. The teacher gives the child one of the small cards and helps
the child to identify the shapes and the overall picture.
2. The child then
receives the corresponding shapes and tries to recreate the picture.
Ideas for simple shape pictures: ice-cream cones, flower, train, person, cat, TV.
Skill
Ability to count 1, 2, 3
Number
matching
Turn-taking
Players
2 - 6
Equipment
- Large chalkboard or poster showing a simple
staircase of 8 steps. On the bottom step is stuck a small basket to collect the
bouncing balls, on the top step is drawn a picture of a child.
Ball counters,
in 6 different colours
1 die with numbers 1, 1, 2, 2, 3, 3
Shaker for die
To Play
1. The teacher places the chalkboard/poster on a low table or on
the floor and the children sit around in a semi-circle.
2. Each child chooses
a ball and places it in the arms of the child drawn on the top step of the
flight of stairs.
3. The teacher should then check to make sure that each
child can remember which ball is theirs.
4. The teacher tells the children
that the child holding all the balls sneezes and drops the balls which bounce
down the stairs and hopefully collect in the basket at the bottom.
5. The
children take it in turns to throw the die and 'bounce' their ball down the
appropriate number of steps.
6. The first child to 'bounce' their ball into
the basket at the bottom of the stairs is the
winner.
Skill
Ability to count 1, 2, 3
Turn-taking
Players
1 - 6
Equipment
- Board with large caterpillar drawn; caterpillar
should have a head and 8 segments.
- Counters; different shells may be
used
- Small clear plastic bags filled with small items for counting:
10
bags with 1 object inside
10 bags with 2 objects inside
10 bags with 3
objects inside
- Cloth bag
To Play
1. Place the board on the floor or on a low table and have the
children sit around in a semi-circle.
2. Each child then chooses a counter to
move around the board and places it on the caterpillar's head. The teacher
should check before the children start to play that they understand the rules
and that they remember which counter is theirs.
3. The teacher places all the
small plastic bags inside the cloth bag.
4. The children take it in turns to
select, without looking, a small bag from the cloth bag.
5. The child then
counts the number of items inside the plastic bag and moves his/her counter the
same number of places forward.
6. The first child to make it to the
caterpillar's tail, segment 8, is the
winner.
Picture Bingo
Skill
Picture recognition
Listening skills
Players
2
- 8
Equipment
- A board for each child. Each board is divided into 6
squares, each containing a different picture.
- Individual cards with one of
each of the same pictures which appear on the children's boards
- Cloth bag
for individual picture cards
- Counters, enough to cover all the pictures
To Play
1. This game should ideally be played around a low table or on
the floor with the children sitting around in a circle. This makes it easier for
the children to see the picture they need to look for on their board. However
this game could also be played with the children sitting at desks facing the
teacher.
2. Each child chooses a board. It is then important that the teacher
checks that all the children are familiar with the different pictures.
3. The
teacher chooses an individual picture card out of the bag and calls out the
object's name. If the child has the same picture on their board then they cover
that picture with a counter. If the child does not have that picture then they
do nothing.
4. The cards should then be placed where the children can see
them as often the child will be able to match the picture but not identify the
object.
5. The first child to cover all of the 6 pictures on their board with
a counter is the winner.
The game is quite a short one so can be played a few times at one sitting. Each time a new game is played have the children swap their boards amongst themselves. If the children are able, they could take it in turns to pick out the cards and call out the names of the objects.
Skill
Number recognition: 1 to 31
Listening skills
Players
2 - 10
Equipment
- Board for each child. Each board is divided into
6 squares and each square contains a different random number 1 - 31
-
Individual number cards for numbers 1 - 31
- Cloth bag for the individual
cards
- Counters to cover the numbers on the board
To Play
1. The children should either sit in a circle around a low table
or on the floor. If this is impossible then they can sit at desks where they can
easily see the teacher.
2. Each child chooses a board.
3. The teacher
picks out an individual number card from the cloth bag and calls out that
number. The card is then placed where everyone can see it or the teacher can
write the number on the chalkboard.
