Everything you need to use Wake Quick.Prod.Ap β how to start, what the five games teach, how to read a report, and how to keep your child's results safe.
For app version 1.1
To keep a copy: use your browser's Print option and choose βSave as PDFβ.
A child who works out 7 Γ 8 by counting up in sevens will get there. They will also, by the time they arrive, have forgotten what the question was for.
That is the whole argument for learning tables by heart. The mind can hold only a few things at once. A pupil doing long multiplication, or simplifying a fraction, or working out change, needs every bit of that space for the actual problem. If the products are still being computed, there is nothing left over, and the child fails at a task they could otherwise do β not because they lack the method, but because the arithmetic underneath it ate all the room.
Tables are not the interesting part of mathematics. They are the part that has to stop being interesting, so the interesting part can begin.
This app measures speed and reports it to you, but it never scores it. Stars come from accuracy alone. A child who is careful and right earns three stars; a child who is quick and wrong does not.
That is deliberate. Rewarding speed teaches guessing, and guessing is exactly the habit that stops tables ever becoming secure. Watch the seconds-per-question in the report fall over weeks β that is where speed belongs.
After every answer, right or wrong, the app draws the product as an array: 7 Γ 8 as seven rows of eight. It is the picture that stops a product being a memorised noise and makes it an amount.
It also does something no chant can do. Turn the array a quarter turn and it is 8 Γ 7 β the same dots, the same total. A child who has seen that does not have to learn 7 Γ 8 and 8 Γ 7 as two separate facts, which halves the work ahead of them.
β² Back to the contentsWake Quick.Prod.Ap runs in a web browser, but it is meant to live on the home screen like any other app. On Android, open it in Chrome, tap the three dots and choose Add to Home screen. On iPhone, open it in Safari, tap the share button and choose Add to Home Screen.
Once it is there it opens full screen, without browser buttons, and works with no internet at all.
Opening the file inside WhatsApp, Gmail or a file manager shows a preview, and previews do not run apps: the buttons will not respond. Save the file first and open it with Chrome or Safari β or, better, ask for the web link rather than the file.
Tap Add a pupil, then give a first name, an age, a picture and a grown-up's email address. The email is used for reports and for messages to support; nothing leaves the device unless you choose to send it.
Nothing is locked. Every pupil can reach every game immediately, in any order. A child who already knows their twos can go straight to the sevens, and a parent who wants only one table practised can stay on game 1 for a month.
The tiles are numbered in the order we suggest working through them, and a beginner's first tile carries a Start here tag until they have played something. That is guidance, not a gate.
Only how far the tables go to begin with β 10 Γ 10 under nine, 12 Γ 12 from nine. A grown-up can change it at any time in Settings, and if the automatic setting is left on the app moves up to 12 by itself once the top tables are secure.
An older learner is welcome: an adult brushing up, or anyone who wants their tables quicker. The age list runs to Adult (18 and over).
Sit beside your child for the first one. Read each question aloud with them β say "seven eights" out loud, not silently. Tables are learnt by ear as much as by eye, which is why the app says every question aloud too. Five minutes is plenty.
β² Back to the contentsFive, and no more. Between them they can ask every one of the 144 products, in every direction a child will ever meet them. A sixth would be decoration.
| # | Game | What the child does |
|---|---|---|
| 1 | πͺ One table at a time | Stays on a single table β the sevens, say β until it is automatic. Choose which table in Settings. Random practice can never replace this: a child needs one unbroken run at the sevens before the sevens mean anything. |
| 2 | βοΈ Quick products | Any product, in any order, with no warning of which table is coming. This is what recall actually means, and it is the daily drill. |
| 3 | π The Sixty | Sixty products in one sitting, dealt five from every table. Ten to fifteen minutes β a weekly check rather than a daily habit. |
| 4 | β What is missing? | 7 Γ ? = 56. This is division before anyone frightens a child with
the word, and it is the single biggest thing that turns memorised tables into
useful ones. |
| 5 | βοΈ Right or wrong? | Judges a product someone else has written. It catches the near-misses β
7 Γ 8 = 54 looks right to a child who half-knows it. |
This is worth understanding, because it is the difference between practice that works and practice that only feels like work.
Sixty products pulled blindly out of 144 would clump. Some tables would come up six times, others not at all β and the ones that never came up would, by bad luck or by design, tend to be the ones the child is quietly avoiding.
So The Sixty deals five from every table: five twos, five threes, all the way to five twelves. Within each table the choice is random, and no product repeats until that table has been used up. Each table has twelve products and five are dealt per game, so three games of The Sixty cover the whole square of 144 β every single product, none missed, none over-drilled.
The home screen shows how far round the tour your child has got, and says so when a full tour is finished.
Perfectly fine. The numbering is advice, not a syllabus. But if only one thing is going to happen this week, make it game 1 on a single table. That is the game that changes things.
Up to 12 Γ 12 by default, or 10 Γ 10 for a child who is still finding the middle tables hard. If the automatic setting is left on, the app moves up to 12 by itself once the top tables are secure. Both are in Settings.
β² Back to the contentsReports, Settings, Support and the class dashboard sit behind a multiplication
question β 8 Γ 6 and the like. It is not security; it is a speed
bump that a five-year-old will not get past by tapping. Once answered it stays
open for ten minutes.
Stars earned, rounds played, best score and the day streak sit at the top, then Mixed practice, then a tile for each of the five games. Each tile carries its suggested-order number, and a small bar showing how that game is going. Under them is the table tour line, which says how much of the 144 your child has met this time round.
