Classroom dice: two large dice for maths practice
Pick the operation and the type of dice, then press Roll or drag the dice and let go over the tray. The page writes the calculation without the answer, for example 5 + 3 = ?, and shows the answer when you press «Show the answer».
Press the tray, drag and let go to throw
How to use the dice on this page
In short
How do you use dice with Reception children? With the six-sided die and counting activities: saying how many dots are on each die, comparing which die has more, or clapping as many times as there are dots. The aim is to move from counting dot by dot to recognising the faces at a glance.
Above are two large dice, sized to be read from the back of the room when the page is on the interactive whiteboard. Before rolling, set two things:
- The operation: addition, subtraction or multiplication. The page takes the two numbers rolled and writes the calculation underneath the dice.
- The type of dice: d6 (six faces, with dots), d10 (ten faces) or d12 (twelve faces). Changing the dice is the way to raise the level without changing the activity.
To roll, press Roll, or pick the dice up with the mouse or your finger and release them with a flick over the tray. When they stop, the calculation appears with a question mark in place of the answer, for example 4 × 6 = ?. Pupils think, answer aloud or on mini whiteboards, and then you press Show the answer to check.
Two details worth knowing:
- In subtraction, the larger number always comes first. If a 2 and a 9 come up, the page writes 9 − 2 = ?, so negative answers never appear. If both dice match, the answer is 0.
- On the d10, the 0 face counts as 10. That is the usual convention for a ten-sided die used on its own, so the d10 gives numbers from 1 to 10.
Why dice work in the classroom
Dice have been part of primary maths in many countries for decades, and maths education research gives clear reasons for it. These are the arguments that come up again and again in teacher-training material.
Recognising amounts without counting
The faces of a six-sided die are fixed dot patterns. Young children start by counting dot by dot, but with practice they recognise five or six at a glance from the shape. That move from counting in ones to seeing structure, often called subitising, is one of the foundations of calculation, and German maths educators work on it with dice and domino patterns. Instant recognition of very small amounts, up to about four, appears before school; recognising larger amounts arranged in patterns is something children learn in class.
Mental maths with a reason to do it
A worksheet of twenty sums and a roll of the dice ask for the same calculation, but the roll changes the mood. The teacher does not choose the numbers, every calculation is different and there is a small moment of anticipation before each roll. The University of Cambridge's NRICH project points out that these games combine calculation, estimation and strategy, and that the target can be raised or lowered to suit each group.
Seeing what each pupil knows
While they play, pupils explain what they are doing. The teacher can hear who counts on their fingers, who counts on from the larger number and who simply recalls the fact. NRICH recommends dice games as a formative assessment tool at the start of the school year for this reason: you see what each child can do without it feeling like a test.
Turn-taking, rules and talk
Waiting your turn, accepting the result of the dice and explaining a move are all learning in their own right. In pairs or small groups, the dice share out luck neutrally, so nobody argues that they were given the hard question.
A bridge to probability
A die is the textbook example of a random experiment. In England, the Key Stage 3 programme of study asks pupils to record, describe and analyse the frequency of outcomes of simple probability experiments, and dice are the obvious place to start. Pupils move from «I think 7 comes up more» to counting, recording and comparing.
There is also research with control groups. In studies by Robert Siegler and Geetha Ramani (2008), pre-school children from low-income families played a linear board game numbered 1 to 10 four times a week for two weeks, moving with a number spinner. Afterwards they placed numbers on a number line more accurately than children who had played a colour version of the game. A straight-line board worked better than a circular one.
