Flash master math

Flash master math DEFAULT

FlashMaster Primary Math Game

Kids Zoom Through Learning The Basic Math Facts

You will love that the FlashMaster primary math game is self-contained and helps the your kids practice the four basic operations:

  • Addition
  • Subtraction
  • Multiplication
  • Division - and thereby fractions and decimals.

I love this treasure, our children love it, and I think that you'll love it too! See Chuck Resor's videos below that show you how to use it.

The FlashMaster helps teach the Math tables fast and offers practice anywhere. It's super portable and the kids do not have to be online to use it.

A dear sweet friend of ours made us a little bag where we can keep both the booklet and the worksheets for recording your fastest times and the tables that you've conquered. That  was super handy. Putting the booklet over the keys helps protect the buttons from being pushed inadvertently while being stored.

A self competitive child can do wonders with this by filling in the reprintable chart with the scores. Beating your score gets addictive. It has great math software for mastering multiplication tables and makes a pile of fumbly flashcards old fashioned and obsolete.

Ten Minute Demo: Primary Math Game Video

Flashmaster In Flashcards Mode

Kids Learn Math Fast With A Flashmaster

One day we discovered that our six year old was learning to use the Flashmaster by himself all snuggled up on the couch. How? He knew the twelves table in division! He had not yet been taught division, so we were thrilled.

Actually, this sparked his older brothers and sisters to see this new trick and to try to race against each others' scores. Thank you Chuck Resor for inventing the Flashmaster!

2018 Update: He's fourteen now and has a sharp mind for numbers. Hey! I just checked and find that the batteries still work. Hm.... Our new grandson can use this. 

This primary Math game is recommended by wonderful parent resources such as A to Z Home's Cool homeschooling website, Old Schoolhouse Magazine, and PC Magazine.

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My Experience Using This Electronic Math Flashcards Device

Chuck's advice to just play with it first was excellent. We homeschool, so the less that a math game looks like work or study, the better.

Not only did we see that most of the software was intuitive, but we didn't wind up making it a drill chore.

When I showed the kids that keeping their hands in the QWERTY position for typing numbers made their time faster they were hard to convince at first, but when I showed them how much faster I could do it, they jumped on board right away.

The timed Math drill is one of their favorite primary Math games, and is super in competition whenever their friends can gather to compete. They really get excited. "Hey Mom! Can I start over?!"

The charts also make self-competition easy.

  • My daughter says that her favorite feature is one I didn't realize that it had, "When you're on a countdown, it has a pause button." Hmm. I didn't realize that. :-)
  • One of my favorite features is the way the cover to the batteries has a lose-proof screw! No chance of losing the battery cover screw as they stay together.
  • On top of that is portability and the fact that the children do not need to use the computer which can be so cumbersome, especially by the time it is booted and ready or other children are finished using it.

Chuck Resor: How To Use The Flashmaster

Chuch Resor created the FlashMaster and he explains how to use it in this 26 minute video. It's well worth a look.

Kids love using this and there are no distractions from the actual math work.

Details: Chuck Resor's Flashmaster Math Game

Flashmaster Primary Math Game

This primary Math game is easy to understand and operate. On their own, students master:

  • Addition: 0+0=0 through 9+9=18
  • Subtraction: 0-0=0 through 18-9=9
  • Multiplication: 0x0=0 through 12x12=144
  • Division: 0/1=0 through 144/12=12
  • No more than 10 minutes per day required of student
  • Minimal supervision required (none during practice)
  • "SEE RESULTS" key makes it easy to evaluate in detail, anytime and anywhere each of 9 latest "activities":
  • type of activity practiced: "Table: In Order; Table: No Order; "Practice", "Test", "Flashcards", or "Special Problems"
  • arithmetic operation (+, -, ´, or ¸) practiced
  • number of the "Level" or "Table" from which problems generated
  • length of per-activity or per-problem time limit
  • number of problems attempted during activity
  • number and percentage of problems answered correctly
  • the order in which the activities were performed, etc.
  • Students are motivated by automatic display of results at the end of each primary math game and by later "reviewability" of 9 activities by parent or teacher.
  • Extremely efficient use of students' time.
  • No time wasted by distracting computer games, by unnecessary keystrokes, or by tedious and time-consuming "rewards".
  • Usable anywhere and at any time: in the car, the kitchen, etc.
  • Turns on in an instant; useful even during TV commercials, etc.
  • 9 "Levels" for each arithmetic operation.
  • User can focus on problems that are currently most appropriate.
  • Minimal time wasted on problems that are too easy or too difficult.
  • Problems needing more practice are presented more frequently.
  • Option to practice solely 15 recently-missed problems.
  • Option to practice solely 15 problems selected by user.
  • Time limits and displayed countdown of time limits motivate students to answer rapidly and instinctively.
  • 8 alternative per-activity time limits: 30, 45, 60, 75, 90, 120, 150 & 180 seconds.
  • 10 alternative per-problem time limits: 9, 7, 5, 4, 3, 2.5, 2, 1.6, 1.3, & 1 seconds.
  • Option of "hiding" from view the counting down of time limits.
  • Two introductory "table" activities do not use time limits.
  • Ability to give same test on numerous FlashMasters (same problems, same order).
  • Ability to turn off sound effects.
  • Immediate visual feedback on accuracy of each answer, but not in "Test" activity.
  • Correct answer displayed when problem missed twice in a row, but not in "Test" and "Flashcards" activities.
  • 3 possible "problem formats", for example: 1+2=?, ?+2=3, and 1+?=3.
  • Ability to decrease or increase how long correct and incorrect answers are displayed, resulting in speeding up or slowing down the pace of the FlashMaster. 
  • Ability to change sounds effects for correct and incorrect answers.

All in all, I think your primary students will be thrilled with this math game. There are oodles of good ideas for teachers, homeschoolers, and parents on Chuck's site at:


Search for the Math FlashMaster primary Math game's best price at Amazon, New or Used.

Author and Webmaster, Mary Fifer
Mary Fifer(Webmaster, PrintNPractice.com)

Mary Fifer, BSBA is webmaster, author, and researcher at PrintNPractice.com. She has created elementary school practice exercises using digital interactive worksheets. Printable and perfect for today's teachers, tutors, homeschoolers, and students!

Thank you for visiting and for sharing. :-)

Sours: https://www.printnpractice.com/primary-math-game.html

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FlashMaster™ App--Math Facts (not for phones)

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.

Sours: https://play.google.com/
Инструкция Flash Master Kit v1 1


Master math flash


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