Running Count on Us

We know from experience that schools that do well in the Challenge have done lots of preparation work in advance with their pupils.
A group of children sit around a table playing the 24 Game, with their teacher watching.

Handbooks, guides and training resources

Below, you will find:

  • Teacher Handbook – a programme overview, which takes you through each stage of getting ready for the events, with rules, practice ideas and tips to get better.
  • Pupil Activity Book – practice activities for your pupils to do in class, in clubs or at home.
  • Training Session Materials – a presentation from the virtual training sessions, held for teaching staff at participating schools. (Video coming soon)

The following resources are under construction:

  • Participating schools list – a list of all schools taking part in the 2021-22 tournament.

Practising in school

The work your pupils will be doing in preparation for the Primary Challenge is based on the notion of ‘deep practice’. As they use the 24® Game cards, shape and codebreaking ideas, they will become more confident, develop effective strategies and become fantastic problem solvers!

Here are some ideas for how to embed these activities in your school:

  • Use a 24® Game/Codebreaking activity as a 10min maths lesson starter
  • Plan a Maths Week where pupils can try activities, ending with a tournament at the end of the week
  • Invite parents in for a Parents vs Pupils tournament
  • Send activities home to be done with siblings/parents/carers
  • Encipher messages for pupils throughout the school day – give instructions or learning objectives in code
  • Have a 24® Game ‘Card of the Day’ on the board, awarding points to the first individual/table team who can solve it each day
A group of primary school pupils take part in a codebreaking activity.

Action plan and activity log

i) Action Plan (example) and Action Plan (blank)
It is important that you plan the time between getting started and the Heats. You will need to consider how you can allocate enough practice opportunity to each of the activities, as well as giving your pupils some tournament experience. The most effective schools set up clubs and involve other teachers, older pupils or TAs/parents to support.

ii) Activity Log
It is helpful to keep a note of what you are doing to stay on track with the programme. Use this form to record what you have done and ideas for what still needs to be done. It will support your planning.

Here you will find additional resources you can print out to use in class or in clubs with the activities.

Choosing your team (part one)

You may be tempted to choose the three pupils for your team before you’ve held an in/inter-school Tournament – don’t do this!

Why? The events are the tip of the iceberg!

The most important part of the programme is the fantastic way in which pupils engage with and practise the activities, developing their strategies, their teamworking skills and speed.

By the time you get to running an in/inter-school tournament, you may be surprised by the pupils who have grown in their maths confidence and are great problem solvers, able to keep their team focused.

Others will surprise you with their speed at solving 24® Game cards. Alternatively, you may decide not to choose your quickest but those who have grown in confidence or would gain most from the experience.

So, hold back until after your tournament!