Which dice to choose for each level
The type of dice sets the size of the numbers. This table, worked out by going through every possible combination of the two dice, shows the range of answers each one gives:
| Dice | Combinations | Sums | Differences | Products | Different products | Difference of 0 |
|---|---|---|---|---|---|---|
| d6 | 36 | 2 to 12 | 0 to 5 | 1 to 36 | 18 | 1 roll in 6 (16.7%) |
| d10 | 100 | 2 to 20 | 0 to 9 | 1 to 100 | 42 | 1 in 10 (10%) |
| d12 | 144 | 2 to 24 | 0 to 11 | 1 to 144 | 59 | 1 in 12 (8.3%) |
d6
Sums up to 12, small differences and the 1 to 6 times tables. This is the dice for Reception and Key Stage 1. With the d6, subtraction gives 1 in 10 of the 36 combinations, so 1 is the most common difference.
d10
Sums that bridge ten (8 + 7, 9 + 6), differences up to 9 and every times table from 1 to 10. It suits Years 2 and 3, when most of the times tables are being learnt.
d12
Sums up to 24 and tables up to 12 × 12. That is exactly the range of the multiplication tables check that pupils in England take at the end of Year 4, which draws its questions from the facts between 2 × 2 and 12 × 12.
A useful detail when planning: the d6 gives only 18 different products, because several repeat (6 comes from 1 × 6 and 2 × 3, 12 from 2 × 6 and 3 × 4). The d12 gives 59.
Twelve dice activities by age and year group
Early years and Reception (ages 3 to 5)
How many dots?
D6 on addition. Roll, let the children see the dice for two or three seconds and ask how many dots are on each one. Then count together and press Show the answer. At first they count dot by dot; little by little they recognise the faces at a glance.
Who has more?
Two teams, one die each. The team whose die shows more dots wins the round. This builds comparison (more, fewer, the same) before adding.
Move like the dice
Roll and the children clap, jump or step as many times as the dots on one die. It links the amount to movement and to the number said aloud.
Years 1 and 2
Count on from the bigger number
Addition with the d6. Before pressing Show the answer, pupils say the larger number and count on from it (for 2 + 5 they think «5, 6, 7»). It is the strategy that replaces counting from 1.
Bring the temperature down
Each pupil starts at 20 degrees. Roll on subtraction and everyone takes the answer away from their temperature. The first to reach 0 wins. With the d10, start at 50.
Doubles and near doubles
When both dice match, the whole class calls out the double. When the numbers are next to each other (4 and 5), work it out from the double: 4 + 4 + 1.
Years 3 and 4
Times tables against the clock
Multiplication with the d10, or the d12 to prepare for the multiplication tables check. Pupils write the answer on their mini whiteboards before the teacher counts to five. Note the facts that trip people up and revisit them the next day.
Product bingo
Each pupil draws a 3 × 3 grid with nine numbers they think can come up by multiplying two d6. Roll ten or fifteen times and cross off the products. Afterwards discuss why 6 and 12 turn up more often than 25 or 36: 6 and 12 each come from four combinations, 25 and 36 from only one.
Race to 100
In pairs, on addition with the d10. Each player keeps a running total on paper; the winner is the first to reach 100, or the closest without going over, as agreed beforehand.
Years 5 and 6
- Chain calculation. With the d12. Roll three times in a row, changing the operation each time (add, multiply, subtract), and the class carries the result forward mentally. Everyone writes the final answer and it is checked at the end.
Key Stage 3
- Experimental probability with the sum of two dice. Addition with the d6. Each pupil rolls a set number of times and records the totals in a frequency table. Pool the class results and compare them with the calculated probability (see the next section).
- Is this game fair? On multiplication with the d6, player A wins if the product is even and player B if it is odd. Before playing, ask pupils whether it is fair. After a few rolls, count up: the product is odd only when both dice are odd, 9 cases out of 36, so A wins 27 rolls in 36 (75%).
Probability experiment: the sum of two dice
This is the most widely used probability activity in schools because the result surprises pupils. Two six-sided dice give 36 equally likely combinations, but the totals are not equally likely: 7 can be made six ways (1+6, 2+5, 3+4, 4+3, 5+2, 6+1), while 2 and 12 can be made only one way each.
How to run it
- Set the dice to d6 and the operation to addition.
- Before starting, each pupil predicts which total will come up most. There are usually votes for 12 and for «lucky» numbers.
