Year 6 teams run the chance games they designed in Lesson 7 for their Prep buddies, and record what happens. Each team needs one collection sheet and one rating card.
What to print
| File | How many |
|---|---|
| Collection sheet | One per stall, on card. Print four or five spares. |
| Rating card | One per stall, on card. It gets held up and pointed at all session. |
Both are plain A4, single-sided. Twenty rows per sheet — if a stall sees more than twenty buddies, give them a second sheet.
Before the first buddy arrives
- Fill in the outcome key. Every team writes what can happen in their game against the letters A to H, before the session starts. After that they only ever tick a letter, which is what keeps the data countable.
- Split the two jobs. One student runs the game, one holds the sheet and the stopwatch. Nobody can do both. Write both names on the sheet and do not swap halfway.
- A blank means “we do not know”. If a time gets missed, leave it empty. Never write a number nobody measured.
How one turn goes
Buddy arrives → recorder starts the stopwatch → game runner runs the turn → recorder ticks the letter and writes the seconds → hold up the rating card, buddy points, recorder ticks the number.
Four ticks and one number. No words written during a turn.
Stopwatches
A phone works. Nobody needs tenths of a second — to the nearest second is plenty, and “about thirty” is better than a blank. If timing turns out to be impossible at a particular stall, leave that column empty for the session and say so afterwards. The sheet still works without it.
Afterwards
Collect the sheets in at the end of the session — they will not survive a lunchtime in a school bag. Keep them with the unit folder. Teams who want to use their own numbers in a later lesson can; everyone else works from the printed set data.