4. If the child has that number on their
board then they cover it with one of the counters.
5. If the child does not
have that number then they do nothing.
6. The first child to cover all the
numbers on their board is the winner.
7. At this point the child should shout
'Bingo' to show everyone that they have finished.
If playing many rounds of this game, then swap boards and the children can take turns at being the 'caller'.
Skill
Counting skills: 1 to 4
Turn-taking
Players
2 - 6
Equipment
- 6 long boards, each with the pictures of 10 heads
drawn on them
- 8 lollipop sticks painted red at one end. At the other end
each has a different number of dots for counting: 2 sticks with 1 dot, 2 sticks
with 2 dots, 2 sticks with 3 dots, and 2 sticks with 4 dots
- Box of 60 hats
cut out of thin card (large enough to fit on the heads drawn on the boards)
-
Pot for the sticks
To Play
1. The children sit around in a circle either on the floor or
around a low table.
2. Each child is given a board. The teacher should make
the children aware that they all have the same number of heads on their
boards.
3. The sticks are placed in the pot with the red end sticking out of
the pot.
4. The children take it in turns to choose a stick from the
pot.
5. The child then counts the number of dots on the end of the stick and
picks up the corresponding number of hats. These are placed on any of the heads
on their board.
6. The stick is replaced in the pot with the red end sticking
out of the pot.
7. The first person to put a hat on every head on their board
is the
winner.
Skill
Sequencing skills
Players
Each child works individually but up to 8 children
could use the equipment at one time.
Equipment
- Long boards with 4 pictures which tell a basic
'story'. Pictures are not coloured.
-Individual cards which match the boards,
4 for each board. Pictures are coloured.
To Play
1. The children sit around a low table or on the floor in a
circle.
2. The teacher gives each child a board and the matching 4
cards.
3. The children match by placing the same card on top of the matching
picture on the board.
4. Once the children can do this, re-mix the cards and
have the child place the cards directly below the board but still in the correct
sequence.
5. Encourage the children to tell you what is happening in the
sequence. What makes it logical?
6. If the child is able to do this easily,
take away the board and have the child sequence the cards without a pattern to
follow.
Ideas for picture sequencing;
Bottle of soft drink:
Picture 1: Full bottle with cap still
on.
Picture 2: Cap off and a little drink missing.
Picture 3: ¾ of
the liquid missing.
Picture 4: An empty bottle.
Whole apple, one bite
missing, lots of bites missing, core.
Balloon being blown up, last picture
balloon bursts.
House being built.
Child getting dressed.
Cake being
eaten
away.
Skill
Recognition and matching of numbers 1 to
6
Understanding and recognition of body parts
Turn-taking
Players
1 - 8
Equipment
- 8 boards, with body outlines complete with pants
and vest and facial features
- Large board with parts of the body drawn on
and a corresponding number:
1 = head 4 = hand (or hands)
2 = shirt/stomach
5 = leg (or legs)
3 = arm 6 = foot (or feet)
- Box of 48 body parts: 8 of
each of the 6 parts, as above
- Die with numbers 1 - 6
To Play
1. The children either sit around a low table or on the floor in
a semi-circle, so that they can all see the large board showing body
parts.
2. Each child receives a body outline board.
3. The children take
it in turns to throw the die. The number the child rolls is then matched to the
number and its corresponding body part on the large board.
4. The child then
selects that particular body part from a tray in the centre and places it in the
correct place on their own board.
5. If the child already has that body part
then the die passes to the next player.
6. The first child to complete their
body is the
winner.
Skill
Understanding that numbers progress from 1 to
15
Ability to count from 1 to 4
Turn-taking
Players
2 - 6
Equipment
- 6 boards with a flagpole and a national flag, eg
Union Jack, that can be raised
- Die showing the numbers 1 to 4 ( 1, 2, 2, 3,
3, 4 )
- Shaker for die
To Play
1. The children sit around a low table or on the floor so they
can see how their opponents are progressing in the game.
2. Each child
receives a board to play on.
