Times tables, one diary entry at a time
My eight-year-old needs to know her times tables by heart. I built her a game around what the research says actually makes math facts stick, then dressed it up as the doodle diary she’d want to write in every day.

Start with how facts stick
In the US, kids are expected to know every product of two one-digit numbers by the end of third grade. England goes further: its Year 4 check covers everything up to 12 × 12, with six seconds per question. I went up to 12 × 12. Before designing anything game-like, I read up on how math facts are learned. The research is unusually consistent, and it turned into five rules the game had to follow.
- Recall, never recognizeEvery answer is typed. Multiple choice lets you eliminate and guess; pulling the answer out of memory is what makes it stick.
- Little and oftenA day’s entry is about 20 questions, three to five minutes. Facts she knows come back at growing intervals instead of all at once.
- Mostly winsNew or shaky facts are slotted in between ones she already knows, a technique called incremental rehearsal. Most questions should feel easy, and a few should stretch her.
- Fix mistakes on the spotA miss shows the answer, a strategy, and a dot picture. Then she types it from memory with the answer covered, and the fact comes back twice more before the entry ends.
- Speed matters, but there’s no clockKnowing a fact by heart means answering in about three seconds without counting. The game times every answer silently, because a visible countdown is one of the best-documented ways to make a kid anxious about math.


Shrinking the mountain
A 12 × 12 chart has 144 facts, which sounds like a mountain. It isn’t. Teach turnarounds first (3 × 8 is the same as 8 × 3) and there are 78. Teach a handful of strategies in the right order and almost all of those can be worked out. What is left, the six facts where 6, 7 and 8 meet each other, is the part that genuinely has to be memorized.
- 1. Rules23 facts×1 and ×10. Anything times 1 stays the same; times 10 puts a zero on the end.
- 2. Doubles and fives19 facts×2 and ×5. Double it; five of anything is half of ten of it.
- 3. Pattern tricks15 facts×9 and ×11. Nine is ten groups minus one; 11 × 7 is just the 7 said twice.
- 4. Build from known15 facts×3, ×4 and ×12. Double plus one more; double, then double again; ten plus two.
- 5. The final six6 facts6, 7 and 8 with each other. 6 × 6 through 8 × 8: five groups and a bit more, plus a rhyme or two.
- 144 on the chart, 78 once turnarounds are free, and 6 that are genuinely hard.
The game introduces facts in exactly this order, one table at a time, with each fact’s turnaround close behind. The ×1 and ×10 facts start out already inked in, so even the first session has easy wins to mix with the new material.
A diary that schedules itself
Under the doodles, every fact sits at one of six levels: blank, pencil sketch, inked, colored in, sparkly, and gold star. It’s a Leitner system. Pencil facts come back every session; the higher levels come back after one day, three days, a week, and three weeks.
- Entry
- About 20 questions
- Review gaps
- 0, 1, 3, 7, and 21 days
- Fast
- 2.5 to 5 seconds, tuned to her
- In progress
- At most 8 facts at once
- Misses
- Back 2 and 6 questions later
- Check-ups
- Every two weeks
A fact moves up only when she answers it correctly and fast on a day it’s due. A miss drops it back. Right but slow keeps it where it is, because slow usually means she counted her way there. “Fast” is calibrated to her: the game watches how long she takes on facts that need no thinking (×1 and ×10) and sets the bar a little above that, so slow typing isn’t mistaken for not knowing.
The pacing adapts too. When new facts come easily, they come quickly; after a miss, the next hard question waits until she has had a few easy ones. And if she answers the first four facts of a table fast on sight, the rest of that table is inked in right away and confirmed in reviews over the next few days. A kid who already knows her twos shouldn’t spend a week proving it.
I tested the engine on simulated students before she ever saw it. One who already knows every fact has all 144 colored in within a week and mastered within three. One who misses everything beyond ×1 and ×10 meets only a couple of new facts per session, and never has more than four in progress at a time.

Making it hers
She’s deep into the Dork Diaries books (only on book two, so no spoilers), and the game borrows the look of a doodled-in diary: ruled paper, washi tape, bubbly lettering, and die-cut stickers. None of the books’ characters or art appear.
Each session is a diary entry. Fast answers get a comic-book burst like “SQUEEE!” or “Math star!”; slower ones get a quieter “Got it!” Finishing an entry writes a Dear Diary page in a dramatic, slightly silly first-person voice, built from what actually happened that day, and adds a sticker to the collection on the cover.
The small motivational choices mattered as much as the big ones. A streak survives one skipped day. The home screen counts facts colored in rather than facts mastered, because mastery takes several separate days and “0 mastered” is a crushing thing to see on day one.


Built for an iPad
It’s a web app, installed from Safari with Add to Home Screen, so it opens full screen, works offline, and keeps its data like an app rather than a website. It draws its own keypad, because even inputmode="numeric" brings up the full iPad keyboard over half the screen. The rest was Safari housekeeping: no double-tap zoom, no long-press menus, no rubber-band scrolling, and layouts for both orientations. Guided Access, in the iPad’s accessibility settings, keeps it on the diary during practice time.
Keeping score
Progress is saved on the iPad first and then synced to a small Vercel Function backed by a Neon Postgres database. There are no accounts: a diary is opened with her name and a family PIN. The server never stores either one. It turns them into the diary’s ID with a keyed hash, turns away easy PINs like 1234, and rate-limits guesses. Saves are version-checked, and if two devices both changed the diary, the merge keeps whichever copy of each fact has more practice behind it.
Every answer is logged, which is what makes the grown-ups’ progress report possible: mastery over time, how far along each table is, a practice calendar, the trickiest facts, and two measures of retention. One counts how often mastered facts are still answered correctly when they come back for review a week or more later. The other is an explicit check-up: every two weeks, a diary entry starts with up to ten mastered facts she hasn’t practiced for at least a week.

Source and references
- Times Table Diary source, engine tests, and setup notes
- Roediger and Karpicke (2006), Test-enhanced learning
- Cepeda et al. (2006), Distributed practice in verbal recall tasks
- Burns (2005), Incremental rehearsal for multiplication facts
- Wilson et al. (2019), The Eighty Five Percent Rule for optimal learning
- Boaler (2015), Fluency Without Fear
- Common Core standard 3.OA.C.7
- England’s multiplication tables check