Times Table - Learn Math
4.5
I found Times Table - Learn Math most useful when I treated it as a short daily practice game rather than a complete mathematics course. It is an educational game from BrainSoft Apps that focuses on multiplication-table recall, and its central idea is simple: replace a worksheet with quick play. That narrow focus is also its biggest strength, because it keeps the task clear for children who need repetition without a large menu of unrelated lessons.
The game is free to start and is suitable for Everyone, which makes it easy to try with a child before deciding whether it belongs in a regular study routine. It has been available since January 21, 2019, and the current version is 2.1.9 for devices running Android 6.0 or later. Its audience is clearly established: the game has passed 10 million installs, with a 4.5 average from around 252 thousand ratings and about 1.2 thousand written reviews.
How the multiplication practice feels in everyday use
When I use a game like this with a learner, I do not begin by asking for a long session. Multiplication facts are easier to absorb in small bursts, especially when the child is already tired after school. A few rounds before dinner, during a quiet break, or while waiting for an appointment can be more productive than forcing a large block of memorization. The game format gives the practice a clear beginning and end, which helps prevent the activity from feeling like an endless worksheet.
The main appeal is the connection between recall and play. Instead of only copying tables or reading them aloud, the learner has to recognize an answer and respond. That matters because knowing that a fact looks familiar is not the same as retrieving it quickly. I would use the game after introducing a table on paper, not as the only explanation. A child who does not understand multiplication as repeated groups may memorize isolated answers here without really understanding what the operation means.
That distinction is important for parents. This is a practice tool for multiplication fluency, not a replacement for a teacher, a textbook, or a patient explanation. If a child is stuck on why four groups of three equal twelve, I would first use counters, drawings, or real objects. Once the idea is understood, the game becomes more valuable because it can reinforce the fact until retrieval feels natural.
A practical routine for children who lose focus
I recommend setting a tiny target instead of saying, “Play until you know all the tables.” A better routine is to choose one family of facts, play briefly, and then stop while the child still feels successful. The next session can begin with a few questions from the previous practice before introducing anything new. This approach turns the game into spaced review rather than a single burst of cramming.
One useful habit is to keep a simple note outside the game. If the learner repeatedly hesitates on facts such as six times seven or eight times four, write those down and revisit them later away from the screen. The game may make the practice enjoyable, but an adult still needs to notice patterns. A child who gets many answers wrong because of rushed reading needs a different kind of help from a child who knows the table but cannot recall it under time pressure.
I also prefer alternating game practice with spoken or written recall. After a short session, ask the child to answer a few facts without looking at the device. This reveals whether the skill is transferring beyond the game. If the child performs well only when the screen supplies strong cues, the next step should be slower, less assisted practice rather than simply increasing the difficulty or playing longer.
Where progress can become pressure
Game-based learning always carries a small risk: the child may start chasing quick answers instead of building accurate understanding. Speed can be motivating, but it can also make a learner anxious, particularly when mistakes feel public or when every round seems to demand faster reactions. I would watch the child’s mood rather than assuming that a higher score means better learning.
For a confident learner, quick rounds can make familiar facts automatic. For a child who is still struggling, the same format may turn multiplication into a guessing exercise. In that situation, I would slow the routine down, talk through the calculation, and use the game only for facts that have already been explained. The right amount of challenge is personal; there is no benefit in making a child dread the practice.
Another limitation is the narrow subject range. A learner may become faster at recalling products without improving division, word problems, fractions, or multi-step reasoning. That is not a fault in a focused multiplication game, but it does affect how I would judge its value. Families looking for one app that covers an entire primary mathematics curriculum should choose a broader learning product and use this one, if at all, as a specialist supplement.
What the purchase setup means for families
The game itself is free, so a family can begin without paying an entry fee. It also includes in-app purchases priced from $0.99 to $19.99 per item. I would make that purchase context part of the setup conversation before handing the device to a child. The safest practical habit is to let the adult manage any buying decision and to avoid presenting optional spending as part of the learning requirement.
That range tells me that the free starting point should be judged on its own merits. A child should be able to get a meaningful trial from the no-cost experience; otherwise, the family may feel pushed toward spending before knowing whether the teaching style suits them. I would spend a few sessions checking whether the questions are understandable, whether the pace fits the learner, and whether the practice actually helps outside the game before considering any purchase.
I appreciate that the purchase information can be stated plainly without pretending that paying automatically improves learning. A more expensive item is not necessarily better for a particular child, and no purchase can replace regular review. If the free experience already provides enough focused practice, keeping the app free may be the most sensible choice. If it does not fit the learner’s needs, spending more would not solve the underlying mismatch.
Is the experience fair for different learners?
For me, fairness here is less about competition and more about whether the game rewards genuine learning instead of only speed. A child who needs extra thinking time should not be treated as incapable of multiplication. Ideally, the game should sit inside a wider routine where accuracy, explanation, and improvement matter as much as rapid response.
