Year 6 Activity Day

Team games, maths challenges, physical activities, quizzes and board games.

Year 6 Activity Day

Click an activity to open it.

Each activity has its own print button. Team games start with six teams unless stated otherwise.

The activities are designed to alternate between energetic games, thinking games and team challenges.

Physical Games

Outside Games

TV / Digital Games

Physical Board Game Ideas

Connect 4

Very easy to understand and quick to start. It rewards planning because children have to think about both their own winning move and the opponent's next move.

Dobble

Excellent for a lively table because games are short and children have to scan quickly, recognise patterns and react fast. It works particularly well when children can swap opponents.

UNO

Simple enough for most Year 6 pupils but still gives players decisions to make. It is useful as a calmer activity after a physical game.

Jenga

A good teamwork and concentration game. Children have to make careful choices rather than simply trying to move as quickly as possible.

Guess Who?

Good for logical questioning. Players have to decide which questions will remove the most possible characters instead of asking random questions.

Labyrinth

Great for spatial thinking. The board changes as players move the maze, so children have to plan ahead rather than only thinking about their next move.

Rush Hour

A strong quiet challenge for children who enjoy puzzles. It develops planning and problem-solving without needing a competitive group game.

Qwirkle

Combines colours, shapes, pattern recognition and scoring. It also creates natural opportunities to practise addition while keeping the game enjoyable.

Bananagrams

Fast and competitive without needing a large board. It is particularly useful as a literacy-friendly table activity because children build words while racing other players.

Chess

Excellent for children who enjoy deeper strategy. It gives them something very different from the physical games and rewards planning several moves ahead.

Checkers / Draughts

Easier to pick up than chess while still teaching planning, positioning and anticipation. Good for pupils who want a competitive two-player game.

Ticket to Ride: First Journey

A more relaxed team-friendly strategy game. Children collect routes and connect places, making it useful for geography and planning while still feeling like a proper game.

Guess the Picture

Useful if the school already has picture cards. Teams can identify animals, landmarks, objects or characters, making it easy to adapt to different interests.

Snakes and Ladders

Extremely accessible and useful for younger or mixed-ability groups. You can add a simple maths question whenever a player lands on a particular square.

Perudo / Liar's Dice

Good for pupils who enjoy guessing and probability. Players have to judge whether another player's claim is believable, creating a very different style of thinking.

KerPlunk

Very easy to understand and fun to watch. It works well as a relaxed table game because everyone can see the tension building as the marbles are removed.

Dodgeball

Two teams compete to keep their players in the game while safely throwing soft balls at the other team.

What you do

Players stay inside the agreed playing area. Throw only soft balls below the agreed safe height. If a player is legally hit, they leave the playing area until the next round.

How you score

Winning the physical round gives your team 3 points.

Maths bonus

After each round, the winning team answers one maths question. A correct answer gives 1 extra point.

How you win

After the agreed number of rounds, the team with the most points wins.

Safety:
  • Use soft balls.
  • No aiming at faces or heads.
  • Follow the teacher's boundaries and stop signal.
  • Do not throw when the teacher has stopped the game.

Basketball Challenge

Answer a maths question correctly to unlock a basketball shot for your team.

What you do

A player answers the displayed maths question. If correct, that player takes the shot from the teacher's chosen distance.

How you score

Close shot = 1 point. Medium shot = 2 points. Longer shot = 3 points.

Maths rule

Wrong answer means no shot for that turn. The next team gets a question.

How you win

After every team has had the agreed number of turns, the highest score wins.

Tug of War

Teams compete in short, supervised pulls. A maths answer can give a team a bonus point.

What you do

Two teams take their places on opposite sides of the rope. On the teacher's signal, they pull until the agreed marker shows the winning team.

How you score

Winning a pull gives 3 points.

Maths bonus

Before the next pull, the winning team gets a maths question. Correct = 1 extra point.

How you win

After the planned pulls, the team with the most points wins.

Safety: Only use a suitable rope and teacher supervision. Stop immediately on the teacher's signal. No wrapping the rope around hands, arms or bodies.

Maths Relay

One player at a time runs to the question point, solves a question, then returns to their team line. They stay with their team after returning.

What you do

The runner goes from their team's starting line to the question point. They read the question, work out the answer, return to their team and tell the answer to the teacher.

Correct answer

The team moves forward on the score track. Easy = 1 space, Medium = 2 spaces, Hard = 3 spaces.

Wrong answer

The team does not move forward. The next runner can try the next question.

How you win

The first team to reach the FINISH space wins.

