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 gamesThree-digit column addition with carrying, laid out as a grid to complete. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
Three Digit Column Add Tower takes the written method a child learned with two digits and shows that nothing new is required to make it three. That is the genuine lesson of this stage and it is easy to miss: children who have been drilled on two-digit sums often treat a three-digit one as an unfamiliar problem, when in fact the same procedure simply runs one column further to the left. Making the layout identical to our two-digit game is deliberate for exactly that reason — the grid looks the same, the carry row behaves the same, and only the width has changed. What is new is that a carry can now land in the hundreds as well as the tens, and sometimes both in the same sum, which is where children who have been carrying by habit rather than by understanding come unstuck. The carry row shows each carried ten above the column it lands in, never above the ones, because nothing is ever carried into the ones and a child copying the layout should not learn otherwise. The first two levels display the carries so the child completes only the answer and can see where each one came from; from the third level the carries are theirs to work out. Every empty cell has a clue naming the column being added, with a fuller hint behind a button. Grids are worked by tap or keyboard, every cell announces its position to screen readers, and a wrong digit flashes and can be replaced. 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 160 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.