How to Run Maths Rotations With Online Games

A maths rotation splits the class into four groups that move between stations, usually every 12 to 15 minutes. One station is teacher-led, one uses online games, one is paper practice and one is hands-on or problem solving. The game station works because each group plays at its own level, while you teach a small group without interruption.

The basic structure

Four groups and four stations fit neatly into a one-hour lesson. Keep a short whole-class start and finish so the lesson still feels connected.

TimeWhat happens
0โ€“5 minWhole-class warm-up and explain the stations
5โ€“17 minRotation 1
17โ€“29 minRotation 2
29โ€“41 minRotation 3
41โ€“53 minRotation 4
53โ€“60 minTidy up and a quick reflection

If your lessons are shorter, run two stations a day across two days. Each group still visits every station in the week, and you avoid rushing.

The four stations

  • Teacher table. Focused teaching for one group at a time. This is the station the others protect by working independently.
  • Game station. Each child plays one or two set games at their level. Good choices follow the current topic: money, measurement, shapes or graphs, with addition or times tables for fluency.
  • Paper practice. A short printable sheet from our worksheets, marked with the answer key at the end of the rotation.
  • Hands-on or problem solving. Equipment, a maths game with dice or cards, or a reasoning puzzle for pairs.

Setting up the game station

Do the set-up once and reuse it all term. In our free Classroom mode, create a class, generate nicknames and print login cards. Keep the cards in a pocket wallet at the station. Students open the class link, tap their nickname and play, so there are no passwords to forget and no names stored.

Then add the weekโ€™s games as homework games. Students see a list of the set games and tick them off as they finish, so they know exactly what to do without asking you. You can set up to 12, which is enough for a few weeks of rotations if you rotate topics.

๐ŸŽฎ Before the lesson, play one round of each set game yourself, such as the money game, so you know the levels and can tell each group where to start.

Give every child a role

Roles keep the stations running so you can stay at your table. Swap them each week.

RoleJob
Tech helperHands out devices and login cards, and checks everyone has joined the class
TimekeeperWatches the timer and gives a one-minute warning
Question captainIs the first person to ask when someone is stuck (โ€œask three before meโ€)
Tidy captainMakes sure devices, cards and equipment are back in place before moving

Station rules that work

  • Play only the set games until they are ticked off, then choose from an extension list.
  • Aim for three stars before moving up a level.
  • Headphones on if the device has sound.
  • If a game is too easy or too hard, drop or raise one level, not three.
  • When the timer goes, finish the question you are on and stop.

Grouping

Group by current need for the teacher table, but keep groups flexible. Use what you see in the teacher view: a child earning lots of three-star rounds may be ready to join a different group next week, and a child with many attempts but few stars may need a session at your table. Reshuffle every two or three weeks so groups do not become fixed labels.

Checking the learning

After the lesson, look at the results grid for each set game. You can see who played which game and how well, and who did not get to it. Five minutes with this grid is often enough to plan the next teacher-table session. For a whole-class picture, run a Daily Maths Challenge as a warm-up once a week.

Common problems and fixes

  • Devices are slow to start. Have the class link open on each device before the lesson.
  • Children rush for points. Reward three-star rounds and personal bests rather than total points. See our class leaderboard ideas.
  • Not enough devices. Pair children, with one reading the question and the other answering, then swap halfway.
  • Finishers get bored. Keep an extension list with thinking skills and sudoku.

Frequently asked questions

How long should each maths rotation be?

Twelve to fifteen minutes per station works for most primary classes. Younger children often manage better with ten.

How many stations should a maths rotation have?

Four is a common choice: teacher table, online games, paper practice and a hands-on or problem-solving station.

What if I do not have a device for every child?

Pair children at the game station and have them take turns, or run the game station with half a group while the others use a worksheet.

How do I know what students did at the game station?

In Classroom mode, set the station games as homework games. The teacher view shows a results grid for each game, so you can see who played and how well.

Free games to practise

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