Trial and Improvement at KS2

Simply 'having a go' is a great way to make a start on a mathematical problem.  Whatever happens, you will have learnt more about the situation and can then tweak your approach.  These activities all lend themselves to this 'trial and improvement' way of working.

Four-digit Targets

Age 7 to 11 Challenge Level:

You have two sets of the digits 0 – 9. Can you arrange these in the five boxes to make four-digit numbers as close to the target numbers as possible?

Area and Perimeter

Age 7 to 11 Challenge Level:

What can you say about these shapes? This problem challenges you to create shapes with different areas and perimeters.

Fifteen Cards

Age 7 to 11 Challenge Level:

Can you use the information to find out which cards I have used?

Zios and Zepts

Age 7 to 11 Challenge Level:

On the planet Vuv there are two sorts of creatures. The Zios have 3 legs and the Zepts have 7 legs. The great planetary explorer Nico counted 52 legs. How many Zios and how many Zepts were there?

Fractions in a Box

Age 7 to 11 Challenge Level:

The discs for this game are kept in a flat square box with a square hole for each. Use the information to find out how many discs of each colour there are in the box.

Factor-multiple Chains

Age 7 to 11 Challenge Level:

Can you see how these factor-multiple chains work? Find the chain which contains the smallest possible numbers. How about the largest possible numbers?