Smart Starters · Ages 8 to 10
Mixed Number Speed Dash
Race between frozen research stations by adding and subtracting mixed numbers against a friendly timer, for ages 8 to 10.
Smart Starters · Ages 8 to 10
All Smart Starters gamesFlip cards to match each multiplication with the same fact the other way round. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
Commutative Flip Twins hides every multiplication fact somewhere on the board alongside its mirror, and the child has to find the pair. Three times eight sits with eight times three; six times four with four times six. Having to hunt for the twin is what makes the idea stick, because commutativity is one of those properties that a child can be told a dozen times, agree with each time, and still not use. Pairing the facts by hand, repeatedly, gets there where telling does not. The payoff is unusually concrete for a mathematical property. If the order of the factors does not change the answer, then a child learning their tables has thirty-six facts to secure rather than seventy-two, because every one they learn comes with a free twin. That is the single largest saving available anywhere in the multiplication curriculum, and a child who has genuinely internalised it approaches the harder tables with half the workload of one who has not. It also quietly prepares the ground for algebra, where the same property is stated with letters and expected to be obvious. Squares are excluded from the game entirely: six times six mirrors to itself, so it has no twin to find and would sit on the board as a card that can never be matched. Boards start at two pairs and grow to four, with factors reaching twelve at the top level. Cards are reachable by tap or keyboard and announced clearly to screen readers, unmatched turns flip back quietly with no penalty, and matched pairs stay face up with a soft chime. Free, no sign-up, no advertising to children.
Chosen by the skills this activity practises.
A maths question is shown in large text at the centre of the play area. A timer bar begins counting down from 120 seconds.
Answer options are shown as large buttons. Tap or click the correct option. Any input method works — touch, mouse or keyboard.
Each consecutive correct answer increases your streak. A longer streak lights up the flame icon and adds a bonus multiplier to the XP you earn for the level.
Each level has 4 questions. Complete them to earn the full level reward (+10 XP, plus up to +10 XP for a perfect run). Progress is saved locally and shown on the Parent Dashboard.
Mapped to national curriculum frameworks so teachers and parents can match practice to school standards.
Everything you need to know before your child starts playing.
Smart Starters · Ages 8 to 10
Race between frozen research stations by adding and subtracting mixed numbers against a friendly timer, for ages 8 to 10.
Smart Starters · Ages 8 to 10
Complete number sequences on a grid inside an ancient puzzle vault, filling missing values to unlock each chamber, for ages 8 to 10.
Smart Starters · Ages 8 to 10
Solve a chain of locked maths puzzles to complete a rainforest conservation mission, for ages 8 to 10.
Smart Starters · Ages 8 to 10
Drag fraction stone tablets onto their simplest-form targets inside an ancient temple, matching equivalent fractions, for ages 8 to 10.