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> Mind Missions - Secondary Schools
Mind Missions are hands-on maths, thinking and team-building ''expeditions', devised by top educators and run in your school hall. Up to 60 students can take part in each 'expedition' (with up to five different 'expeditions' per day).
Each team is given an age and ability-appropriate mission to complete. To achieve this, they will need to work together effectively, solving hands-on challenges requiring a wide variety of mathematical and thinking skills, collecting the pieces of information that will enable them to complete the mission.
The challenges are brand new and are tailored to suit each age group and ability level.
Up to 300 students can take part in a Mind Missions day.
What makes these workshops so valuable and different?
Mind Missions allow students of all abilities to really engage with challenges, make real progress in developing their skills and improve their academic performance at school.
Students have the opportunity to shine in practical programmes outside of the normal curriculum, build their confidence, improve their collaborative learning skills and raise their own expectations of what they can achieve. The progress that they make will have long-term benefits.
Teachers have a rare opportunity to take a step back and watch their students perform as part of a team, sharing ideas and displaying leadership skills
What happens during a Mind Missions programme?
Nathan Bolt is an experienced explorer. Caught in a huge ocean storm, his boat capsizes and he is swept onto the beach of a deserted island... Each team's task is to follow a series of instructions and then complete each hands-on challenge.
Key Stages 3 & 4
Escape From Logic Island
Programme lengths are adjustable to fit into your school day.
Your mission is to collect the equipment that will navigate Nathan off the island to safety, overcoming complex challenges as you go... The programmes for Key Stages 3 and 4 are hugely challenging and will define whether Nathan escapes or is stranded!
As the challenges unfold, students discover that they need to collect coins with symbols. Having collected what they need, everything suddenly changes as each team discovers a safe. If they can get inside the safe before time runs out, they will find the key to getting off the island.
However, to get into the safe, the code needs to be cracked... and the symbols on the coins that have been collected hold the answer. With time running out, will the teams be able to use strategic planning and thinking skills to work out the code - or will they trigger the intruder alarm?
It's frantic, fantastically clever and gripping down to the very last second!