Math // Measurement
Money Addition & Subtraction
Solve simple money problems involving addition and subtraction, including giving change
Quick check
If the learner buys a snack for 45p and pays with a £1 coin, can they work out how much change they should get — and count it back?
Ask this to see whether the topic is secure.
Topic // Mastery
What mastery looks like
- Calculate the total cost of two items priced in pence
- Work out change from 50p after buying an item costing 35p
- Solve 'How much more money do I need?' problems
Topic // Map
Where this fits
- RequiredMust come first
- HelpfulHelps, but not essential
Before this
2 topicsAddition & Subtraction // Ages 4 to 6
Giving change involves subtraction
- Adding money and giving changeRequired
Measurement // Ages 6 to 7
Solving money problems requires ability to combine coins
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Money Addition & Subtraction
Ages 6 to 7 // Method
Leads to
2 topics- Giving ChangeRequired
Measurement // Ages 7 to 8
Giving change in £ and p extends Y2 simple money problems
- Making ChangeHelpful
Life Skills // Money & Finance // Ages 7 to 9
Curriculum money problem-solving (Maths Y2) provides arithmetic foundation for making change
Topic // Research-informed
Teaching notes
From the Marble Skill Taxonomy. These notes have not been validated in classrooms, so treat them as a starting point for your own judgement.
The approach
Year 2 (age 6–7) money problems stay within a single unit (pence): totalling the cost of items, and the more demanding work of finding change and answering 'how much more do I need?'. The core idea is that change is a DIFFERENCE, most easily reached by COUNTING UP from the price to the amount paid (the 'shopkeeper's method') with real coins, rather than by counting back or written take-away. Change should be a practical, coin-in-hand act before it becomes an abstract subtraction.
Common misconceptions
- 'More coins = more money' — thinks a fistful of small coins is worth more, so gives too many or judges having-enough by count not value.
- Adds the two numbers (price + amount paid) instead of finding the difference, because early teaching over-emphasises 'take away' and difference is not recognised as subtraction.
- Loses the running total or miscounts when bridging through a multiple of ten while counting up.
- Counts single pennies one-by-one inaccurately instead of using coin values.
Useful representations
- Real/realistic coins counted into the hand (coins as a record of the steps)
- Empty number line showing change as jumps from price up to amount paid
- Part–whole (bar) model: amount paid = cost + change
- A shop/role-play till context
Teaching practices
- Build change by counting UP from the price to the amount paid, using real or realistic coins so the coins themselves record each step (e.g. 35p → +5p = 40p → +10p = 50p; change 15p) — the DfE mental-calculation guidance calls this the shopkeeper's method and notes many children find counting up easier than counting back.
- Model the same jumps on an empty number line so the change is seen as the TOTAL DISTANCE travelled (the sum of the jumps), not a point on the line.
- Connect 'how much more do I need?' to the identical counting-up structure — it is the same gap read the other way — so children see missing-addend and change as one idea.
- Keep amounts to manageable, 'friendly' values first (bridging one multiple of ten), then extend; use role-play shops so the procedure is rehearsed in a real context.
- Press children to CHECK reasonableness — count the change back onto the price to confirm it rebuilds the amount paid.
Activities to try
- 1
Give change at a role-play market stall (count up with coins)
Why it works: Change is the DISTANCE travelled from the price up to the amount paid — it is the total of the jumps you make when counting up (here 5p + 10p = 15p), not a take-away you have to work out on paper. The coins themselves record how the change was reached.
- Set up a shop: a toy priced 35p, a 50p coin to pay with, and a pot of mixed coins.
- Count UP aloud from the price to the amount paid, placing a coin into a change tray at each step: '35… (put in a 5p) 40… (put in a 10p) 50'.
- State the change as the coins you built: 'The change is 15p — a 10p and a 5p.'
- Check by counting the change back onto the price to confirm it rebuilds the amount paid (35p + 15p = 50p).
- Repeat with other friendly prices (e.g. 45p paid with 50p gives 5p), then extend to the source worked example 27p paid with 50p, counting 27→30→50 to give 3p + 20p = 23p.
- 2
'How much more do I need?' — the same gap read the other way
Why it works: Finding change and finding 'how much more I need' (missing addend) are one idea: closing the gap by counting up between two amounts.
- Set a toy priced 20p and give the child 15p.
- Ask: 'How much MORE do you need to buy this?'
- Count UP from what you have to the price: '15… (add a 5p) 20' and name the shortfall as 5p.
- Line this up against a change task: notice that finding the shortfall and finding change are the same counting-up move, just started from a different amount.
- 3
Value, not number of coins
Why it works: Money is judged by total value, not by how many coins there are; many small coins can be worth less than one larger coin.
- Lay the child's handful of small coins beside a single 10p and 5p.
- Count the total VALUE of each set and compare, e.g. show that ten 1p coins are worth less than one 20p.
- Make the SAME value (e.g. 15p) with different coin combinations (10p + 5p; 5p + 5p + 5p; 10p + 2p + 2p + 1p).
Topic // Standards
Curriculum standards
- The national curriculum in England: Key stages 1 and 2 framework document
- Maths/Y2/M/5
Math // Measurement
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