I found Times Tables - Multiplication most useful when I treated it as a short practice game rather than a complete math course. The first thing a child does is answer a multiplication or division question, and that simple action immediately sets the tone: this is about recalling facts quickly, seeing the result, and deciding whether to try another round. It is an educational game from BrainSoft Apps, aimed at children and rated Everyone, with a free entry point and optional in-app purchases ranging from $0.99 to $19.99 per item.
That focused design is both its main strength and its main limitation. Children who need regular practice with times tables can get something approachable and easy to return to. Children who need detailed explanations, written problem-solving, geometry, fractions, or a broader curriculum will probably need another resource beside it. In my experience, the app works best as a repeatable practice tool: a child opens it, answers a manageable set of questions, notices which facts feel slow, and comes back later to make those facts more automatic.
How the practice loop feels in everyday use
The first action is simple enough to start without pressure
The opening move is not complicated. A child sees a math prompt and chooses or enters an answer, depending on the activity presented. That low barrier matters, especially for younger learners who may avoid a worksheet because it looks long or formal. With this game, the first question arrives quickly, so there is less time spent navigating before the actual learning begins.
I would introduce it to a child after school by setting a small goal rather than saying, “Keep playing until you finish everything.” For example, a child can complete a brief practice period before dinner, then stop while the activity still feels manageable. The important habit is not a long session; it is returning often enough for multiplication facts to become familiar.
The app’s narrow subject focus also makes it easier to choose when to use it. If a child is struggling with the six, seven, eight, or nine times tables, this is more relevant than opening a general educational game with unrelated puzzles. It can fit into a homework routine, a quiet car ride, or a few minutes while waiting for an appointment. I would still supervise younger children at first, not because the basic activity is difficult, but because an adult can notice whether the child is guessing, rushing, or genuinely recalling the answer.
Immediate feedback creates a clear rhythm
The central rhythm is action, response, and correction. A child answers, learns whether the answer worked, and moves on. That feedback is valuable because multiplication practice depends on recognizing patterns quickly, not merely seeing a correct answer at the end of a worksheet. When the response arrives immediately, the child can connect the result with the fact that caused it.
There is a useful distinction between speed and understanding here. A fast answer is not automatically a strong answer if the child is guessing. I found the app more effective when I asked the learner to say the fact aloud after a mistake, such as “seven times eight equals fifty-six,” rather than tapping through the correction. That turns the feedback into a small teaching moment instead of a simple win-or-lose signal.
Parents should also watch for a common problem with any rapid-fire math game: children may focus on avoiding errors instead of learning from them. If a child becomes frustrated after several wrong responses, pause the game and work through the difficult facts with objects, drawings, or a spoken pattern. The app can reinforce recall, but it should not be expected to explain every reason behind a multiplication relationship.
Division practice benefits from the same approach. When a child sees a division question, I would connect it to the related multiplication fact. Thinking of 56 divided by 7 as the reverse of 7 times 8 gives the question a structure, rather than making it feel like a separate fact to memorize. This is one of the better ways to use the game beyond simply chasing correct taps.
What counts as a reward
The reward is not only a score or the satisfaction of getting an answer right. The more meaningful reward is reduced hesitation. A child who once needed to count or calculate can eventually respond with confidence. That change is easy to miss if adults only look at the final result, so I recommend paying attention to which questions make the child pause and which ones now come naturally.
Small praise works better than exaggerated celebration. I would say, “You remembered that one without counting,” or “You corrected the mistake and got the next question,” because those comments reward the learning behavior. The game supplies the repeated prompts, while the adult supplies context and encouragement. That combination makes the practice feel less like a test.
The free price makes it easy to try without committing money at the beginning. Families should remember that optional purchases are available, with individual items priced between $0.99 and $19.99. I would let a child use the free portion first and decide whether it genuinely fits the family’s routine before considering any purchase. A paid addition is only worthwhile if it solves a specific need, such as keeping practice fresh or supporting a child who has already formed a regular habit.
There is also a practical reward in the app’s accessibility. It runs on Android devices using version 6.0 or later, so it does not require a very recent phone or tablet. The current version is 2.4.8, and the game has been available since March 30, 2021. Those details make it a realistic option for families using an older spare device for learning rather than buying new hardware.
