Year 6 Activity Day
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.
- 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.
Dodgeball — Team Sheet
Winning a physical round = 3 points. Correct maths bonus = 1 point.
Round Results
| Round | Winning Team | Maths Bonus? | Total Points |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 |
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.
Basketball Challenge
Correct maths answer unlocks a shot. Record the points scored by each team.
Scoring
| Shot | Points |
|---|---|
| Close | 1 |
| Medium | 2 |
| Long | 3 |
Round Record
| Turn | Team | Question Answered? | Shot Points |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 | |||
| 7 | |||
| 8 |
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.
Tug of War
Physical pull win = 3 points. Correct maths bonus = 1 point.
Pull Record
| Pull | Team A | Team B | Winner | Maths Bonus |
|---|---|---|---|---|
| 1 | ||||
| 2 | ||||
| 3 | ||||
| 4 | ||||
| 5 |
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.
Maths Relay
Easy correct answer = move 1 space. Medium = move 2. Hard = move 3. First team to FINISH wins.
How to Run It
- Put each team behind its own starting line.
- Place the printed questions at the question point.
- One runner from each team goes to the question point when called.
- The runner reads the question and works out the answer.
- The runner returns to their own team line and gives the answer to the teacher.
- If correct, move the team's marker forward by the amount shown for that difficulty.
- The runner stays with their team until their next turn.
- The first team to reach FINISH wins.
Easy Questions
Medium Questions
Hard Questions
Teacher Answer Key
Easy
Medium
Hard
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.
Four Corners
Players choose the corner containing the correct answer.
Question Record
| Question | Correct Answer | Winning Team / Notes |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 | ||
| 5 | ||
| 6 | ||
| 7 | ||
| 8 |
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.
Musical Statues
Correct answer while frozen = 1 team point.
Music Stop Record
| Stop | Maths Question | Correct Answer | Teams Scoring |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 |
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.
Target Throw
Correct maths answer earns one throw. Target number = points scored if hit.
Throw Record
| Turn | Team | Maths Correct? | Target Hit | Points |
|---|---|---|---|---|
| 1 | ||||
| 2 | ||||
| 3 | ||||
| 4 | ||||
| 5 | ||||
| 6 |
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.
Beanbag Relay
Each successful return = 1 point. Correct maths bonus after five returns = 2 points.
Run Record
| Run | Team | Returned Successfully? | Points |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| Maths Bonus | Correct? | 2 |
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.
Team Obstacle Challenge
Each completed section = 1 point. Correct maths = 2 bonus points.
Section Record
| Team | Section 1 | Section 2 | Section 3 | Maths | Total |
|---|---|---|---|---|---|
| Team | |||||
| Team | |||||
| Team |
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.
Capture the Flag
Scoring
| Event | Points |
|---|---|
| Successfully return an opposing flag | 5 |
| Correct maths bonus | 2 |
Score Record
| Team | Flags | Maths Bonuses | Total |
|---|---|---|---|
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.
Cone Knockdown
Throw Score
| Team | Cones Knocked Down | Calculated Total | Maths Bonus | Final Score |
|---|---|---|---|---|
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.
Number Hunt
Found Numbers / Calculations
| Team | Numbers Found | Calculation | Answer | Points |
|---|---|---|---|---|
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.
Frisbee Target
Throw Record
| Team | Throw 1 | Throw 2 | Throw 3 | Total | Maths Bonus |
|---|---|---|---|---|---|
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.
Traffic Lights
Command Record
| Command | Correct Teams | Points |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 | ||
| Maths bonus | 2 |
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.
Island Crossing
Team Results
| Team | Everyone Across? | Maths Correct? | Final Result |
|---|---|---|---|
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.
Times Tables Rock Board
Complete the questions without seeing the answers.
| # | Question | Answer |
|---|---|---|
| 1 | 7 × 8 = | |
| 2 | 6 × 9 = | |
| 3 | 12 × 4 = | |
| 4 | 8 × 7 = | |
| 5 | 9 × 6 = | |
| 6 | 11 × 8 = | |
| 7 | 12 × 7 = | |
| 8 | 9 × 12 = | |
| 9 | 7 × 11 = | |
| 10 | 8 × 12 = | |
| 11 | 6 × 7 = | |
| 12 | 11 × 9 = | |
| 13 | 12 × 8 = | |
| 14 | 7 × 9 = | |
| 15 | 8 × 11 = | |
| 16 | 12 × 6 = | |
| 17 | 9 × 7 = | |
| 18 | 11 × 6 = | |
| 19 | 8 × 9 = | |
| 20 | 12 × 11 = |
Teacher Answer Key
1. 56 2. 54 3. 48 4. 56 5. 54
6. 88 7. 84 8. 108 9. 77 10. 96
11. 42 12. 99 13. 96 14. 63 15. 88
16. 72 17. 63 18. 66 19. 72 20. 132
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.
