On Android tablets (but not phones) & some Chromebooks, the FlashMaster App enables true mastery of basic math facts (arithmetic tables) to the point of "AUTOMATICITY" in addition, subtraction, multiplication & division and MINIMIZES TIME SPENT by students, parents & teachers.
Ideal for use in schools & homes, this application closely IMITATES the APPEARANCE & OPERATION of the extremely efficient HANDHELD FlashMaster(R) (rated 4.5 by 182 Amazon reviews & used internationally by millions in schools & homes).
The app is TRULY a GIFT: FREE; NO ads or offers; & COMPLETE (not "lite" or "crippled").
LIFETIME RESULTS for up to 30 USERS can easily be selectively PRINTED or EMAILED.
The App DOES NOT PRETEND to motivate users with silly, time-wasting & ultimately boring, and consequently self-defeating GIMMICKS.
INSTEAD, children are motivated by the app's increasingly CHALLENGING nature & by their parents', teachers' & THEIR OWN appreciation of their RAPID PROGRESS in TRULY mastering math facts--as facilitated by the app's retention & easy communication of results.
Problem format is normally "1+2=?" format but can also be "?+2=3" & "1+?=3".
The App's 6 alternative "LEARNING ACTIVITIES" (modes used to present problems) are:
(1) The "Table: In Order" activity is the most ELEMENTARY activity. It presents problems of the selected +, -, X, / table in ascending & then descending order. Missed problems are repeated until answered correctly. A user is prompted with the correct answer if a problem is missed twice in a row.
(2) The "Table: Not in Order" activity presents problems of the selected +, -, X, / table in RANDOM order. Missed problems are repeated until answered correctly & AGAIN after the next problem. A user is prompted with the correct answer if a problem is missed twice in a row.
(3) The "Practice" activity is the main INSTRUCTIONAL activity. Subject to one of 8 alternative per-ACTIVITY "Time Limits", it presents problems in random order from one of 9 "Levels" of difficulty for a selected arithmetic operation (+, -, X, /). Missed problems are repeated until answered correctly & again after the next problem. The user is prompted with the correct answer if a problem is missed twice in a row. The 8 alternative per-ACTIVITY time limits are: 180; 150; 120; 90; 75; 60; 45; & 30 seconds.
(4) The "Test" activity SIMULATES PAPER TESTS often used in schools. Subject to one of the 8 alternative per-ACTIVITY time limits, it presents problems in random order from one of the 9 levels of difficulty for a selected arithmetic operation (+, -, X, /). Missed problems are NOT repeated & the user is NOT prompted with correct answers. If sound effects are turned off, the user is not informed of mistakes until after completing the activity--JUST LIKE A TEST. Teachers have the option of giving all their students the same test (i.e., the same problems in the same order).
(5) By making use of 11 alternative per-PROBLEM time limits, the "Flashcards" activity is IDEAL for developing SPEED and "AUTOMATICITY" (the ability to answer problems automatically from memory without needing to take time to calculate the answer). The Flashcards activity presents a user-specified number of problems in random order from one of the 9 levels of difficulty for a selected arithmetic operation (+, -, X, /). Missed problems are not repeated & a user is not prompted with correct answers. The 11 alternative per-PROBLEM times limits are: 9; 7; 5; 4; 3; 2.5; 2.0; 1.7; 1.5; 1.3; and 1.2 seconds.
(6) The "Special Problems" activity focuses either on REVIEWING PAST MISTAKES or on PARTICULAR PROBLEMS specified by a user. Subject to one of the 9 per-ACTIVITY Time Limits, this activity presents in random order EITHER the up to 15 “MISSED” problems most recently answered incorrectly by a user OR up to 15 problems entered into memory with the "ENTERED PROBLEMS" key. The user is helped with missed problems as in the Practice activity.