Choose and perform one operation in a short context.
Free to use and free to share. There is no sign-up, no score, and nothing a child does here is recorded or sent anywhere.
Practise it now
Drag the number bricks into the bar model, then read off the answer.
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A worked example
One question of the kind this skill is tested with, worked all the way through: the reasoning, and what the wrong answers are there to catch.
Choosing the operation from the words
How many July counts do Tadpoles and Beetles have altogether?
Creatures found at the nature reserve pond.
Creature
April counts
July counts
Beetles
53
55
Tadpoles
62
50
Snails
40
41
Newts
19
46
55
192
105
5
Answer: 105
How you get there
"Altogether" asks for the two figures combined, so Tadpoles's 50 and Beetles's 55 are added, which gives 105 - the other rows are not part of the question.
Why the other answers tempt
Only the two rows named are involved, not the whole column.
If they are stuck, say this
Decide what "altogether" is asking you to do with the two figures before you touch the numbers.
Get ONE mystery bag alone on a pan - keeping the scale level - and you have found x.
This engine’s own main skill is Solving Equations. It practises solve a one-step number problem alongside it, and covers most of it rather than all.
A balanced scale is an equals sign made of metal. 2x + means the two pans genuinely weigh the same. Remove 3 from both pans and it is still level: 2x = 8. Halve both pans and it is still level: x = 4. Every step of algebra is just something you did to both sides at once.
What to say if they get stuck
Take a weight off one pan and watch what happens. The beam is telling you something.
Whatever you take from one side, take the SAME from the other. Then it stays level.
Once only bags are left on one side, split BOTH sides into that many equal groups.
The football match starts 1h 20m after 08:05. Wind the clock forward to find out when.
This engine’s own main skill is Time & Money. It practises solve a one-step number problem alongside it, and covers most of it rather than all.
Winding forward 1h 20m from 08:05 lands on 09:25 - the hour hand moves too, one twelfth as fast as the minute hand, which is why it sits between the numbers. Then 30p takes at least 3 coins from this tray: there is no 10p in it, so you have to build the amount from what is actually there.
Step 1. Wind the clock. Wind the minute hand forward 1h 20m from 08:05.
Step 2. Count the coins. A programme costs 30p. Drag coins into the purse to pay it exactly.
What to say if they get stuck
Grab the long minute hand and wind it forwards. Watch the little hour hand creep round with it.
One whole lap of the minute hand is one hour. You need 1h 20m.
For the coins, start with the biggest coin that fits inside 30p and keep going.
Build the answer one step at a time. Choose an operation, then choose the two numbers it works on.
This engine’s own main skill is Solving a problem in more than one step. It practises solve a one-step number problem alongside it.
Step 1 works out the pens that arrived: 60. Step 2 works out the pens left once the broken ones go: 56. Step 3 works out the pens one class gets: 7. So the answer is 7 pens. Doing the steps the other way round does not work, because the second step needs the first one's answer before it can start.
What to say if they get stuck
You cannot get there in one go. What can you work out first, from two numbers the story already gives you?
Once a step is done, its answer sits on the bench and can be used by the next step.
This problem takes 3 steps. The last one ends with pens.
How solve a one-step number problem differs from the skills beside it
The same exercise practises several skills, and telling them apart is often the difficulty rather than the exercise itself. On this page the skill is: choose and perform one operation in a short context, and it stops where exactly one operation is required.
Questions parents ask about solve a one-step number problem
Answered from what the skill map records about this skill, not from a template. Every answer here is on the page, and the same questions are the page's FAQ structured data.
Choose and perform one operation in a short context. It is one of 55 named maths skills in the 11+, in the number strand, and this page carries 4 interactive exercises that practise it.
Only the two rows named are involved, not the whole column. The wrong answers on this skill are built out of that, not out of random numbers, so it is worth naming out loud before your child meets it under time pressure.
Point at the next move rather than explaining the whole rule. Decide what "altogether" is asking you to do with the two figures before you touch the numbers.
The skill map draws the line here: Exactly one operation is required. A question past that line is testing a different named maths skill, which is worth knowing before you spend a week practising the wrong one.
The number strand holds 13 skills that are tested together, and the pages next to solve a one-step number problem are subtract whole numbers or decimals, add whole numbers or decimals and calculate a whole-number operation. Each has its own exercise and its own link, and none of them needs an account.
Use Bar Model Builder, Balance Scale, Clock & Coins and Step Builder, embedded on this page. They are the exercises the skill map attaches to solve a one-step number problem, they run in the browser with no account to make, nothing is scored, and nothing a child does here is recorded or sent anywhere. Each also has its own link, so you can send one to a child without sending them anywhere else first.
Knowing which maths topic to practise is most of the work
A free diagnostic covers arithmetic, fractions, geometry, measure and data handling, and comes back with the topics to spend the next few weeks on.