3. The children take it in turns to throw the
die and move the flag the same number as shown on the die, up the
flagpole.
4. The first person to raise their flag to the top of the flagpole
is the
winner.
Skill
Ability to count from 1 to 7
Turn-taking
Players
2 - 6
Equipment
- Pre-drawn pictures for the children to colour. Each picture is
divided into 5 sections. Each section is numbered randomly from 3 - 7.
- 2
dice: die 1 - numbers: 1, 1, 2, 2, 3, 3 die 2 - numbers: 2, 2, 3, 3, 4, 4
-
Colouring pencils
- Shaker for dice
To Play
1. The children sit around a low table or on the floor.
2.
Each child is given a colouring sheet and the colouring pencils are placed
within easy reach.
3. The children take it in turns to throw the 2
dice.
4. The child adds up the sum of the 2 numbers and then finds that
number on their colouring sheet and colours in the appropriate section.
5.
If, when the child throws the dice, they find they have already coloured in that
part then the dice pass on to the next player.
6. The winner is the child who
finishes colouring in their sheet first. (There is often no real winner,
though.)
Ideas for colouring pictures: snake, flower, washing line with washing, boats on the sea, bus.
To make the game more difficult use 2 dice with 'larger' numbers and adapt a colouring sheet accordingly.
Skill
Ability to count from 1 to 4
Recognition of
colours
Turn-taking
Players
2 -5
Equipment
- Board with 5 different coloured plastic bowls
stuck on; leading from each bowl is a ladder numbered 1 - 12
- 5 spoons, the
same colours as the bowls
- Die with numbers 1 - 4 (1, 2, 2, 3, 3, 4)
-
Shaker for die
To Play
1. Place the board on a low table or the floor and have the
children sit around in a semi-circle.
2. Each player chooses a spoon and
places it at the bottom of one of the ladders.
3. The teacher then checks
that the children remember which spoon is theirs and which bowl matches their
spoon.
4. The children take it in turns to throw the die and move their spoon
'up' a ladder.
5. Once at the top of the ladder the spoon has to go in the
same colour bowl. The first person to do this is the winner.
Harder adaptation
Equipment
- As above but also add another die. This die
should have coloured sides, the same colours as the spoons and bowls.
To Play
1. The children take it in turns to throw both the dice and move
the spoon of the same colour as appears on the second die up the ladder. This
way the child will probably end up 'helping' their friends. This is a more
difficult adaptation as the children have 2 aspects to concentrate on.
2.
Play the game exactly as
before.
Skill
Ability to count from 1 to 4
Turn-taking
Players
2 - 6
Equipment
- Long narrow board with house at far left end and
pool of water at far right end with
12 palm trees in between. These could
have string attached to 'help' Tarzan swing through the forest.
- 6 Tarzan
figures, each wearing different coloured shorts
- 1 monkey figure
- Die
with numbers 1 - 4 (1, 2, 2, 3, 3, 4)
- Shaker for die
To Play
1. Place the board on a low table or on the floor and have the
children sit around in a semi-circle.
2. Each child chooses a Tarzan figure
and places it in the house on the board.
3. The teacher should then check
that the children remember which Tarzan is theirs.
4. The teacher then tells
the children that Tarzan wants to leave his house and swing through the trees to
the lake for a swim.
5. The children take it in turns to throw the die and
swing through the trees towards the pool.
6. If the child gets a 3 when they
throw the die then they swing through 3 trees.
7. The first person to the
pool is the winner.
Harder adaptation
1. One of the children, or the teacher, becomes the monkey. The
rest of the group choose a Tarzan as before.
2. The person with the monkey
places it on whichever tree they choose.
3. The rest of the players place
their Tarzans in the house as before.
4. The game is played in the same way
as before. However when the monkey throws the die the player moves the monkey so
that, if possible, it lands on the same tree as a
Tarzan. If this occurs then
the Tarzan must return to the house and start again.
5. The monkey can move
either forwards or backwards on the throw of the
die.
Skill
Basic decision-making
Fine motor skills
Hand-eye
control
Players
Each child works individually but a group of 6
children could use the equipment at the same time.
