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 gamesBuild fluency in the 3 times table with multiplication, missing factors and division. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
Times Table Three Trail is where times tables stop being free. The twos, fives and tens can be chanted from skip counting, and most children arrive at the threes expecting the same thing to happen and find that it does not: the last digits do not repeat in an obvious cycle, the rhythm is harder to hear, and the answers have to be genuinely learned. That makes the threes the first real fluency task of the multiplication curriculum, and the one where a child either builds a working method or quietly decides that tables are not for them. This trail asks three different questions rather than one. It asks 3 times 7, which is the table as normally drilled. It asks 3 times what makes 21, which chanting cannot answer because a chant only runs forwards. And it asks 21 divided by 3, which is the same fact read the other way. A child who can only recite produces the first form quickly and stalls on the other two, and it is the other two that turn up in real problems, so meeting all three is what separates fluency from performance. The first two levels stay on straight multiplication, so the table is met before it is interrogated, and all three forms are in play from the third. Multipliers reach twelve at the top level. The wrong markers are the adjacent multiples either side of the answer, which is the classic slip of landing one step along the chant, plus near numbers that are not multiples at all. Markers drift gently and stop entirely for anyone using reduced motion. Free, no sign-up, no advertising to children, progress kept on the device.
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 70 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 6 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.