Here is a treasure-island map. It has letters running along the top and numbers running down the side. Somewhere on it is a palm tree.
How could you tell a friend exactly which square the palm tree is in, using only one letter and one number?
Take three hands-up answers, not open call-outs. Listen for pupils who instinctively reach for a letter and a number, and for any who name them in the wrong order — hold that for later.
A grid reference is a short code, like B3, that names one square. The letters name each column going across, and the numbers name each row going down the side. To name a square we read the column letter first, then the row number.
Look at where the castle sits. On my cue, call out its grid reference all together, then we will check it on the board.
Now a second grid. Watch which way the letter takes you and which way the number takes you, then call out this square together on my cue.
Here is a grid with a square right in a corner. Call out the letter and the number it needs, then we will confirm it.
Point at the column letters as you read across, then run your finger down to the row number — the physical sweep is what fixes the order. Give the class a moment to look, cue them to call the reference together, and only then say the confirmation aloud yourself.
Read the column letter across before the row number down the side, and say each one aloud before we tap it.
Today we work through these squares together: first we find A3, then C1, then D5, and last the corner square F1.
Talk this one through together — pupils take turns at the board and the class agrees or corrects out loud.
Write a square's reference on a slip of paper and keep it to yourself, then have a pupil tap where they think it is and read the reference back off the grid. Insist the letter is said before the number every single time — the moment someone says "3A", stop and let the class self-correct. The corner square F1 is the trap: it lives in the very last column, so watch that pupils count the columns all the way across.
In your maths copy, on the squared paper, draw a 6-by-6 grid, the same size as the grid on the board. Letter the columns A to F along the top and number the rows 1 to 6 down the side.
Then mark three points on your grid, and write the grid reference beside each one, letter first and number second.
Walk the room glancing at two things: the letters run along the top (A to F) and the numbers down the side (1 to 6), and each reference is written letter-then-number. The copy grid matches the board grid exactly, so pupils can check their references against the on-screen examples. This is whole-class copybook practice, not marking.
Read the letter across before the number down the side, and check each answer before we move on.
Today we solve these in order, each one a step harder: first find B3, then find D1, then name the square the ship sits in, and last name the bottom-right corner square F6.
This is the practice round — pupils take turns at the board, check each answer, and the class confirms before moving on. Keep the board work brisk rather than over-explaining.
The last two are the stretch: naming a square from a marker reverses the skill, and F6 sits in the far bottom-right corner where pupils lose count of the columns. If a pupil hesitates, prompt "start at A and count the columns across first".
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