Maths Board Race
Question Score Record
| Question | Answer | First Correct Team | Points |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 | |||
| 7 | |||
| 8 |
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.
Number Bingo
Teacher Question List
| # | Question | Answer |
|---|---|---|
| 1 | 6 × 8 | 48 |
| 2 | 72 ÷ 9 | 8 |
| 3 | 25% of 80 | 20 |
| 4 | 14 × 5 | 70 |
| 5 | 90 − 37 | 53 |
| 6 | 3/5 of 25 | 15 |
| 7 | 12 × 9 | 108 |
| 8 | 144 ÷ 12 | 12 |
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.
Higher or Lower
Teacher reveals one number, then the next. Players predict whether it will be higher or lower.
| Turn | Current Number | Next Number | Higher / Lower | Correct? |
|---|---|---|---|---|
| 1 | ||||
| 2 | ||||
| 3 | ||||
| 4 | ||||
| 5 | ||||
| 6 |
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.
Big Team Quiz
Round 1 — General Knowledge
- What is the capital city of France?
- How many sides does a hexagon have?
- Which planet is known for its rings?
- What is the largest ocean on Earth?
- Which animal is known as the fastest land animal?
Round 2 — Sport
- How many players are on a football team on the pitch at one time?
- What sport uses a shuttlecock?
- In which sport would you score a try?
- How many points is a basketball free throw worth?
- What colour card means a player is sent off in football?
Round 3 — Animals
- What is a baby frog called?
- Which mammal lays eggs?
- What do pandas mainly eat?
- How many legs does a spider have?
- Which bird is famous for not being able to fly and living in Antarctica?
Round 4 — Geography
- Which country is shaped roughly like a boot?
- What is the longest river in the UK?
- Which continent is Egypt mainly part of?
- What is the capital of Japan?
- What do we call a large city and its surrounding built-up area?
Round 5 — Science
- What gas do humans need to breathe?
- What force pulls objects towards Earth?
- What is H2O commonly called?
- Which organ pumps blood around the body?
- What do plants use to make food from sunlight?
Round 6 — Music, Movies & TV
- Which instrument has black and white keys and is commonly played with both hands?
- What is the name of the cowboy in Toy Story?
- Which fictional school does Harry Potter attend?
- What type of creature is Sonic?
- Which superhero is also known as Peter Parker?
Round 7 — Maths — 2 Points Each
- What is 7 × 8?
- What is 144 ÷ 12?
- What is 25% of 80?
- What is 3/4 of 40?
- What is 2.5 × 4?
Teacher Answer Key
General Knowledge: 1 Paris, 2 six, 3 Saturn, 4 Pacific Ocean, 5 cheetah.
Sport: 1 eleven, 2 badminton, 3 rugby, 4 one, 5 red.
Animals: 1 tadpole, 2 platypus, 3 bamboo, 4 eight, 5 penguin.
Geography: 1 Italy, 2 River Severn, 3 Africa, 4 Tokyo, 5 megacity.
Science: 1 oxygen, 2 gravity, 3 water, 4 heart, 5 photosynthesis.
Music / Movies / TV: 1 piano, 2 Woody, 3 Hogwarts, 4 hedgehog, 5 Spider-Man.
Maths: 1 56, 2 12, 3 20, 4 30, 5 10.
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
Who Am I?
Read one clue at a time. Fewer clues means more points.
Scoring
| Correct after | Points |
|---|---|
| Clue 1 | 4 |
| Clue 2 | 3 |
| Clue 3 | 2 |
| Clue 4 | 1 |
| Maths bonus | 2 |
Cards
2. I have spots.
3. I am famous for running very quickly.
4. I am a large cat.
2. I am in the UK.
3. A famous river runs through me.
4. I am the capital of England.
2. I can fold up.
3. I help keep people dry.
4. I am useful in rainy weather.
2. I wear a costume.
3. I can climb walls.
4. My identity is Peter Parker.
2. I cannot fly.
3. I swim very well.
4. Many of my relatives live in cold regions.
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.
Mystery Number
1. I am between 20 and 60.
2. I am even.
3. I am a multiple of 6.
4. My digits add to 9.
5. I am greater than 40.
Answer: 54
1. I am between 30 and 90.
2. I am odd.
3. I am a multiple of 7.
4. My digits add to 10.
5. I am greater than 60.
Answer: 73
1. I am between 10 and 50.
2. I am even.
3. I am a multiple of 4.
4. My digits add to 8.
5. I am greater than 20.
Answer: 44
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.
Captain's Challenge
Challenge Record
| Team | Easy Points | Medium Points | Hard Points | Total |
|---|---|---|---|---|
Example Questions
Easy: 36 ÷ 4 = ?
Medium: 24 × 7 = ?
Hard: What is 15% of 240?