Equipment
- 20 boards covered with clear plastic. Each board
has an animal drawn in the centre and a simple maze drawn around it. The 20
boards range in difficulty, from one choice in direction to five choices.
-
'Write-on, wipe-off' felt tip pens
- Cloth or tissue
To Play
1. Using the pen, the children try to find a path to reach the
animal in the centre of the board. If their way becomes blocked then they must
turn around and choose another route.
2. Once the teacher has seen that the
child has 'met' the animal correctly then the child cleans the board and moves
onto the next
card.
Skill
Ability to count from 1 to 4
Matching
Turn-taking
Players
2 - 8
Equipment
- Large board with 4 plastic pots stuck on; the 4
pots need to be labelled 1 to 4, with the corresponding number of pictures, ie
the pot labelled with the number 1 also has
1 picture and so on
- 40
counting cards. These cards have different pictures for counting - stickers are
the easiest things to use:
10 cards with one picture
10 cards with two
pictures
10 cards with three pictures
10 cards with four pictures
To Play
1. The teacher needs to decide which numbers to practise with
the group: 1 - 3 is basic and 1 - 4 is slightly more advanced.
2. The teacher
then places the board on the floor or on a low table and the children sit around
in a semi-circle.
3. The teacher shuffles the counting cards and deals out an
equal number to each child, about 4 cards each.
4. The teacher explains to
the children that the pot with the number 1 and one picture on the front
collects cards with one picture, and so on for the other numbers.
5. The
first child takes one of their counting cards and counts the number of pictures
and then places the card in the relevant pot. Some children will need to be
helped with this at first.
6. When the children understand the game change
the rules so that if the child places the card in the wrong pot, then they must
take it back and try again on their next turn.
7. The winner is the first
person to place all their cards in the correct pot, but as the teacher will
probably end up helping certain children a great deal there is no actual
winner.
Skill
Object permanence
Object and colour matching
Players
2 - 4
Equipment
- Pack of 24 cards: 12 different designs, 2 cards
of each design
To Play
1. The children sit around a low table or on the floor in a
circle.
2. The teacher shuffles all the cards and deals out 4 cards to each
player.
3. The teacher then places the rest of the cards in a pile in the
centre of the circle where everyone can reach them.
4. The children then
place the cards in front of them so that everyone can see all the cards.
5.
If the child has been dealt a pair of cards then they immediately put these
together.
6. The children take it in turns to take a card from the centre
pile and to try to match it with one of theirs. If they can make a pair they
keep the card. If they cannot make a pair then the card is returned to the
bottom of the pile.
7. The game continues until the children have managed to
match all the pairs of cards.
8. The child with the most pairs of cards is
the winner.
Alternative
The children play as before placing the cards in front of them. However, if when a child takes a card from the centre pile they cannot match it themselves then they can 'steal' another person's card to form a pair.
Skill
Ability to match numbers 1 to 20
Picture
matching
Ordering
Sequencing of numbers
Equipment
- 2 identical sets of 20 cards; each set has a card
for the numbers 1 - 20
(Number 1 plus 1 object, number 2 plus 2 objects, etc)
Ideas for activities
1. Give the children any combination of cards, eg cards 1 - 5, and ask them to place them in consecutive order. Shuffle them first.
2. Lay the cards out in an ordered number line as in idea 1 above. The children close their eyes and the teacher takes one of the cards away and closes up the line. The children open their eyes and try to decide which card is missing.
3. Pairs 1 - 12 are placed randomly, face-down, in the middle of
the circle of children.
The children take it in turns to select 2 cards and
try to make a matching pair. If the cards do not match they must be returned
face-down in the same position. This helps the children remember where certain
cards are positioned. If the cards do match then the child keeps the pair. The
child with the most pairs at the end of the game is the winner.
4. Using one set of cards, deal out 3 or 4 cards to each player. These are placed face-up in front of the child. Place the second set of cards, in a pile, face down in the middle of the circle of children. The children take it in turns to select the top card from the second set and see if they can match it with one of their own cards. If they can, then they keep the pair. If they can't then the card is replaced at the bottom of the pile.