Important: A runner does not need to keep running after returning. Once they have returned to their team line, they wait until it is their team's turn again.

Sharks & Fishes

Four teams start in four corner bases. Players cross the middle to collect one numbered soft ball and return to their base without being tagged.

Starting setup

Use four team bases, one in each corner. Put soft balls in the middle. Ball values are 1, 2, 3 or 5 points.

What the runner does

A runner leaves their corner, crosses the middle, picks up ONE ball and tries to return to their own corner.

If tagged

The runner returns to their corner without a ball. The ball goes back to the middle.

How you win

After the agreed number of rounds, add the value of every ball successfully returned. Highest total wins.

Maths bonus: After each round, the team can answer one maths question. Correct answer adds 2 points to its treasure total.

Safety: Use soft balls or beanbags. No throwing balls at players. Tag gently on the body. Stop immediately on the teacher's signal.

Four Corners

Each corner of the room represents an answer. Children solve the question and physically move to the corner they think is correct.

What you do

The teacher displays a question with four possible numerical answers. Players decide which answer is correct and stand in that numbered corner.

How you score

Every player standing in the correct corner earns 1 point for their team.

Team maths

Before choosing a corner, team members can quietly discuss the calculation.

How you win

The team with the most points after the final question wins.

Musical Statues

Dance or move while the music plays. When it stops, freeze immediately and complete a maths challenge.

What you do

Move while music is playing. When the music stops, freeze. The teacher gives a maths question.

How you score

Players who stay frozen and answer correctly earn 1 point for their team.

Elimination

There is no need to eliminate pupils. Everyone can keep playing and earning team points.

How you win

The team with the most points after the final music stop wins.

Target Throw

Teams solve maths questions to earn throws at numbered targets.

What you do

Answer the displayed maths question. A correct answer earns one throw. Throw a beanbag or soft ball towards the agreed target.

Target scoring

Each target has a number. If you hit it, add that number to your team's score.

Wrong maths answer

No throw is earned for that turn.

How you win

After all teams have used their agreed number of turns, the highest score wins.

Beanbag Relay

Teams take turns carrying a beanbag to a marker and returning it to their own team line.

What you do

One player carries the beanbag from their team's starting line to the marker, goes around it and returns to their team. They hand the beanbag to the next player.

How you score

Every successful return gives the team 1 point.

Maths bonus

After the team completes five successful runs, they answer a maths question. Correct = 2 bonus points.

How you win

After the agreed number of runs, the team with the highest score wins.

Team Obstacle Challenge

Teams complete a short course made from safe, simple physical sections. Every section has a clear finish point.

Section 1

Move around the cones and return to the start line.

Section 2

Carry a beanbag to the marker and bring it back.

Section 3

Complete the agreed movement task, such as stepping through hoops.

Section 4

Answer a maths question before the next teammate begins.

How you score

1 point for each completed physical section. Correct maths answer = 2 bonus points.

How you win

The team with the most points wins. If tied, the teacher can use one final maths question.

The teacher chooses the exact equipment and movement tasks. Keep the course suitable for the available space and pupils.

Capture the Flag

Teams protect their own flag while trying to collect the other team's flag.

What you do

Stay inside the teacher's playing area. Try to reach the other team's flag, pick it up and return it to your own base.

If tagged

Follow the teacher's chosen reset rule, such as returning to your own base before playing again.

Maths bonus

After a team successfully returns a flag, answer a maths question. Correct = 2 bonus points.

How you win

Most flag points plus maths bonuses wins.

Cone Knockdown

Teams aim soft balls or beanbags at cones from a safe throwing line.

What you do

Stand behind the throwing line. Take your team's agreed number of throws and try to knock down the cones.

How you score

Each cone knocked down is worth the number written on that cone.

Maths bonus

Add your cone scores correctly. Correct total = 2 bonus points.

How you win

Highest final score wins.

Number Hunt

Numbers are placed around the playing area. Teams find them and use them to solve the teacher's maths challenge.

What you do

Find the teacher's chosen numbers. Bring the numbers back to your team rather than running around with other teams' cards.

Maths task

The teacher gives a calculation using the numbers found.

How you score

Correct completed calculation = 3 points.

How you win

First team to reach the agreed target score wins.

Frisbee Target

Players throw a frisbee towards safe marked targets. Use only suitable equipment and a clear throwing area.

What you do

Stand behind the throwing line and aim for the marked target.

How you score

The target area gives 1, 2, 3 or 5 points.

Maths bonus

Add the team's scores. Correct total = 2 bonus points.

