Time4MathFacts uses the power of technology and engaging gameplay to motivate students to move from learning math facts to math fact mastery. What students experience as they play games to practice math facts is an immersive world of fun characters, rewards for improving their recall, and confidence-building feedback showing them their progress.
What students don’t see can be just as powerful–the behind-the-scenes technology that:
Time4MathFacts is part of the Time4Learning family of educational products that service the PreK-12th grade community. As a Time4MathFacts customer you will get access to the math facts program through Time4Learning Lite™.View Demos
Time4MathFacts is most effective when played in short 15-20 minute increments–the perfect length for use as an afterschool or summer reinforcement tool. Whether your child just needs an entertaining way to support math fact practice or needs the full support of a math facts program that will recognize where he or she is struggling and focus in on those areas, Time4MathFacts is the resource you need. Because it works with students with different learning styles, all students will make progress using this multimedia and interactive style of math practice.
The goal for every child in grades 2-5 is achieving math fact fluency–the ability to recall the basic facts in all four operations accurately, quickly, and effortlessly.
Many online math facts practice tools are simply animated versions of flashcards. Students quickly get bored of this repetition-and-drill style of practice. The Time4MathFacts approach, on the other hand, engages math students from the moment they sit down to play.
New users will be immediately drawn into the Time4MathFacts world as they:
In just 15 to 20 minutes of use, a few times a week, students move from math fact acquisition toward math fact fluency.
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The mystery of a ninja’s powers rest in their stealth and speed. In this exciting game, the ninja jumps from falling platform to falling platform climbing higher and higher in the star-filled sky. Not only can the ninja get a boost from answering math facts correctly, but by gathering bonus items and avoiding obstacles like meteorites along the way.
Ninja to the Stars lets students practice the facts they have learned during their coaching sessions with Crabby the Crab. Playing will help solidify their knowledge and increase their recall speed. Students can see their progress by viewing the Fact Family Pyramid.
No one likes a poacher, so when wild animals are in trouble, it’s natural to want to help them out. In Kirie, students can choose the scene where they want to play. Once inside the virtual world of their choice, they will use their power of math fact mastery to collect keys that will release the animals from their captivity.
The green light at the top right corner of the screen tells the student they have met their daily usage requirement. Continued green light usage earns students tokens they can use to purchase clothes or accessories for their customizable avatar or even decorate their Progress Tree.
Egyptians believed cats were magical and able to bring good luck to those that took care of them. So, when it’s time to ward off encroaching foes, your student’s magically fast math fact retrieval will aid the cat’s efforts. Level by level, it’s the correct math facts that power kitty’s glaring eyes and fast tail to smite a variety of dangerous critters.
Egyptian Conniption motivates players to try to beat the hourglass and complete all six levels. Facts that appear in the game are customized specifically to the student’s current math fact learning level to optimize practice.
Bugs are an irresistible delicacy for the bog-dwelling frog in Swamp Chomper. In this fast-paced game the frog needs to eat as many bugs as possible before its lily pad sinks. Students can help the frog with its task by quickly answering math fact questions.
This game requires quick decision-making, so as their math fact fluency grows, so does their score. And to keep the level of challenge right for students, facts are sequenced based on their individual fact retrieval time and response patterns.