
Spark Island offers primary teachers a range of interactive toolkits which make teaching and learning the difficult bits of the curriculum easier and more fun.
Covering English, maths and science, each toolkit includes an interactive activity featuring colourful characters, teaching suggestions as to how to use them, printable resources and clip art for creating your own resources.
Spark Island is designed for use on interactive whiteboards, in ICT suites, and with groups of learners around a computer. It does not dictate a pedagogy, but fits around teachers' preferred practice. Toolkits are flexible resources for teachers to use as they see fit.
Access to this resource is restricted to authenticated users of Glow.
The following resources from Spark Island are available for authenticated users of Glow to view:
Understanding where speech marks and commas are placed when writing speech.
Sorting between different size stones and choosing the ones that can fit into the bottle.
Help Piska and Pod catch the numbers in the 2,3,4,5 or 10 times table in their net.
Steer your submarine up through a tunnel and find the correct spellings as you go.
Practising simple counting to 5.
Practising simple counting & sorting to 5.
Practising simple counting to 10.
Practising simple counting & sorting to 10
Click on the correct fish to complete the addition sum / subtraction sum
Exploring how shadows work by identifying where the sun is in relation to the type of shadow.
Recognising how fractions, decimals and percentages can be comparable and identifying the values which are more/less than a half, a quarter, three quarters and so on.
Recognising how simple fractions can be represented as shapes.
Using times tables and venn diagrams to sort different objects.
Using times tables and Venn diagrams to sort different objects.
Using times tables and Venn diagrams to sort different objects.
Using scientific evidence to explain why animals live where they do.
Practising making number patterns in a grid using the ten times table.
Practising making number patterns in a grid using the two times table.
Practising making number patterns in a grid using the three times table.
Practising making number patterns in a grid using the four times table.
Practising making number patterns in a grid using the five times table
Identifying and matching pairs of pictures in a well known pelmanism game.
Choosing the appropriate vowel to correctly spell simple CVC words.
Practising changing the time on an analogue clock with reference to a digital clock.
Ordering a list of names alphabetically, all beginning with B.
Ordering a list of names alphabetically, all beginning with C.
Ordering a list of names alphabetically, all beginning with D.
Sorting out lots of names beginning with J according to the alphabetical order of the second letter.
Ordering a list of names alphabetically, all beginning with M.
Ordering a list of names alphabetically, all beginning with S.
Choosing the correct vowel(s) to correctly spell simple words which contain long vowel sounds.
Sort the ladybirds on the right leaves according to their colour, size, and number of spots.
Recognising the difference between vowels and consonants in a fast paced game.
Matching pictures of everyday objects with the initial letter for each object's name.
Listening to and reading a well known nursery rhyme and identifying the missing rhymes.
Doing simple addition sums.
Listen to a word, then choose the correct written version on the screen.
Using carroll diagrams to sort different shaped objects.
Practise comparing and ordering numbers to 10 on a number track.
Play against a friend or the computer in this familiar game.
Using a Venn diagram to sort numbers by whether they are divisible by 2 or 5.
Using a Venn diagram to sort out numbers which are divisible by 3 or 4.
Using a Venn diagram to sort out numbers which are divisible by 3 or 5.
Using a Venn diagram to sort out numbers which are divisible by 4 and 5.
Using a Venn diagram to sort out numbers which are divisible by 6 and 7.
Spell familliar words for colours, days, months and numbers in a fun hangman style game.
Put the days of the week in order.
Sequence a set of instructions.
Sequence text extracts into a recount (an everyday non-fiction story).
Put the text extracts of a familiar story in order.
A matching pairs game with present and past forms of words.
Using Carroll diagrams to sort different odd and even numbers.
Ordering names of different Atlantean characters in an alphabetical list.
Choose the appropriate verb tenses to complete the story.
Making synonym pairs in a game of pelmanism.
Using probability to make guesses in a card game.
Choose the correct question word to change a statement into a question - and put a question mark at the end.
Exploring how words are formed from a root word, a prefix and a suffix.
Identifying and classifying adverbs and grouping them by topic.
Labelling a plant.
Help Piska avoid the obstacles and sandboard over the correct answers to the sums in the six times table.
Count objects on the seabed to 10 and to 20
Help Delia Drip make patterns on the seabed. An extension to What Comes Next?
Completing simple addition and subtraction sums by choosing the correct function needed (+ or -).
Using reading strategies and knowledge of spelling patterns to identify missing pieces of words.
Understanding the plant growth cycle.
Practise half and quarter turns in a basketball game.
Recognising right angles and the four compass points
Recognise numbers of right angles and points around a compass.
Measure the angles to score a basket.
Estimate and measure the angles to shoot a basket
Help to complete Sidney's diary by filling in the correct time words (later, first, then, after, while etc)
Identifying and matching pairs of pictures.
Exploring how often the Earth moves around the sun, and the moon turns around the Earth, using a simulation.
Ordering names of imaginary potions in an alphabetical list.
Go shopping in Sparklantis and practise your skills with money.
Go shopping in Sparklantis and practise your skills with money.
Go shopping in Sparklantis and practise your skills with money.
Exploring how different words can be made using roots and suffixes.
Practise addition sums with totals up to 10 by steering a submarine through the right answers.
Practise addition sums for totals of 0 to 20 by steering a submarine through the right answers.
Steer the Sub subtraction 1-10
Practise subtraction sums for numbers 1-10 by steering a submarine through the answers.
Steer the Sub subtraction 1-20
Practise subtraction sums with totals 0 to 20 by steering a submarine through the right answers.
Practising the 10 times table by steering a submarine through the right answers.
Practising the 2 times table by steering a submarine through the right answers.
Practising the 3 times table by steering a submarine through the right answers.
Practising the 4 times table by steering a submarine through the right answers.
Practising times tables by steering a submarine through the right answers.
Practising the 6 times table by steering a submarine through the right answers.
Practising the 7 times-table by steering a submarine through the right answers.
Practising the 8 times-table by steering a submarine through the right answers.
Practising the 9 times-table by steering a submarine through the right answers.
A simple simulation of a sunflower growing, allowing the user to adjust parameters including light, water and heat.
Identifying, by reading and listening, the number of syllables (1, 2 or 3) in everyday words.
Playing a game of pelmanism to make pairs of synonym words.
Distinguishing animals from each other using a 'branching database' set of questions.
Practising changing the time on a digital clock with reference to an analogue clock.
Practising how apostrophes are used, and how words change when they are contracted, to make speech more natural.
Ordering items of clothing in the order you put them on.
Help the Yaboos by sorting out the things they find there. This exercise is aimed to teach early years children about patterns and sequencing.
Matching pictures of everyday objects with their corresponding words.
A fast pace racing game for one to four players practising multiplication tables.
Exploring how narratives can be made more interesting by replacing 'said' with alternative synonyms.
Exploring how narratives can be made more interesting by replacing 'said' with alternative synonyms.
Exploring how narratives can be made more interesting by replacing 'said' with alternative synonyms.
Exploring how narratives can be made more interesting by replacing 'went' with alternative synonyms.
Zap the jellyfish by typing the correct number on the number line to save Sidney the Shark's breakfast.
Zap the jellyfish by typing the correct number on the number track to save Sidney the Shark's breakfast.
Zap the jellyfish by typing the correct number on the number line to save Sidney the Shark's breakfast.