How to play
- Read the target at the top: 10, 20 or 100.
- Tap one tile, then the tile that completes it.
- A right pair turns green. Clear all six pairs to finish the round.
A round has no clock. The result screen shows how many you finished and how many slips you made, and keeps your best for each level on this device.
Levels
- Level 1: Pairs that make 10
- Level 2: Pairs that make 20
- Level 3: Pairs that make 100
Start at the level where about eight answers in ten are right, and move up when it feels easy.
What this game practises
Pairs that make ten are the most useful facts in early arithmetic. To add 8 and 5, a quick child thinks 8 and 2 make ten, and 3 more is 13. Carrying, borrowing and giving change all lean on these pairs. Level 3 stretches the same idea to hundreds: 35 and 65, 80 and 20, which is the arithmetic of money and percentages.
Tips for parents and teachers
- Before playing, hold up some fingers and ask how many are down. Ten fingers are the first "make ten" tool.
- If a child counts up each time, slow down and say the pairs aloud together: one and nine, two and eight.
- Move to level 2 only when level 1 takes under a minute.
Play it without a screen
Take the cards 1 to 9 from a pack. Deal them face up and take turns picking two that make ten. With no cards, call out a number and let the child shout its partner.
More games for classes 1 and 2
- Count the DotsDots appear in no fixed order. Count them and tap the right number.Nursery to Class 1
- Bigger or SmallerTwo numbers side by side. Tap the bigger one, or the smaller one when asked.Classes 1 to 7
- Clock TimeA clock face shows a time. Choose the time it shows.Classes 1 to 4
- Coin CountCoins and notes are laid out. Add them up and choose the total.Classes 1 to 4