Quick Math, twenty sums against the clock
Twenty quick sums, multiplication tables and two digit additions. Type each answer, it validates by itself. Your total time plus three seconds per error is your score.
- Arithmetic fluency
- Processing speed
- Working memory
Play it live
Twenty sums, as fast as you can.
Type each answer on the keypad, it validates by itself. Each error adds three seconds.
Number keys work too
What it asks of you
Quick Math asks for arithmetic fluency, how fast basic facts come to you without counting. Tables and simple additions are things you already know, and the game is about reaching them instantly.
It also uses working memory, holding a carry or a partial result while you type.
How to play
- A sum appears, like 7 × 8 or 46 + 27.
- Type the answer on the keypad or your keyboard.
- The right answer validates by itself and the next sum comes.
- A wrong answer adds three seconds, then you try again.
- Twenty sums, and your score is your total time, lower is better.
The research behind it
Arithmetic facts get faster with use, that is what fluency means. Scores on a repeated cognitive test rise with practice (Scharfen et al., 2018a), and practice gains are clearest on the exact task you practise (Simons et al., 2016). Quick Math is that task, in about 40 seconds.
A round of sums also asks for your full attention, the opposite of passive scrolling. Forty seconds of real effort, and you know exactly how it went.
On your weekly card
Quick Math is a bonus game. In the app it comes back in the rotation of the bonus of the day, and you can play it freely whenever you like.
It never counts on your weekly card. Your own best time is the target.
Questions
Is it only multiplication tables?
Tables and additions of two digit numbers. Simple facts on purpose, so speed is what you work on.
Why a time penalty?
The score is a time. Three seconds per error keeps guessing from paying off.
Where is the full test?
The mental math test page explains the format in detail.
Sources
- Scharfen J., Peters J.M., Holling H. (2018). Retest effects in cognitive ability tests, a meta-analysis. Intelligence 67, 44 to 66. doi.org/10.1016/j.intell.2018.01.003
- Simons D.J., Boot W.R., Charness N. et al. (2016). Do brain training programs work? Psychological Science in the Public Interest 17(3), 103 to 186. doi.org/10.1177/1529100616661983
Play next
Headgame
Your full card, every Sunday.
Three 20 second games each morning, phone down sessions, and a card with six stats revealed every Sunday. Coming soon to the App Store, Google Play next.
Join the waitlist