Games
Maths practicethat remembers.
Most maths games reward speed and forget a missed question the moment it is gone, so the same gaps turn up in every lesson. Short maths drills that remember every question a child misses fix that: they bring it back until it sticks, and tell parents and tutors exactly what is still coming back.
Pip
Stepping it up
7 × 8
Right
Put right this week
4 × 7 · 3 × 12
5
maths drills
21
games in the library
12
skills that remember misses
132
facts on the times-table map
The drills
No menus to get lost in: one button, and they are playing.
Each drill opens on its own picture and the child's Bushmate, with one big Play that starts where they left off. The settings are one tap away, and on an iPad the question sits beside the keypad.

Times Table Trial
Every table, until it sticks.

Times Table Trial
Tables 2 to 12
Every table from 2 to 12, or all of them mixed.

Maths Sprint
Years 1 to 10
From adding to dividing with negatives, against the clock or with no clock at all.

Number Crunch
Years 1 to 6
Place value, rounding and ordering, from numbers to 30 up to six digits.

Place Value Builder
Years 2 to 7
Written sums column by column, with the carries shown as they happen.

Fraction Frenzy
Years 3 to 7
Naming, comparing, simplifying and adding fractions, with a picture on request.
Comebacks
The same gaps every lesson? A miss is the start, not the end.
Every question a child gets wrong is explained on the spot, asked again in the same run, and brought back on another day in whichever drill they open next, until it sticks.
6 × 9
Not quite. The answer is 54. (You wrote 56.)
Why: 6 × 9 is 6 × 10 take away 6: 60 − 6 = 54.
It comes back a few questions from now.
Now
6 × 9
Missed, and explained
A few questions later
6 × 9
Asked again, once
Another day
6 × 9
Back in any drill that practises it
Later still
6 × 9
Less often each time it is right
Asked again before the run ends
A wrong answer that is never revisited is just a wrong answer. A question missed in a run comes back a few questions later, once, so the right answer is used while it is fresh.
Back again on another day
Every miss is scheduled to return, sooner while it is shaky and less often as it is answered right, in any drill that practises it.
Explained, not just marked
Being told "wrong" teaches nothing. A wrong answer stops the run long enough to show the right one and the method: 7 × 8 is 7 × 4 doubled.
Harder when it is easy
Three right in a row steps the questions up; two misses in a row eases them off, within the child's own level.
Inside every run
Never too easy for long, never too hard for long.
Drills that are too easy bore a child and too hard put them off. The questions move with the child while they play: up a notch after three right in a row, down a notch after two misses, and never far from their own level. Waves, lives and a last question worth double give each run something to win.
Easing off
after 2 misses in a row
On level
where the run starts
Stepping it up
after 3 right in a row
Parents and tutors
Stop guessing what to revise: the games tell you what to teach next.
This week in games
Alex played 5 games on 4 days this week, getting 84% right.
Games
5
Minutes
17
Right
84%
Put right this week
4 × 7 · 3 × 12
Still coming back
5 facts, until they stick.
Keeps coming back in games
- 7 × 8missed 5 times · due now
- 6 × 7missed 4 times · due now
- 8 × 9missed 3 times
Set as homework. Done when a run is saved.
This week in games, for parents
Parents rarely know whether game time is learning time. They see how many games, how many minutes, how many right, which missed facts were put right this week and how many are still coming back.
Keeps coming back, for tutors
Tutors should not have to guess which facts are still shaky. The facts a student has missed most sit on the student's page, so the next lesson can start where the games left off.
Practice in one tap
One button sets the drill that practises those facts as homework, and saving a run of it marks the homework done.
A times-table map that does not guess
Every product from 2 × 1 to 12 × 12, showing what was missed and put right and what is still coming back. A blank square means no miss recorded, never a claim the child knows it.
The times-table map
Every product, honestly marked.
The map shows what the games have seen: facts missed and since put right, and facts still coming back. A blank square means no miss has been recorded, so it never tells a parent their child knows something nobody has checked.
- Still coming back
- Missed before, now right
- No miss recorded
Nothing is ever sold on a child's screen, and the games have no chat.
Every score is checked for plausibility against the run before it counts.
Sound can be muted, there is always a no-clock way to play, and the celebrations stand still for anyone who asks for less motion.
In short
Maths drills
XTutio's maths drills remember every question a child misses and bring it back until it sticks. Parents and tutors see exactly what is still coming back, and a tutor can set the right drill as homework in one tap. Every drill feeds a child's Bushmate, the maths tools are for teaching the same ideas, and parents see what still comes back in the parent app.
Questions centres ask
What happens when a child gets one wrong?
The question is remembered and comes back later in their review until it sticks.
Can a tutor set a drill as homework?
Yes, from the student's page, for the skill that keeps coming back.
