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Doorway Online

Free accessible educational activities that learners will find easy to use independently.

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  • Literacy
    • First Phonics
    • Letter and Number Formation
    • Speller 2
    • Flash Activities >
      • First Blends
      • First Sounds
      • First Words
  • Number
    • Add and Subtract to 10
    • Add and Subtract to 100
    • Count Me In
    • Number Table
    • Odd and Even
    • Up to 10
  • Time and Money
    • About Time
    • Cashing In
    • Supermarket
    • Till We Meet Again
  • Typing
    • Text Type 3
    • TT3 phase 2
  • Memory and Matching
    • Find the Pairs (Pelmanism)
    • Moving Targets
    • Same or Different

Odd and Even

Five practical activities to help establish the essential concept of Odd and Even.   Pairing – an amount of shoes is seen as “odd” if there is an odd shoe left over. Even amounts have all the shoes in pairs and no odd shoes left over.  The development of this activity has been funded by the RS McDonald Trust. We are very grateful for their support.  Odd and Even to 10 – Ladybirds with the same number of spots on each side are even and coloured blue, the odd ones are coloured red. Can you sort them?  Odd and Even Pattern to 20 – The odd numbered houses in a street need to be painted red and the even numbered one painted blue. Can you paint them correctly? As you do this you should see a pattern emerge.

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RSMacDonaldWe are grateful to the RS MacDonald for their grant towards developing this activity.
Odd and Even Pattern to 100  is a tutorial that extends the principle of the previous activity to a a 100 square. The patteen of the odd and even numbers is shown very clearly.  Find Odd and Even Game – This coconut shy game lets learners test their knowledge of odd and even numbers to 10. Can they get through the game without  mistakenlt trying to knock down a an odd numbered coconut when an one should be targeted?

Switch Access. This activity, like most Doorway activities can be operated by switches. Generally, in two switch mode, a switch that emulates pressing the space bar moves  the highlight on by one position and the Enter key confirms the action. In single switch mode a switch press emulates the Space Bar.  The learner can access all the same functions of the activity, but the timing of the focus moving forward must be set to an interval that suits the learner.
The pairing subactivity only operates in single switch mode.

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