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Published 2018 Revised 2019

The idea of transferring thinking is one that we can work on with even quite young children. Secret Number is a lovely lower primary task which uses a calculator to explore the inverse relationship between addition and subtraction. You enter a 'secret
number' into the calculator, then ask a child what they would like to add to it. You enter '+' and then their chosen number and press '='. You show the child the result on the calculator and invite them to find out your secret number. Giving children time to explore this task in pairs and discussing how they worked out the secret number is a wonderful opportunity for learners to
transfer thinking. In this case, they might transfer a particular method, or methods, for finding the secret number.
Dotty Six, a dice game for young children, is also an engaging context in which to encourage learners to transfer thinking. In this case, learners might make more strategic choices in the way they play by transferring experiences from one game to the next. Two-digit
Targets offers similar opportunities as, when asked to compare their five numbers with another pair's and decide whose are 'better', learners may transfer some of their original thinking as they try to tweak their numbers to make them even better still!
Display Boards also encourages transferring of thinking, this time in a spatial context. At the basic level, the series of challenges in this task help learners fully immerse themselves in the 'rules' so that mistakes made in the first part can be useful later. Display Boards also offers opportunities for transferring thinking in terms of a 'good' way of recording.
Many tasks on the NRICH site have been designed to encourage primary learners to generalise. In Round the Two Dice learners roll a dice twice and make two two-digit numbers from the results. (For example rolling 2 and 4 would give 24 and 42.) The idea is to round each number to
the nearest 10 and the challenge is to find out whether both of the numbers ever round to the same multiple of 10. Learners might approach this task by trying lots of examples, transferring their thinking as they progress and then noticing similarities and differences between different rolls, leading to a generalisation.
The nim family of games is a good source of generalisation too. Learners can start with Nim-7, which involves just seven counters and then progress to Stop the Clock and Got It. In each case, the game offers opportunities to generalise the
strategy for winning when the game is tweaked, for example by having more counters in Nim-7, or by changing the target number in Got It. If learners have chance to play Stop the Clock or Got It after trying Nim-7, you can observe whether they realise that the underlying structure of all three
games is identical ('isomorphic').
At lower primary, Robot Monsters, is particularly appealing to some learners as they are asked to create all the different possible monsters from the given head, body and leg parts. 6 Beads is another accessible example in which learners are finding all the possible
ways to arrange six beads on a ones and tens abacus. School Fair Necklaces is also an example of a challenge in which the total number of possible solutions is relatively small, so that learners can prove that all the possibilities have been found. (The teachers' resources sections of both School Fair Necklaces and 6 Beads outline a way to help learners understand what is meant by 'working systematically'.) 

