At Nightingale Primary School, we believe that every child can master a love and understanding of maths with quality teaching and support. It is important to us that children develop a conceptual understanding and mathematical fluency without resorting to rote learning. We provide opportunities to deepen understanding and ensure mental strategies are embedded to enable them to become fluent mathematicians. Children will be exposed to all tools needed to build upon prior knowledge and apply these to new concepts. We will equip our children with the self-confidence and tools to master all elements of maths making links to prior knowledge and skills whilst applying these to different, real life contexts. By instilling our value of courage, we provide a ‘mistake friendly’ environment where children learn from their mistakes and build resilience to invite and embrace challenges.
Because of our inclusive, inspiring curriculum children develop a positive mindset allowing them to our become independent, confident mathematicians. Students receive a bespoke curriculum matched to their needs; one which nurtures an enthusiasm and love for mathematics. Our inspirational team, alongside our stimulating learning environments, provide children with rich mathematical vocabulary to ensure they can articulate, reason and explain their thinking. New mathematical concepts are introduced through a concrete, pictorial and abstract approach; enabling all children to experience hands on learning when discovering new mathematical topics and allowing them to have clear models and images to aid their understanding.
By the time children leave Nightingale they will be confident, independent mathematicians equip to tackle everyday maths and in their futures and endeavours.
Mastery approach with daily brain training in maths meetings
Applying prior knowledge to solve problems
Thinking in abstract ways
Having fun with maths games
Encouraging concrete, pictorial and abstract methods
Mistake friendly classrooms
Articulate, discuss and explain our thinking using mathematical vocabulary
Tasks that build deep conceptual understanding, fluency, reasoning and problem solving.
Independent, confident mathematicians
Challenges for all children at their own level
Spark curiosity and excitement around maths!
Through our values of Respect, Courage, Compassion and Friendship,
we learn to Inspire to Aspire.
Times Tables Rockstars Numbots
It is great to encourage a love of Maths through games.
Useful websites to try:
Purple Mash – Purple Mash
Maths Frame – Most Popular Free Maths Games – Mathsframe
SPLAT is a game to help develop speed and fluency with addition and subtraction facts or times tables.
This is a simple game board with select numbers on it (for example the numbers in the 5 times table).
One person asks the question (5×3) and both players must ‘SPLAT’ or touch the answer (15).
If you are the fastest person, you score a point. The first person to reach 10 points is the winner!
Strike It Out is a fun and challenging logic game which uses addition, subtraction, multiplication and division.
You need: a number line marked with numbers 0-20, a pencil or pen.
The first player chooses a number on the line and crosses it out. The same player then chooses a second number and crosses that out too. Finally, he or she circles the sum or difference of the two numbers and writes down the calculation (for example cross out 4, cross out 12 and circle 16, because 4+12=16). The second player must start by crossing off the number that player 1 has just circled (in the example above they would start on 16, while in the picture example they would start on 11).
He or she then chooses another number to cross out and then circles a third number which is the sum or difference of the two crossed-off numbers (for example cross off 16, cross of 2, circle 14, because 16-2=14).
Player 2 also writes down their calculation. The winner is the person who stops the other from being able to go/ or if you use all numbers!
See how to play – https://www.youtube.com/watch?v=G2RAOosfe-s
Pairs is a quick fire card game which develops knowledge of numbers and number facts.
Using 1-10 number cards, turn all the cards to face down. Players take it in turns to choose two cards to turn over. If the pair make the target, the player keeps the cards and has another turn. If the pair does not total make the target, they turn them back over, and it is the end of their turn.
For example: your teacher may tell you to add the two numbers together to make a target of 10, or they may ask you to multiply the two numbers together and get a target of over 30.
Beat The Clock is a timed version of the previous game ‘Pairs’. It develops quicker recall of key number facts.
Using number cards, turn all the cards to face down. Put 60 seconds on a timer/ clock. The player must race against the clock to turn each a card over. They must then answer a question using that number. If correct, they keep the card. If incorrect, turn it back over and come back to it.
For example: your teacher may tell you to double the number you turn over (if you turn over 4, you need to double 4), or they may tell you to multiply it by 5 (if you turn over 4, you need to do 4×5).
Race from 100 is a board game like ‘Snakes and Ladders’ which helps develop a sense of number and counting backwards.
Each player starts by writing the total down on their score sheet.
Players each take two counters/ dried peas. Take it in turns to throw your counters onto the mat. Add the two numbers together. Take this total away from the total, and write down your new score. Then the next player has their turn.
The winner is the first person who reaches 0. If your counter rolls off the board, you score 0.
For example: your teacher may set your total at 30, or 100, or may change the board to make it harder!
Fizzy, Fizzy Fingers is a simple game similar to ‘Rock, Paper, Scissors’, with the maths twist of developing speed in recalling number facts.
Two players face each other and after both chanting ‘fizzy, fizzy fingers’ (in the same way as you would if playing ‘rock, paper, scissors’), hold up some fingers on one hand, keeping the other hand behind your back. The first player to say the total of the fingers shown scores a point. First player to 10 points wins.