The dots along the top show the questions: yellow is the one being answered, green is right, pink is wrong. Every game is answered by tapping one of four tiles β there is nothing to type.
The wrong answers on offer are not random. They are the mistakes children really make: one step up or down the table, the two numbers added instead of multiplied, and the digits the wrong way round. A child cannot guess their way past 7 Γ 8 when the choices are 48, 54, 56 and 63.
Every answer is marked at once. A right answer is praised; a wrong one is answered with the right one and the array drawn underneath. A child is never left with only a red mark.
Four pictures: scores over time, seconds per question, a skill board with a bar for each game, and the table square β all 144 products, green where the pupil is secure, pink where they are not, plain where it has not come up. The table square is the one to look at first, and it usually tells the same story: the 2s, 5s and 10s are green long before the 6s, 7s and 8s.
What this pupil gets wrong most often, hardest first, with a button to practise exactly those. Use it twice a week, not every day.
| Setting | What it does |
|---|---|
| How far the tables go | Up to 10 Γ 10 or 12 Γ 12. Twelve is the usual school target. |
| Which table for "One table at a time" | Pick one and stay on it for a week. This is the setting that does the most good, and the one most often forgotten. |
| Questions per round | 5, 10, 15 or 20. Ten is right for most children. |
| Speaking voice | Which voice reads the questions aloud. Left to itself the app picks a clear one, and a different one for each pupil. If it is hard to make out on your phone, choose another from the list and press π Hear this voice. On an iPhone you can add more under Settings β Accessibility β Spoken Content β Voices. |
| Sounds | Turns the tones off. Useful in a classroom. |
| Animations | Turns off movement, for children who find it distracting. |
| Practise tricky products more often | Weaves past mistakes back into ordinary rounds. |
| Go up to 12 automatically | Off keeps the tables exactly where you set them above. |
The report is written from the pupil's own recorded answers. It covers what has been played, how accurately, how quickly, which numbers have been met, and what to do next. You can print it, save it as a PDF, email it or send it on WhatsApp.
Most of the value is here. A score tells you how much is wrong; these tell you what kind of wrong, and each one needs a different response.
| One lot out | 42 or 63 given for 7 Γ 8. The child is counting up in sevens and losing count, rather than recalling. This is a real stage, not a failure β chanting one table daily is what moves them past it. |
| Added instead of multiplied | 15 given for 7 Γ 8. Not a table problem at all: the sign was not read. Ask for the question to be said aloud before answering. |
| Digits the wrong way round | 65 given for 56. A writing habit rather than a number problem. Have the answer written down as well as said. |
The report also names it when answers arrive very fast and mostly wrong. That is tapping rather than thinking, and it is worth catching early.
Accuracy matters more than speed at this age, and the trend matters more than any single round. A dip usually means a tired child, not a lost skill. Four or five rounds must exist before a trend means anything at all.
The app never opens your email by itself β on some phones that takes the app away mid-report. Instead it shows the words with a Copy button, and you paste them wherever you like. There is a link to open your email app if you prefer, but copy first and nothing can be lost.
β² Back to the contentsA licence belongs to the household or the classroom, not to one child. A family paying for three pupils is never asked to pay again for the second, and a child added later inherits the licence already on the device.
Schools receive a code by email after payment. Enter it on the plans screen. Codes are checked on the device itself, so no internet is needed.
Wake Easy.Sums.Ap codes begin WM- and Wake Quick.Prod.Ap codes begin
WN-. A code for one app will not open the other, and if you enter
the wrong one the app says so plainly rather than calling it invalid.
A warning appears five days before. When it does end, nothing is deleted β the pupil's whole history stays exactly where it is and returns the moment the plan is renewed.
β² Back to the contentsAlmost always the browser's data was cleared, or the app was opened in a different browser. Results live in the browser that made them. Restore from a backup β see the next chapter.
The old copy is cached. Close every tab of the app, then reopen it. If you host
it yourself, remember to change wake-numap-v1 to
v2 in sw.js each time you upload a new
index.html.
Check the switch in Settings, then the phone's own volume and silent switch. Some phones also need one tap anywhere in the app before they will play anything.
The four answers offered are deliberately close together β one step up and down the table, the two numbers added, the digits reversed. Guessing is therefore rarely rewarded, which is the point. If it is still happening, the answers are coming too fast: the report says so when they arrive quickly and mostly wrong.
The Sixty deals every table's products without repeating until that table is used up, so within one game nothing comes twice. Across games it must repeat β there are only 144 products. That is practice, not a fault.
Use the Copy the words button and paste into your email by hand. It is the reliable route on every phone.
β² Back to the contentsEvery result lives in this browser on this device, and nowhere else. Nothing is uploaded to us. That keeps a child's data private β and it means that clearing your browser, changing phone or reinstalling will lose a term's work unless you have saved a backup.
Settings β Save a backup writes a small file to the device. Email it to yourself and it is safe. Do this at the end of each term, and before changing phone. To bring it back: Settings β Restore from a backup.
If a pupil already exists on the device, the copy with more history wins. Restoring can never quietly lose work.
With a class licence, the teacher's dashboard can take a backup file sent from a family's own phone, so home practice appears alongside the rest of the class.
Settings β Erase this pupil removes that child and all their results from the device. It cannot be undone, so save a backup first if there is any doubt.
Wake Quick.Prod.Ap 7β11 Β· user manual Β· for app version 1.0. One of the five Wake Learning Apps.
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