Year 2 – booklet 2 (of 3)

Making digits
Objectives: To recognise place value in two-digit numbers, e.g. knowing
that the 1 in 17 represents 10. To read and write numbers up to 100 as
words.
Write all the digits from 0 – 9 on pieces of paper. Ask your child to
choose 3 of the digits e.g. 3, 6, and 0.
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What numbers can you make using two of these digits?
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Read those numbers to me. What is the value of the 3 in 36? (the
3 is worth 30, the 6 is worth 6)
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Can you write the largest of the numbers in words?
Remember… ‘digits’ make up ‘numbers’ just like ‘letters’ make up
‘words’. E.g. 367 is a number with 3 digits… 3, 6 and 7.
Make 20
Objective: To recall number bonds to 20 quickly and efficiently (e.g. 14 +
6 = 20)
A game for 2 players or more.
For this game you will need to write out numbers 0 to 20 on a piece of
paper and you will need some counters, a different colour for each player
(if you don’t have counters then you could use coins).
Have fun with Maths at home!
An ideas booklet to help support your child
Year 2 – booklet 2 (of 3)
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Take turns to roll a dice. Put one of your counters on the number
that goes with the dice number to make 20, e.g. throw a ‘4’ and
put a counter on 16.
 If someone else’s counter is already there, replace it with yours!
 The first person to have counters on 6 different numbers wins.
 Now roll two dice, add the numbers together and look for a
number to make 20, the first with counters on 10 different
numbers wins.
Practise number bonds using;
http://www.topmarks.co.uk/maths-games/hit-the-button
During Key Stage 1 (year 1 & 2), there is a big focus on developing
basic number skills. That means securing a good understanding of
place value, recognising number bonds to 20 and applying known
facts to solve problems. Practising these skills frequently will help
children’s mathematical thinking throughout school. At the end of
Year 2, all children will sit the Statutory Assessment Tests for Key
Stage 1.
Main Number objectives – Year 2
By the end of Year 2, most children should be able to…
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Recognise place value in two-digit numbers, e.g.
knowing that the 1 in 17 represents 10.
Read and write numbers to at least 100 in numerals and
words.
Count in 2s, 3s and 5s from 0 and in tens from any
number, forwards and backwards.
Compare and order numbers up to 100 using the =, <
and > symbols.
Recall number bonds up to 20 efficiently (e.g. 13 + 7 =
20). Derive and use related facts up to 100.
Add and subtract numbers mentally and using objects,
including two-digit numbers.
Show that adding two numbers can be done in any order
(commutative), but subtracting cannot.
Recognise that addition and subtraction are inverse
operations (e.g. 12 + 8 = 20 so 20 – 8 = 12). Use this to
check calculations.
Learn the multiplication and division facts for the 2x, 5x
and 10x tables, recognising odd and even numbers.
Show that multiplying two numbers can be done in any
order (commutative), but division cannot.
Solve problems using the x and ÷ symbols, including
problems in context.
Recognise, find, name and write 1/3, 1/4, 2/4 and 3/4 of
a length, shape, set of objects or quantity
Find the answer to simple fraction problems, such as
finding 1/2 of 6 = 3.
Recognise the equivalence of 2/4 and ½.
Shopping
Objective: Combine coins to make a given value.
Let your child have a purse to keep and a small amount of
change. Ask them to count the coins and play ‘shops’ at home.
Encourage your child to help you with the purchasing of small
items at the shop. Which coins do we need to use to buy this
cereal bar that costs 36p?
100 square board Games
Objective: Add and subtract numbers mentally and using objects,
including a 2 digit number and tens, a 2 digit number and ones.
For these games you need a 100 square like this. Notice how the numbers are
arranged. You can print one off from here;
http://www.cheekymonkeyresources.co.uk/Downloads/1-100%20squarecmr.pdf
Game 1: Start on 1. Toss a coin. If it lands on heads, move one place
along. If it lands on tails, add 10, saying the total correctly before moving.
First person to reach the bottom row wins.
Game 2: Start anywhere on the board. Roll the dice. Even numbers
move you forward and odd numbers move you backwards. If you land on
a multiple of five, you can move either 10 forwards or 10 backwards. The
first person to reach either the top or the bottom of the board wins.
What do you notice happens when you add/subtract 10? Which digit
changes/stays the same?