Choose a table
- 1 times table
Keep the number
- 2 times table
Double the number
- 3 times table
Double, then add one more group
- 4 times table
Double twice
- 5 times table
Use half of ten groups
- 6 times table
Start from five groups
- 7 times table
Split seven into five and two
- 8 times table
Double the four times table
- 9 times table
Take one group away from ten
- 10 times table
Think in tens
- 11 times table
Use ten groups and one more
- 12 times table
Split twelve into ten and two
Find a useful starting point
The ones, twos, fives, and tens offer convenient starting points. Doubles connect the fours and eights; fives help build the sixes and sevens. This is one useful route, not a required order.
Every table runs through times twelve. The multiplication chart shows how the tables connect. For a short practice routine, see learning multiplication facts.
From examples to play
Use these examples to understand an individual table. MathJolt mixes facts from tables 1–12 in Practice and Jolt Run; the game does not have a separate single-table mode.