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 gamesTurn sets of animal pens into the multiplication sentence that describes them. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
Equal Groups Zoo Keeper is where counting groups becomes writing multiplication. Sets of pens are described — four pens of three, five pens of two — and the child files each into the number sentence that says the same thing. The translation step is the whole point and it is genuinely harder than it looks, because it requires deciding which of the two numbers is the count of groups and which is the size of a group. A child who has simply learned that multiplication means multiply the two numbers you can see will get the product right and the sentence wrong, and since both orders appear across a round they cannot rely on the product to tell them which card goes where. Getting this right in grade 3 matters more than almost anything else in the year: arrays, the grid method, area models and word problems all assume a child can move between a situation and a number sentence in both directions, and the ones who cannot spend the rest of primary maths reverse-engineering which operation a question wants. This is the same idea our Equal Groups Farm Pens game introduces for much younger children, where the task is matching a group to a pen of that size; here it has grown into symbolic translation. Sentences never repeat within a round, in either order. Cards can be dragged or placed by tap or keyboard, with every placement announced to screen readers. Free, no sign-up, no advertising shown 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 100 seconds.
Answer options are shown as large buttons. Tap and drag, or use the mouse on desktop. 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 5 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.