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 gamesPractise the Multiplication Tables Check at the real six seconds a question. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
MTC Six Second Sprint practises England's statutory Multiplication Tables Check under the conditions children actually meet. The real check gives twenty-five questions at six seconds each, drawn from the two to twelve times tables, and it deliberately over-samples the sixes, sevens, eights, nines and twelves because those are the tables children reach year four weakest on. This game samples the same way, and that matters more than it sounds. Practice against an even spread of tables feels easier than the real thing, produces a flattering score, and leaves precisely the tables that will appear most often the least rehearsed — which is worse than no practice, because it builds confidence that the check then removes. The six seconds are real and are not quietly stretched at the lower levels, because the timing is not a difficulty setting, it is the assessment. What does change with level is the pool: the friendlier tables on their own to begin with, and the over-sampled ones weighted in from the third level, so a child can meet the format before meeting the hardest content in it. Wrong answers cost nothing and the sprint moves straight on, exactly as the real check does, and any level can be replayed as often as a child likes. The remaining time is available to screen reader users on demand and is spoken at the final seconds rather than continuously. Free, no sign-up, no advertising to children, and no scores are sent anywhere — progress stays on the device.
Chosen by the skills this activity practises.
An equation with a missing answer — for example "4 + 1 = ?" — is shown in large text. A timer bar starts counting down from 6 seconds.
Four answer options are shown as large buttons. Tap an answer, or press keys 1–4 on the keyboard.
Each consecutive correct answer increases your streak counter. A streak of 5 or more turns the flame icon orange and awards a streak bonus to your XP for that level.
Each level has 25 questions. Complete them correctly to earn the full level XP (+10 XP, plus up to +10 XP perfect bonus). Your progress is saved automatically between sessions.
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.