5. Sort out the cards 2 - 6 from both sets, shuffle them and place them in a pile face down in the centre of the circle of children. The children take it in turns to select the top card and run around the room trying to find the correct number of objects, eg if the child picks the card number 4 they must quickly collect four objects and if small enough place them on top of the card they chose. This game works much better if the children know they will receive a sweet if they collect objects quickly!
Skill
Number recognition 1 to 6
Ordering of numbers 1 to
6
Colour matching
Turn-taking
Players
1 - 4
Equipment
- 4 sets of 6 cake cards each. Each of the 4 sets
of cards has cake cases in one colour: red, yellow, green or blue. The cakes
have cherries painted on, from 1 to 6 cherries.
- 1 die, with numbers 1 -
6
- Counters in four colours: red, yellow, green and blue
- Shaker for die
To Play
1. The children sit around a low table or on the floor in a
circle.
2. Each child is given one set of cake cards. These are then sorted
into a row, starting with the cake with 1 cherry and finishing with the cake
with 6 cherries.
3. The children then take it in turns to throw the die. If
the child rolls a 3, then they find their cake with 3 cherries and select the
correct number of counters to cover the cherries. The counters chosen by the
child have to be the same colour as the cake case.
4. If the child rolls the
die and the appropriate cake already has its cherries covered with counters,
then the die passes straight onto the next player.
5. The winner is the first
person to cover all their cakes with the correct number of
cherries.
Skill
Recognition of simple shapes
Colour
recognition
Colour matching
Turn-taking
Players
1 - 4
Equipment
- Large board with grid of 4 squares by 4 squares.
The grid board is labelled across the top with the 4 colours: red, yellow, green
and black. These label the columns. The squares down the side of the grid are
labelled with the 4 articles of clothing: shorts,
T-shirt, shoe and hat.
These label the rows.
- Box of 64 small cards with pictures of four types of
coloured clothes: shorts, t-shirts, hats and shoes, 16 of each. 4 of each type
of clothing in the four colours red, yellow, green and black
- 2 dice: die 1
with 4 colours - red, yellow, green and black die 2 with 4 different articles of
clothing: shorts, t-shirt, shoe and hat
- Shaker for dice
To play
1. The teacher places the large board on a low table or on the
floor and the children sit around in a circle.
2. The teacher then deals out
the same number of clothes to each child. Here the teacher must decide whether
to give each child each type and colour of clothing, eg 6 items, or a few of
each or just one particular colour or one particular type of clothing.
3. The
children then take it in turns to throw the 2 dice and select the correct
article of clothing, eg if the coloured die shows red and the clothing die shows
a T-shirt, then the child has to find their red T-shirt. The children will need
some help with this to start with.
4. The child then places this article on
the board in the correct square (where the red column meets the T-shirt
row)
5. The winner is the first child to place all their clothes on the
board.
Alternatives
1. Place all the different clothes cards in a pile in the middle of the circle and the children have to first identify, then find and place the correct article in the correct square.
2. Play in 2 teams. Place all clothes cards in one pile on a tray at the far end of the room. Each child takes it in turn to throw the dice as before. Two people, one from each team, run to the tray with the clothes cards at the other end of the room, and select the correct card. The first team to place their card on the board correctly can keep it there. The winning team is the one that manages to place the most pieces correctly on the board. In this game the teacher would need to be the judge and to keep the two teams' scores.
Skill
Colour matching
Recognition of numbers 1 to
3
Turn-taking
Some understanding of 'length'
Players
2 - 8
Equipment - Set of linking rings, easily available from toy
shops. (Could use any objects that will link or stack.)
- 2 dice: die 1 with
numbers 1 - 3 (1, 1, 2, 2, 3, 3) die 2 with the same colours as the linking
rings (usually red, green, blue and yellow)
- Shaker for dice
To Play
1. Place the linking rings in a pile either on the floor or on a
low table and have the children sit around in a circle.
