Wake Quick.Prod.Ap 7–11
🏠 Back to the app

User manual

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

  1. Why tables have to become automatic
  2. Getting started
  3. The five games
  4. The screens explained
  5. Reports
  6. Plans and activation codes
  7. If something goes wrong
  8. Your results, and how not to lose them

To keep a copy: use your browser's Print option and choose β€œSave as PDF”.

Chapter 1

Why tables have to become automatic

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.

Automatic is not the same as fast

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.

Why every answer is shown as rows of dots

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.

β–² Back to the contents
Chapter 2

Getting started

Put it on your home screen

Wake 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.

This surprises people

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.

Add your first pupil

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.

All five games, from the first day

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.

What the age you enter decides

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).

The first round

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.

β–² Back to the contents
Chapter 3

The five games

Five, 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.

#GameWhat the child does
1πŸͺœ 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.
2βœ–οΈ 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🏁 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❓ 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.
5βš–οΈ 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.

How The Sixty picks its questions

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.

Playing them out of order

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.

How far the tables go

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.

β–² Back to the contents
Chapter 4

The screens explained

The grown-up gate

Reports, 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.

The home screen

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.

During a 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.

My chart

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.

Tricky products

What this pupil gets wrong most often, hardest first, with a button to practise exactly those. Use it twice a week, not every day.

Settings

SettingWhat it does
How far the tables goUp 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 round5, 10, 15 or 20. Ten is right for most children.
Speaking voiceWhich 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 πŸ”Š Hear this voice. On an iPhone you can add more under Settings β†’ Accessibility β†’ Spoken Content β†’ Voices.
SoundsTurns the tones off. Useful in a classroom.
AnimationsTurns off movement, for children who find it distracting.
Practise tricky products more oftenWeaves past mistakes back into ordinary rounds.
Go up to 12 automaticallyOff keeps the tables exactly where you set them above.
β–² Back to the contents
Chapter 5

Reports

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.

The three mistakes it names

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.

Reading the numbers honestly

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.

Sending a report

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.

β–² Back to the contents
Chapter 6

Plans and activation codes

A 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.

Activation codes

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.

Quick.Prod.Ap codes begin WN-

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.

When a plan ends

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.

β–² Back to the contents
Chapter 7

If something goes wrong

β€œMy pupil has disappeared.”

Almost 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.

β€œI updated the app but I see the old version.”

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.

β€œThere is no sound.”

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.

β€œMy child is guessing.”

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.

β€œThe same question keeps coming back.”

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.

β€œEmail did something strange.”

Use the Copy the words button and paste into your email by hand. It is the reliable route on every phone.

β–² Back to the contents
Chapter 8

Your results, and how not to lose them

The part you must understand

Every 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.

Making 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.

Bringing a pupil into a class

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.

Erasing a pupil

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 7–11 Β· user manual Β· for app version 1.0. One of the five Wake Learning Apps.

β–² Back to the contents