Adults
An easy warm-up or a first step before “Quick Math”.
Also known as: addition and subtraction problems, addition and subtraction within 10, addition and subtraction within 100
Solve addition and subtraction problems and type the answer: it’s checked automatically. First within 10, then within 20 with crossing over ten, then up to 100. A round lasts two minutes, and you can play 10 minutes a day without signing up.
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Addition and subtraction are the foundation of all mental math. The trainer starts with the simplest problems and moves on only when you solve the current ones confidently. The answer is never negative.
In “Quick Math” numbers go up to 400 and a problem can have three numbers. Here it’s calmer: two numbers and nothing above 100. Once you sign up, every round is saved and your account shows a chart.
Addition and subtraction without fingers or paper.
Level 2 is all about problems like 8 + 7 and 15 − 8.
The faster you answer, the more problems you solve in two minutes.
A mistake costs a point, so guessing doesn’t pay.
Press “Start”. Five problems appear on the screen and a two-minute timer begins.
Type the answer with the on-screen buttons or the number keys on your keyboard. The answer is checked automatically once all its digits are typed.
A correct answer earns a point and a mistake takes one away, but your score never drops below zero. If you get it wrong, the correct answer appears next to it.
Problems come in sets of five. If you get 4 out of 5 right in a checkpoint set, the level goes up; with fewer, it may go down.
After two minutes the round ends. You’ll see your score, correct answers, mistakes and top level.
Press “Start” and type your answers. Without sign-up you get 10 minutes of play a day.
Addition and Subtraction
Addition and subtraction problems: up to 10, then 20, then 100. Get them almost all right and they get harder.
Free play left today without signing up: 10 min
The levels follow the order in which kids learn arithmetic in elementary school: first within 10, then within 20 with crossing over ten, then within 100. On level 4 both numbers have two digits. Every problem has two numbers, and the answer is from 0 to 100.
Once this trainer feels easy, move on to “Quick Math” with three-number problems. For multiplication, try “Times Tables”.
An easy warm-up or a first step before “Quick Math”.
Suitable from age 6 if your child knows the digits: level 1 is addition and subtraction within 10, and difficulty rises only after confident answers. Not yet part of the “Kids” collection.
Calm problems with familiar numbers; you type answers with on-screen buttons. Not part of the “60+” collection.
Answer 4 questions and we’ll put together a daily program of 5 trainers. We’ll email you the full 2-week plan.
Question 1 of 4
No. The smaller or equal number is always subtracted from the larger one, so the answer is from 0 to 100.
In “Quick Math” numbers go up to 400 and problems can have three numbers. Here there are always two numbers and nothing above 100.
Automatically, with no Enter key: as soon as you’ve typed as many digits as the correct answer has. You can erase a digit until the whole answer is typed.
Yes. Type digits on your computer keyboard; Backspace erases the last digit. On a phone you get buttons on the screen.
No, you can play 10 minutes a day right away. Free sign-up lets you keep playing, save your results, track your progress and unlock the daily workout.
Free sign-up: round history, a chart by skill and a daily workout of 5 exercises. No credit card needed.
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Hearing TestSign up — it’s free: 10 minutes of play every day, plus history and progress.
While you think it over, read what this exercise trains.