I would avoid comparing siblings directly through scores. Children begin with different levels of prior knowledge, and one may already know several tables while another is meeting them for the first time. A better comparison is with the learner’s own earlier performance: fewer guesses, more accurate recall, or greater confidence when answering without the device. This makes the game a personal practice space rather than a source of unnecessary rivalry.
The free price also helps with access because families can test the activity without committing money immediately. Still, access is not the same as suitability. A child with dyscalculia, attention difficulties, or strong test anxiety may need adjustable pacing, visual explanations, or specialist support that a focused game may not provide. I would try it gently, observe the response, and stop if the format increases frustration.
How it compares with familiar alternatives
The most obvious alternative is a printed multiplication chart. A chart is faster for checking an answer and does not create the same interactive pressure, but it does not require active recall. I would use the chart as a reference while learning a new table and the game as a rehearsal tool afterward. Neither one replaces the other.
Flashcards offer another comparison. They are flexible, cheap, and easy to adapt to a child’s weak facts, especially when an adult removes cards that are already secure. Their weakness is that they can become repetitive. The game adds a more playful setting, which may make a reluctant learner willing to practice. On the other hand, flashcards let a parent control the exact sequence and pause for an explanation whenever confusion appears.
Broad mathematics apps are better for learners who need a connected path through addition, subtraction, multiplication, division, and problem solving. They can show how multiplication is used in real situations, while this game stays centered on table recall. I would choose this title when the immediate problem is “my child needs more practice remembering products,” not when the problem is “my child does not understand mathematics as a whole.”
There is also a useful difference between game practice and classroom instruction. A teacher can hear the reasoning behind an answer and identify misconceptions. An app can offer repetition at a convenient time, but it cannot replace that human diagnosis. The strongest setup is often a combination: explanation from an adult or teacher, short practice in the game, and occasional offline checks to confirm that the knowledge transfers.
Questions I would settle before installing
One practical question is whether the game will run on an older family device. The stated minimum is Android 6.0, so owners of very old phones or tablets should check the operating system before planning around it. The title is free to start, but families should also review their device’s purchase controls because optional items range from $0.99 to $19.99.
Another question is whether it is appropriate for a particular age. The content rating is Everyone, which makes it broadly suitable from a rating perspective. That does not mean every child will enjoy the same pace or challenge level. I would still sit with a younger learner at first, both to explain the goal and to see whether the interaction encourages careful answers rather than random tapping.
Parents may also wonder whether it can replace homework. I would not use it that way. It can make repeated multiplication practice less dull, but homework may test written methods, word problems, or explanations that a table-focused game does not cover. Ten focused minutes here can complement schoolwork; it should not be treated as proof that every multiplication skill has been mastered.
Finally, I would ask whether the game is right for a child who already knows the tables. If recall is already automatic, the benefit may be limited unless the child enjoys the quick review. In that case, a broader app or real-world problem-solving activity would probably offer more growth. The game is most useful when there is a clear need for repeated multiplication practice and the learner responds positively to a playful format.
My trust verdict after weighing the trade-offs
BrainSoft Apps has made a focused educational game rather than an all-purpose school platform. That focus is honest and useful: it gives families a simple way to rehearse multiplication facts, especially when worksheets have stopped holding a child’s attention. The established install base and strong average rating suggest that many people find the concept worthwhile, although popularity alone cannot tell me whether the teaching style fits every learner.
I would recommend starting with the free experience, keeping sessions short, and measuring progress away from the screen. Watch for accurate recall, not only speed. Use paper, conversation, or objects when a child needs an explanation. Keep purchases under adult control, and do not assume that spending is necessary for learning. These small choices make the game more fair and prevent the playful format from becoming pressure.
My final view is that this is a good specialist companion for multiplication practice, not a complete math tutor. It suits a child who understands the basics but needs repetition, confidence, and a reason to return to the tables. I would skip it as the main solution for deeper mathematical difficulties, broad curriculum coverage, or learners who become stressed by timed game-like practice. Used in the right place, though, it turns one of the dullest parts of arithmetic into a manageable daily habit.
4.5
1.23K Reviews
Pros
- Clear multiplication practice designed for young learners.
- Short exercises make it easy to study in small daily sessions.
- Progressive difficulty helps children build confidence gradually.
- Useful for reinforcing classroom lessons at home.
- Simple interface is easy for children to navigate independently.
Cons
- Practice may feel repetitive after extended use.
- Limited value for learners beyond basic multiplication tables.
- Some children may need adult guidance to stay motivated.
- Learning options can seem narrow compared with full math apps.
- Availability of ads or in-app purchases may vary by device.