Why another session begins
The reason to start again is repetition with a purpose. Multiplication facts are not learned permanently after one successful round. A child may know three times four today and still hesitate tomorrow when the question appears among other facts. Returning to the game gives that knowledge another chance to become automatic.
I would avoid making every session identical. One day, let the child play normally and observe the difficult facts. The next time, begin with a quick spoken review of those facts before opening the app. Later, mix the practice with real examples: sharing snacks to discuss division, arranging toys in equal rows, or asking how many objects appear in several groups. This prevents the game from becoming the only context in which the child can answer.
A useful home routine is to stop after a child has made a clear effort, not only after a perfect run. If the session ends with frustration, the child may associate the game with failure and resist opening it again. A short reset after a difficult question can help: put the device down, explain one fact, then return for a final easy question. The goal is to leave the learner feeling that another attempt is possible.
The reset also gives parents a chance to identify whether the app is still the right tool. If the child is improving recall but cannot explain what multiplication means, add hands-on practice. If the child understands the ideas but needs more challenge, a workbook or structured math platform may be better. If the child avoids the game because the interface feels repetitive, use it less often and alternate it with physical activities.
Where the loop succeeds and where it stops
As a practice loop, Times Tables - Multiplication is clear: answer a question, receive feedback, enjoy a small success or learn from an error, then decide whether to continue. That loop suits children who benefit from frequent repetition and visible progress. It is especially helpful for learners who find ordinary drills dull but still need the same facts repeated many times.
Its weakness is that repetition alone cannot cover every learning need. A child may improve at recognizing familiar prompts without becoming comfortable with word problems or unfamiliar arrangements. I would not use this as the only math resource for a child preparing for a broad exam. A teacher’s explanation, paper-based work, manipulatives, or a more comprehensive learning app may be the better choice when the difficulty is conceptual rather than memorization-based.
The app also depends on the adult using it thoughtfully. Leaving a child to race through questions can turn practice into guessing. Sitting nearby for the first few sessions, asking how an answer was found, and noting recurring mistakes makes the activity much more useful. That extra attention is not a flaw unique to this game; it is simply the difference between passive screen time and guided practice.
Who I would recommend it to
I would recommend it to families looking for a focused way to practice multiplication and division with children. It is a good match for a learner who needs confidence with times tables, enjoys short game-like tasks, and can benefit from immediate correction. The Everyone age rating also makes it suitable for a broad family audience, although younger children may still need help reading prompts or understanding why an answer is correct.
The game’s popularity provides some reassurance when deciding whether to test it: it has an average rating of 4.5 from around 13 thousand ratings and has passed one million installs. I would treat that as a reason to try it, not as proof that every child will enjoy it. Children differ widely in how they respond to timed or repeated questions, and a high rating cannot replace observing your own child’s reaction.
I would skip it, or at least use it only as a supplement, for a learner who needs step-by-step teaching, detailed explanations, or a wide range of mathematical topics. It is also not the best choice for a child who becomes anxious when a game marks answers immediately. In that situation, a calm paper activity or an adaptive learning tool with more explanation may produce better results.
My final view of the repeat-and-return design
I like Times Tables - Multiplication because it understands one narrow job and makes that job easy to repeat. The first answer gets a child moving, the feedback keeps attention on the fact being practiced, and each correct response offers a small reason to continue. After a mistake, the session can reset without turning the whole activity into a lecture. Its real value is consistency: it makes returning to basic arithmetic feel less like starting another worksheet.
That does not make it a complete math teacher. I would pair it with conversation, objects, written examples, and real-life problems so that recall connects to understanding. Used that way, the app is a practical free starting point for families who want a dedicated times-table game, with optional purchases available for those who later decide they need them.
BrainSoft Apps has kept the experience focused enough for quick practice, and I can see why it has become a common choice among families looking for this type of activity. My recommendation is to try Times Tables - Multiplication during a short, supervised routine, pay attention to whether the child learns from mistakes, and judge success by growing confidence rather than by the number of rounds completed. If that loop feels encouraging, it deserves a place in the child’s weekly math practice.









