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 gamesTwo-step word problems mixing all four operations, where stopping halfway is the trap. For ages 8 to 10.
Every activity is one step. Here is where this one fits.
Two Step Word Problem Trek asks questions that cannot be answered in one move. Three boxes of seven pens with five loose ones is a multiplication followed by an addition; a total shared out after some have been used is a subtraction followed by a division. Neither step is difficult on its own, and that is precisely what makes two-step problems the point at which word problems start to sort children out. The failure is almost never arithmetic. It is stopping after the first step, because the first step produces a number, and a number feels like an answer. A child who multiplies three sevens, writes twenty-one and moves on has done real work and got it wrong, and unless the intermediate value is offered as an option nobody ever finds out — they simply score badly and are told to read the question more carefully, which is not advice they can act on. So the intermediate value is always among the choices here. Picking it is diagnostic rather than careless, and it is the single most useful thing this game can reveal. The other wrong options come from doing the two steps in the wrong order, which is the second most common error and the one that shows a child has spotted both steps but not how they connect. All four operations appear across the set, in pairings that mirror the ones the grade 4 curriculum uses. This extends our Word Problem Clue Hunt for younger children, which stays on one step and asks which operation to use rather than for the answer. 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 120 seconds.
Answer options are shown as large buttons. Tap an answer, or press keys 1–4 on the keyboard. 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.