I'm going to ask you three quick times-tables questions from tables you already know well. Hands up when you have the answer. What is 2 × 5? What is 5 × 5? What is 10 × 4?
Now the real question for today: which times table do you find the fastest to answer, and which one slows you down?
Fire the three facts fast and take three hands-up answers each, not open call-outs. Then take a couple of honest answers to the table question, you want at least one pupil naming a table they find slow — that is the table today's helper-fact idea will rescue.
The interactive freezes three tables-race cards so we can look at them together. Watch how a fact you already know fast can carry you to a harder one. Have your quick facts ready.
3 x 4 = 12, the starting fact. Get the class saying twelve fast before moving on.
6 x 4 is the key one. Ask: six fours is double which fact we just did? Double twelve = 24, then reveal.
4 x 7 is the slow-table rescue. Two sevens is fourteen, so four sevens is double fourteen = 28.
Land the message: find a fact you know, then double to reach the one you don't. No counting fours.
Now we practise together on the board, with no timer. Pupils take turns to answer a short run of facts while everyone else checks each answer aloud. We go in order of difficulty: the easy 2s and 10s first, then the 5s, and last the trickier 3s and 4s, where the helper-fact trick helps most.
For the fast tables — the 2s, 5s and 10s — you just answer quickly; no helper needed. It is only when we reach the 3s and 4s that you whisper to yourself which helper fact could get you there.
This round is for talking it through together — pupils take turns at the board and the class agrees or corrects out loud.
Keep it untimed so nobody freezes. Rotate five or six pupils across the run so more of the class gets a turn. When a pupil reaches a 3s or 4s fact, pause and ask 'which fact did that lean on?' — revoice a good answer: so four sixes was double two sixes. If time is tight, run just the run once; if there is room, ask one pupil to explain their helper aloud before answering a 3s or 4s fact.
In your maths copy, write the three facts you find hardest, one under the other. Beside each one, write a quick fact you already know that helps you reach it.
For example, if 4 × 7 is hard for you, write beside it 2 × 7 = 14, because four sevens is double that.
Walk the room and glance at whether each hard fact has a sensible helper beside it — this is whole-class copybook practice, not marking. If a pupil is stuck picking a helper, point them to the doubling trick from the board.
Now we race the timer. Pupils take turns at the board and the class calls whether each answer is right before we move on. We build up through the decks: first the 2s and 10s, then the 5s, then the 3s and 4s, and finally a mixed-tables deck where you never know which table is coming next.
Spot your helper fact before you answer — the mixed deck is where that trick really pays off.
These are the practice questions — pupils take turns at the board, and the class confirms each answer before moving on. Keep the board work brisk rather than over-explaining.
You do not have to run all four decks. Always run the 2s/10s warm-up and finish on the mixed deck; add the 5s and 3s/4s decks in between only if time allows. On the 3s and 4s deck, prompt 'spot the helper before you answer'. The mixed deck is the key one — the win here is choosing the right table fast, not counting it out. Fast finishers watching the board should mouth the next answer, not do desk work.
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