Times tables are easier than you think.
You do not need to memorise 100 facts. Here you can practise the whole times table, or focus a little extra on the 21 that tend to be hardest.
And if you get stuck, you get help working out the answer and moving on.
Start your session
What do you
want to practise?
Choose a whole table and you get every fact in it. 11 and 12 only appear if you choose them.
How much do you
want to practise?
Choose time or number of facts.
How do you want to practise?
Your cards
Get the same fact right twice and you win a card. The four gold cards are the hardest facts. A card you have won can never be lost.
The 21 hardest facts
The grid has 100 squares. But 7 × 8 and 8 × 7 give the same answer, so there are only 55 different facts. The 1s, 2s, 5s and 10s can be worked out with simple tricks. That leaves 21 facts that need extra practice.
The 1 to 10 times table as a grid. Row times column. The 21 squares where both numbers are 3, 4, 6, 7, 8 or 9 need extra practice. The mirror below the diagonal is the same fact again. The rest can be worked out with simple tricks.
The four tricks make a fact free. The other eight are routes to it — a bridge to walk on until the answer comes by itself.
For parents
and teachers
The goal is simple: the child should know the times table without having to guess. When the answer does not come straight away, the child gets help working it out.
The grid has 100 squares. But 7 × 8 and 8 × 7 give the same answer, so there are only 55 different facts, and the 1s, 2s, 5s and 10s can be worked out with a trick every time. That leaves 21 facts where both factors are 3, 4, 6, 7, 8 or 9.
They sit in the middle of the grid, furthest from the tricks, and so tend to stick last. Four are hardest of all: 7 × 8, 6 × 7, 8 × 9 och 6 × 8. The child can practise the whole table, but the 21 are preselected.
Count — count the answer out. Build — build on a fact the child already knows. Answer — answer unaided. The child chooses, and can switch at any time.
The child gets help and tries again. If it is wrong a second time the answer is shown. The same fact comes back later.
Facts that need more practice come back more often. Once a fact starts to stick the gaps grow: one day, three days, one week and three weeks.
A card takes two correct answers on the same fact. A card the child has won can never be lost, no matter how many wrong answers follow.
The child chooses how long to practise or how many facts to do. No countdown. No grades.
A short cheer appears at three, six and ten correct in a row. It does not count up to anything, and there is nothing to lose when the run breaks. The weekly log is a log, not a streak: a missed day costs nothing.
No login. No ads. No tracking. No external requests at all — the typefaces are embedded in the page itself. Progress is stored in the browser and never leaves the device.