Number Line Games
Jump along a number line to add and take away, one step at a time.
Free. No account, no email, nothing to install.Kindergarten to grade 2 children, with a grown-up nearby
Jump along the line · no timer, no score
Number line games
Start on a number, jump one step at a time, and see where you land. Adding goes forward, taking away goes back.
Six problems, as many tries as you like. Nothing is timed and nothing is scored.
Away from the screen
Print six blank number lines to 20 and write your own problems on them.
For the grown-up
This is practice, not a test. There is no timer, no score and nothing saved, and a wrong landing only costs another try. Help arrives on its own: first a reminder about direction, then a count of the jumps made, and then the landing number itself, because a child stuck on one question learns only that the activity is unkind.
The useful question is not "what is the answer?" but "where did you start, which way did you go, and how far?" A child who can say that has understood the operation, whether or not the arithmetic is quick yet.
Jumping one step at a time is deliberate at this stage. Counting on in bigger, friendlier jumps — three to the next ten, then the rest — is the step after this one, and is worth showing once single hops feel easy.
GrowMindGrow · Jump along the line
Number lines to draw on
Write a problem on each line. Mark where you start, draw one hop for each jump, and say the journey out loud: where I started, which way I went, where I landed.
________ + or − ________ = ________
________ + or − ________ = ________
________ + or − ________ = ________
________ + or − ________ = ________
________ + or − ________ = ________
________ + or − ________ = ________
How to use it
- Choose how far the line goes and whether to add, take away or mix the two.
- Start on the first number and jump one step at a time, forward to add or back to take away.
- Check the landing. Help arrives if it is needed, and there is no timer and no score.