- Share out the rolls: in a class of 30, twelve rolls each makes 360 in total. Each pupil records their totals in a table from 2 to 12.
- Pool the data on the board and work out the relative frequency of each total (number of times it came up divided by the total number of rolls).
- Compare with the table of expected frequencies.
Expected frequencies
| Total | Combinations (out of 36) | Probability | Expected in 36 rolls | Expected in 100 rolls | Expected in 360 rolls |
|---|---|---|---|---|---|
| 2 | 1 | 2.78% | 1 | 2.8 | 10 |
| 3 | 2 | 5.56% | 2 | 5.6 | 20 |
| 4 | 3 | 8.33% | 3 | 8.3 | 30 |
| 5 | 4 | 11.11% | 4 | 11.1 | 40 |
| 6 | 5 | 13.89% | 5 | 13.9 | 50 |
| 7 | 6 | 16.67% | 6 | 16.7 | 60 |
| 8 | 5 | 13.89% | 5 | 13.9 | 50 |
| 9 | 4 | 11.11% | 4 | 11.1 | 40 |
| 10 | 3 | 8.33% | 3 | 8.3 | 30 |
| 11 | 2 | 5.56% | 2 | 5.6 | 20 |
| 12 | 1 | 2.78% | 1 | 2.8 | 10 |
What to expect from real data
The class results will not match the table exactly, and that is part of the lesson. In 36 rolls, the chance of getting exactly six 7s is only about 18%, and there is a 36% chance that a total of 2 does not appear at all. In 100 rolls, the number of 7s falls between 12 and 21 in 82% of cases. In 360 rolls, it falls between 50 and 70 in 86% of cases. The more rolls, the closer the relative frequencies get to the probabilities. This is the law of large numbers, and it shows up best when you compare one pupil's results with the whole class's.
Classic dice games for the classroom
Many traditional games practise number skills with nothing more than one or two dice and paper. These are the ones most often used in schools:
Pig
Each player rolls one die as many times as they like, adding as they go. Roll a 1 and you lose that turn's total and pass the die. Stop in time and you bank the points. First to 100 wins. It was first described in print by John Scarne in 1945 and is widely used to discuss risk and probability in secondary school. Some versions use a different «bad» number, such as 3.
Shut the Box
Write the numbers 1 to 9. After each roll of two dice, cross out numbers that add up to the total (with an 8 you can cross out 8, or 5 and 3, or 6 and 2). The turn ends when nothing can be crossed out. It practises number bonds and partitioning very naturally.
Beetle
The British drawing game: each roll lets you draw part of a beetle. In the most common version, 6 is the body, 5 the head, 4 a wing, 3 a leg, 2 an antenna and 1 an eye; the body comes first and the head before the eyes and antennae. A beetle drive with groups of four moving between tables works well as an end-of-term activity in Reception and Key Stage 1.
Yahtzee
Played with five dice and a scorecard that makes players add, multiply and choose. In class it can be simplified to the upper section only (adding the ones, twos and so on).
Dice war
Each player rolls and the higher number wins a counter. With two dice and addition or multiplication, players compare the answers.
Hundred square race
On a 1 to 100 grid, move forward the sum of the dice; in the subtraction version, start at 100 and move back the difference.
Dice facts to share with the class
Opposite faces on a six-sided die add up to 7
1 opposite 6, 2 opposite 5, 3 opposite 4. A good question for pupils: if 2 is on top, which number is touching the table?
The d12 is a regular polyhedron
(a dodecahedron with pentagonal faces, one of the five Platonic solids), just as the six-sided die is a cube. The d10 is not: it is a pentagonal trapezohedron, with kite-shaped faces.
Many-sided dice reached classrooms before role-playing games
In the early 1970s an American educational supplier was already selling sets of Platonic-solid dice for maths lessons, before role-playing games made them popular.