How you win

Highest final score wins.

Traffic Lights

The teacher calls movement instructions. Teams earn points by following them correctly.

What you do

Green means move, amber means slow down, red means stop. The teacher can add safe commands such as turning or changing direction.

How you score

A team earns 1 point when all of its players follow the command correctly.

Maths bonus

Every few commands, the teacher gives a quick maths question. Correct team answer = 2 points.

How you win

Most points after the final command wins.

Island Crossing

Teams cross a marked area using a limited number of hoops or floor markers as stepping islands.

What you do

Move your team's stepping markers forward without stepping outside the agreed safe area.

Teamwork

The team must decide where to place its markers so everyone can cross.

Maths bonus

When the team reaches the finish line, solve a maths question. Correct = 3 bonus points.

How you win

The first team to get everyone safely across and answer the maths question correctly wins.

Times Tables Rock Board

A school-friendly TV maths game inspired by the idea of typing answers to quick multiplication questions. This is not an official Times Tables Rock Stars game.

What you do

A multiplication question appears. The player types the numerical answer.

Correct answer

Correct = 1 point and the streak increases by 1.

Wrong answer

The answer is shown and the streak returns to 0.

How you win

For a team game, add the players' points together. Highest score wins.

Score: 0     Correct: 0     Streak: 0

Hit the Button Style

A local classroom version where the player sees a question and selects the correct numerical answer target.

What you do

Read the question and select the answer you think is correct.

Correct answer

Correct = 1 point.

Wrong answer

No point. A new question can then be generated.

How you win

Highest score after the agreed number of questions wins.

Score: 0

Maths Board Race

Teams compete to solve a maths question correctly. The teacher records which team answers first.

What you do

Display one question. Teams work together and write their answer on paper or a mini whiteboard.

How you score

First team with a correct answer = 2 points. A second correct team can receive 1 point.

Maths focus

Use different levels so teams can choose questions suitable for their ability.

How you win

Highest score after the final question wins.

Number Bingo

Teams have number grids. The teacher asks maths questions and teams mark the answer if it appears on their grid.

What you do

Solve the teacher's maths question. If the answer is on your team's bingo grid, mark it.

How you score

First team to complete the agreed pattern, such as a line, earns 5 points.

Maths focus

Questions can cover multiplication, division, fractions, percentages and mental arithmetic.

How you win

Highest score after the chosen number of bingo rounds wins.

The teacher can make bingo cards separately. Keep the questions harder than the answers so pupils must actually calculate them.

Higher or Lower

A number appears on screen. Players predict whether the next number will be higher or lower.

What you do

Look at the current number and choose HIGHER or LOWER before the next number is revealed.

How you score

Correct prediction = 1 point. Three correct predictions in a row can earn a 2-point bonus.

Maths skill

Players use number size, place value and estimation.

How you win

Highest score after the agreed number of turns wins.

50
Score: 0

Big Team Quiz

A proper mixed quiz with general knowledge, sport, animals, geography, science, music, movies and TV, plus a maths round.

What you do

Teams discuss each question quietly and write their answer on their answer sheet.

How you score

1 point for each correct answer. The maths round has 2 points available per question.

Teamwork

Everyone should contribute. The team gives one final answer.

How you win

Highest total after all rounds wins.

Who Am I?

Reveal clues one at a time and work out the mystery animal, place, object or character.

What you do

Choose a category, reveal one clue and discuss the answer with your team.

Scoring

Correct after clue 1 = 4 points. After clue 2 = 3 points. After clue 3 = 2 points. After clue 4 = 1 point.

Maths bonus

After guessing correctly, solve a quick maths question for 2 extra points.

How you win

Highest total after the chosen number of cards wins.

Mystery Card

Press NEW CARD to begin.

Mystery Number

Use mathematical clues to work out the hidden number.

What you do

Read the clues and discuss possible numbers with your team.

Scoring

Correct after clue 1 = 5 points. After clue 2 = 4. After clue 3 = 3. After clue 4 = 2. After clue 5 = 1.

Maths skill

Use factors, multiples, place value, odd/even numbers and estimation.

How you win

Highest score after the chosen number of mysteries wins.

?
Press NEW MYSTERY.

Captain's Challenge

The team captain chooses how difficult a maths question they want. Harder questions are worth more points.

Easy

Worth 1 point. Good choice when the team wants a safer question.

Medium

Worth 2 points. Requires more calculation.

Hard

Worth 3 points. More difficult, but worth more.

How you win

Teams answer an agreed number of challenges. Highest score wins.

Choose a difficulty.