To Master Multiplication Tables and other Math Facts:

"Kids regard it as a 'GameBoy', but it is a little computer for practicing basic math facts"
A to Z Home's Cool homeschooling website (click for more)
"perfect in every way … without a doubt, the best math resource I've ever come across"  
Old Schoolhouse Magazine (click for more)
"simple yet engaging…none of our testers (age 6 to 16) wanted to relinquish the FlashMaster"
PC Magazine (click for more)

HOW TO "ENTER" PROBLEMS INTO THE "SPECIAL PROBLEMS MEMORY"  

The "ENTER PROBLEMS" key is used to "enter" up to 15 problems taught by the FlashMaster into the "Special Problems Memory" (explained above).  When you first push the key, the number and kind (“MISSED” or "ENTERED") of problems then contained in the memory appears in the middle of the top of the FlashMaster's display, and the line under the space for the left operand of the problem to be entered blinks.  Type in that left operand from left to right.  (For instance, if the problem is "14-9=5", enter "14" by typing first the "1" key and then the "4" key.)  Next push the white "+  -  ´  ¸" key until the symbol of the desired operation ("-" in the example) appears.  (Only possible operations ("-" and "¸" in the example) appear as choices.)  Next type in the right operand.  And finally, push the "ENTER PROBLEMS" key.  Doing so "enters" the problem and erases any missed problems until then contained in memory.  The number of "entered" problems in memory appears in the middle of the top of the display to the left of "ENTERED".  You can then type the left operand of any additional problem that you want to "enter".  Etc.

Math Facts” = Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to multiplication table mastery!