Galileo and three dice
Early in the 17th century Galileo explained why, with three dice, 10 comes up slightly more often than 9, even though each can be written as the sum of three numbers in six ways. Counting every ordered combination, 10 appears in 27 out of 216 and 9 in 25.
Modern probability grew out of a question about dice games
Around 1654, Blaise Pascal and Pierre de Fermat exchanged letters to solve gambling problems put to them by the Chevalier de Méré.
Practical tips: interactive whiteboard and lesson routines
How to show the dice on an interactive whiteboard
Full screen
In the browser on the classroom computer, F11 (on Windows) hides the toolbars and tabs and gives the dice more room.
Adjust the size
If the dice look small from the back, zoom in with Ctrl and + (Cmd and + on a Mac). Check before the lesson that the calculation and the answer button are still on screen.
Rolling from the board
On a touch-screen interactive whiteboard or panel, a pupil can pick up the dice with a finger and throw them by dragging, just as on a tablet. If the board is not touch-sensitive, the Roll button is enough.
No projector
The page works the same on a tablet or phone, so a small group can use it like a die on the table.
Decide who reveals the answer
It works well when the teacher controls the Show the answer button and presses it only once everyone has responded.
On-screen dice have practical advantages in a classroom: they do not roll off the table, they make no noise and the whole class sees the same result at the same moment.
Getting the most out of it in lessons
Wait time before the answer
Leaving a few seconds to think before pressing Show the answer means more pupils respond, not just the quickest.
Everyone answers at once
Mini whiteboards or fingers held up let you see at a glance who is secure.
Ask for the strategy, not just the number
Asking «How did you work it out?» brings out different strategies for the same calculation (7 + 8 as 7 + 7 + 1, or as 8 + 2 + 5).
Change the dice, keep the game
Once the group is confident with the d6, the same activity with the d10 or d12 is a new challenge with no new rules to explain.
Short, frequent sessions
Five minutes at the start of a maths lesson does more than an occasional long session, especially for learning times tables.
Keep the records
In the probability experiment, keeping each pupil's table lets you compare small samples with the class total later.
Frequently asked questions
How do you use dice with Reception children?
With the six-sided die and counting activities: saying how many dots are on each die, comparing which die has more, or clapping as many times as there are dots. The aim is to move from counting dot by dot to recognising the faces at a glance.
Can subtraction give a negative number?
No. The page always puts the larger number first, so if a 3 and an 8 come up it shows 8 − 3 = ?. If both dice match, the answer is 0.
Which dice should I use for times tables practice?
The d10 covers every table from 1 to 10. The d12 goes up to 12 × 12, the range of the Year 4 multiplication tables check in England. The d6 is a good start with the 1 to 6 tables.
How is the answer shown?
When the dice stop, the page writes the calculation with a question mark, for example 6 + 4 = ?. The answer appears when you press Show the answer.
Why does the d10 show a 0?
Ten-sided dice are numbered 0 to 9. Used on their own, the 0 counts as 10, and that is how the page reads it, so the d10 gives numbers from 1 to 10.
Which total comes up most with two dice?
7, with 6 combinations out of 36 (16.67%). Next come 6 and 8, with 5 out of 36. 2 and 12 are the least likely, with 1 out of 36 each.
Can I use it on an interactive whiteboard?
Yes. Open the page in the browser on the classroom computer, go full screen and, if the board is touch-sensitive, pupils can throw the dice by dragging them with a finger.
Are online dice as random as real ones?
For classroom use, yes. The page simulates the motion with a physics engine and a random starting position, so results do not follow a fixed pattern. In a probability lesson it is worth reminding pupils that rolls are independent: a run of 7s does not make a 7 less likely next time.
How many rolls does it take to see that 7 is the most common total?
With 36 rolls the data still jump around a lot. From about 300 rolls the distribution usually starts to look like the shape of the theoretical table. That is why pooling the class works well: 30 pupils rolling 12 times each makes 360.























