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 gamesMultiply using the grid or box method: split by place value, fill each box, then total. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
Grid Method Multiply Lab splits a number by place value and gives every piece of the multiplication its own box. To work out 24 times 7, the 24 becomes 20 and 4, each is multiplied by 7, and the two answers are added. Written out like that it sounds like extra work, and for a confident child it is; for everyone else it is the difference between a method they understand and a procedure they perform. The grid matters because it makes the decomposition visible and gives each partial product a fixed home on the page. Children taught the compact column method cold routinely lose the second partial product altogether — they multiply the ones, multiply the tens, and simply forget to add one of them — and because the answer looks plausible the mistake goes uncaught. With a grid, an empty box is obvious. This is also the method named explicitly in the English and Australian curricula, which is why a parent searching for help is far more likely to type grid method or box method than partial products; our Partial Products Puzzle Box covers the American name for the same idea in the layout American schools use. The first two levels leave the first box filled as a worked example so the child sees the pattern before producing it. From the third level every box is theirs, and from the fourth the multiplicand gains a hundreds digit and a third box with it. Everything is operable by tap or keyboard, each box announces its position and heading to screen readers, and a wrong number flashes and can be replaced with nothing lost. 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 140 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 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.