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"
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How To Get Started Quickly : Five Easy Step

Time Limit
Arithmetic Operation
Table Number
Level Number

IMPORTANT:  If your FlashMaster is not already turned on, push the "ON/OFF" key.

Step #1:  Push a Yellow Key to Select One of the 6 "Learning Activities" 

Select one of the FlashMaster's 6 "learning activities":  "Practice"; "Test"; "Flashcards"; "Table:  In Order"; "Table:  No Order"; and "Special Problems".  (These activities are explained under THE 6 "LEARNING ACTIVITIES".) 

Just push the yellow key with the label of the learning activity that you want.  The name of the activity appears in the bottom of the FlashMaster's display on a yellow background. 

Step #2:  Use the 3 White Keys to Adjust:  Time Limit; Arithmetic Operation; Level Number; and Table Number 

By pushing one or more of the 3 white keys one or more times, you can adjust the following settings (shown in the display) when they apply to the learning activity that you have selected:
     ·   Time Limit
     ·   Arithmetic Operation (+, -, ´, or ¸)     
    
·   Level Number     
    
·   Table Number

 Time Limit

In the "Practice", "Test", or "Special Problems" activity, you can select a per-activity Time Limit of 180, 150, 120, 90, 75, 60, 45, or 30 seconds for the entire activity. 

Just push the white "TIME LIMIT" key until the desired number appears in the upper left corner of the display. 

In the "Flashcards" activity, you can select a per-problem Time Limit of 9, 7, 5, 4, 3, 2.5 (two and five tenths), 2.0, 1.6, 1.3, or 1.0 seconds for each of the (normally 30) problems that will be presented in the activity.

Just push the white "TIME LIMIT" key until the desired number appears in the upper left corner of the display.  (Actually, the number displayed is the per-problem Time Limit for problems with single-digit answers.  A little more time is allowed for 2-digit and 3-digit answers.) 

The "Table:  In Order" activity and the "Table:  No Order" activity are not timed.  When either of these activities is selected, the "TIME LIMIT" key has no effect, and no Time Limit is displayed. 

Arithmetic Operation (+, -, ´, or ¸)

Except in the "Special Problems" activity, you can select addition, subtraction, multiplication, or division.

Just push the white  "+  -  ´  ¸" key until the symbol of the desired operation appears (approximately in the middle of the display). 

In the "Special Problems" activity, the FlashMaster presents problems stored in its memory that have been previously missed or "entered" by you and that may include two or more arithmetic operations.  Therefore, in the "Special Problems" activity, pushing the "+  -  ´  ¸" key has no effect, and no arithmetic symbol is displayed until the activity starts. 

Level Number

In the "Practice", "Test" or "Flashcards" activity, you can select among nine possible Levels numbered in order of increasing difficulty from 1 to 9. 

Just push the white "LEVEL # or TABLE #" key until the desired Level number appears in the upper right corner of the display to the right of "LEVEL". 

To see which problems are emphasized in which Levels, look at the back of the FlashMaster or under
WHICH PROBLEMS ARE EMPHASIZED IN WHICH LEVELS

Table Number 

In the "Table:  In Order" or "Table:  No Order" activity, you can select among:  the "0" to "9" "tables" if addition or subtraction is selected; the "0" to "12" "tables" if multiplication is selected; and the "1" to "12" "tables" if division is selected. 

Just push the white "LEVEL # or TABLE #" key until the desired Table number appears in the upper right corner of the display to the left of "-TABLE". 

In the "Special Problems" activity, the FlashMaster presents problems stored in its memory that have been previously missed or "entered"—not problems from a Table or Level.  Consequently, in the "Special Problems" activity, pushing the "LEVEL # or TABLE #" key has no effect, and no Level or Table number is displayed. 

Step #3:  Push the Green "START" Key to Start Selected Activity 

Push the green "START" key to start the learning activity selected in Step #1 with the settings selected in Step #2 

Step #4:  Answer Problems Presented Until the Activity Ends 

After you "start" a learning activity, the FlashMaster presents problems until the activity automatically ends.  Use the number keys to enter answers from left to right.  For example, if you see "6´2=?", first push the "1" key and then the "2" key. 

Step #5:  Review Your Results
           
When a learning activity is completed, the results of the activity are displayed automatically.
           
The FlashMaster shows the following information across the middle of its display from left to right:

                    ·   the number of correct answers;
                    ·   the number of problems attempted; and
                    ·   the percentage of attempted problems that was answered correctly. 

            The FlashMaster also displays (among other things) the following information in the usual locations:
                    ·   the type of learning activity;
                    ·   the seconds that actually elapsed during a "Practice", "Test" or "Special Problems" activity;
                    ·   the per-problem Time Limit in the case of a "Flashcards" activity;
                    ·   the arithmetic operation (+, -, ´, or ¸) except in a "Special Problems" activity;
                    ·   the Level number in the case of a "Practice", "Test" or "Flashcards" activity; and
                    ·   the Table number in the case of either of the "Table" activities. 

            If at least 19 problems were attempted and all were answered correctly, "WOW!!" blinks.

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