2. The children take
it in turns to throw both the dice.
3. When the child has thrown the dice
s/he identifies the colour and the number of dots on the die and then picks up
the same colour and number of linking rings.
4. The child then links these
together (or stacks them) and the next child takes a turn.
5. The game is
played for either 2 or 3 rounds, so that each child has the same number of
throws.
6. The teacher then helps the children to measure their chains
against each others', whoever has the longest chain (or the tallest tower) is
the winner.
Variation
Play the game the other way around:
1. The teachers shares out the linking rings amongst the
children.
2. The children throw the 2 dice as before, but this time take away
links from their chain.
3. Play for either 2 or 3 rounds as before.
4. The
player to lose all their chains or who has the shortest chain is the
winner.
Skill
Ability to count 1 to 6
Possibly simple
additions
Ordering
Players
2 - 6
Equipment
- Board with picture of a path through a jungle.
The path is divided into 20 squares with a small number of yellow squares
distributed randomly.
- Yellow cards (see photo - pile of yellow cards face
down). These cards have questions or problems written on them. They are placed
in a pile in the middle of the board and one is taken if the child's animal
lands on one of the yellow squares, which are randomly placed along the path.
These cards can be used to practice whatever the teacher feels
appropriate.
Ideas: dots for counting, colour squares for simple
identification, subtraction sums or even sums that the children must use a
calculator to work out.
- 6 plastic animals to walk through jungle
- Die with numbers
1 - 6
- Shaker for die
To Play
1. The board is placed either on a low table or on the floor and
the children sit around in a circle.
2. The children each choose an animal to
move around the board. The animals are placed on the start, an area just before
the path begins.
3. The teacher should then check that the children can
remember which animal is their own.
4. The children take it in turns to throw
the dice and move their animal around the board the same number of spaces.
5.
If the animal lands on a yellow square then the child must pick up a yellow card
from the pile.
- If the child can work out the answer or name the colour
correctly etc, then the teacher rewards them by moving their animal one square
further along the path.
- If the child cannot answer correctly, then the
teacher does not move their animal a square further along, and the turn passes
to the next child. At the next turn the child resumes play as before.
6. The yellow card is replaced at the bottom of the pile.
7.
The first person to the finish is the
winner.
Skill
Ordering
Sequencing
Basic problem-solving
Players
2 - 8, playing in pairs
Equipment
- 4 grid boards , each board divided into 25
squares (5 x 5)
- Plastic counters, 13 of the same colour for each player
To Play
1. The children sit around a low table or on the floor.
2.
Each pair of players will need a grid board and two sets of plastic
counters.
3. The children take it in turns to place one of their counters on
the board. The aim of the game is to try and lay 4 of your counters in a
straight row in any direction, horizontal, vertical or diagonal.
4. The
children need to try and play strategically and 'block' their partner so they
find it difficult to lay a row of 4 counters.
5. The winner is the first
player to achieve a row of 4 counters in their
colour.
Skill
Basic addition sums
Recognition of numbers 1 to 7
Players
1 - 6
Equipment
- 6 small boards, each with the numbers 2 - 7
somewhere on them
- 2 dice - die 1 with numbers 1 ,1 ,2 ,2, 3 ,3 die 2 with
numbers 2 ,2 ,3 ,3 ,4 ,4
- Plastic counters
- Shaker for dice
To Play
1. Each player receives a board and should be able to reach the
counters.
2. Each child takes it in turn to throw the 2 dice and then adds up
the total of the two.
3. If the child has that number still uncovered on
their board then they cover the number with a counter.
4. The first person to
cover all the numbers on their board with a counter is the winner.
This game can easily be adapted to fit the ability of the children: simply change the numbers on the two dice and match them with new numbers on the children's boards.
Skill
Ordering of numbers 1 to 25
Ability to count numbers
1 to 6
Turn-taking
Players:
2-8
Equipment:
- Large board for playing game, 1 metre square,
divided into a grid of 5 squares by
5. The squares are numbered from 1 to 25,
starting in the bottom left hand corner.
Pictures of snakes and ladders are
drawn, randomly connecting 2 squares in different rows (see photograph
below).
- Dice with numbers 1 - 6
- Plastic figures as counters, each a
different colour (eg plastic animals)
- Shaker for dice
To Play
1. Lay the board on the floor and have the children sit around
in a semi-circle.
2. Each child then chooses a plastic figure as their
counter to move around the board.
3. The teacher then needs to check that the
children remember which figure is theirs and explain the rules of the game
before anyone starts to play.
4. The teacher also needs to explain which way
the numbers on the board progress.
5. The children take it in turns to throw
the die. They then move their figure forward the same number as the number that
appeared on the die.
6. If the figure ends its move on a square with the base
of a ladder the child moves the figure 'up' the ladder.
7. If the figure ends
its move on a square with the head of a snake the child moves the figure down to
the bottom of its tail. The snake ate the figure !!
8. The first person to
square 25 is the winner.
Adaptation
Use a large piece of playground chalk (or natural chalk) and
draw a very large plan of a
Snakes and Ladders board on the concrete outside.
The children then become the 'figures' and move themselves around the board.
Either use a giant home-made die or if easier have the children draw out large
numbers, 1 - 6, randomly from a cloth
bag.
Skill
Basic prediction
Recognition of numbers 1 to
10
Basic addition sums 2 to 10
Players
1 - 8
Equipment
- 4 grid boards (1 or 2 children use each board )
of 5 squares by 5 squares. The grid has a horizontal axis of numbers 1 - 5 and a
vertical axis of numbers 1 to 5.
- 4 sets of 25 number cards, either using
numbers or dots for counting
- 25 number cards from 1 to 10 in the following
quantities:
2 (1 card); 3 (2 cards ); 4 (3 cards); 5 (4 cards); 6 (5
cards);
7 (4 cards); 8 (3 cards); 9 (2 cards); 10 (1 card )
To Play
1. The children should ideally have the opportunity to play this
game by themselves first as the concept is often initially difficult to
understand.
2. The children sit around a low table or on the floor with a
board and set of number cards for each pair of children.
3. The children
place all 25 number cards in front of them.
4. Each player takes it in turn
to select a card and try to place it in the correct square on the grid. The
children choose a number on each axis and follow the column and row to where
they meet here the sum of both numbers is placed, eg if the child chooses 2 on
the horizontal and 3 on the vertical, then the sum of the 2 numbers is 5.
Therefore a card 5 would be placed where the row and column meet.
5. The
children keep choosing the sum to complete and the relevant number card until
all the cards have been used up.
6. It is then important for the teacher to
draw the child's attention to the pattern created on the grid:
- The sums of
the numbers appear in diagonal rows.
- 2 + 3 is the same as 3 + 2, they both
add up to 5.
- Could the children predict what 6 + 1 or 5 + 2 would be?
-
Both the rows and columns have consecutive number lines.
This activity could then be turned into a game by placing all the number cards into a cloth bag:
1. The 2 players take it in turns to select a card and to try to
place it correctly on the board; if they are able to, then they score a point
(place a counter in their pot, to be counted at the end of the game).
2. If
they are not able to place the card correctly on the first attempt, the card is
replaced in the bag.
3. When all the cards have been placed on the grid then
the counters in both pots are counted.
4. The child with most counters is the
winner.
Skill
Addition
Ability to make a number board equalling
10
Recognition of written numbers
Problem-solving
Players
1 - 4
Equipment
- 2 boards, each divided into 9 squares. (Each
board can be used by 1 or 2 players)
- 4 sets of number cards, 1 - 5
To Play
1. If this game is likely to prove difficult for the children
the teacher should encourage them to play it alone to start with.
2. When
playing in pairs, the teacher gives each pair of players 1 board and 2 sets of
number cards 1 - 5.
3. The 2 players take it in turn to lay a card on the
grid and to try to make a row of 3 numbers that will add up to 10. The row can
be horizontal, vertical or diagonal.
4. The first child to achieve 10 in a
row is the
winner.