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Multiplication Codes: Understand and Remember Multiplication Table

By Ms. Anna Categories: Mathematics
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About Course

Available from September 15, 2026:

A better way to learn the times table

See it. Understand it. Remember it.

A 20-lesson, self-paced course that builds fluent knowledge of the complete multiplication table through 10 × 10, plus ×11 — and then shows students what they can do with it: division, area, square numbers, prime numbers, and real mathematical puzzles.

With Ms. Anna — educator, homeschool parent, and math teacher with 25 years of experience.

Memorize the times table — by understanding it

The goal is simple: a child who can recall multiplication facts quickly and accurately, without guessing.

What makes this course different is how that memory is built.

Instead of treating the times table as a hundred unrelated answers to memorize, students learn to see each fact — as groups, rows, arrays, and rectangles. They notice the pattern behind it and connect each new fact to facts they already know.

Each part of the table has its own memorable strategy, so when memory hesitates, the student has a way to work the answer out instead of guessing or starting from scratch.

Understanding and repetition work together here: the pattern gives the fact meaning, and practice makes it fast.

More than memorization

The times table is not the finish line. It becomes a mathematical map students learn to read in every direction.

  • Division, done naturally. A rectangle has an area and two sides. Hide one side, and finding the missing length is division. By the time the ÷ symbol becomes the focus, the idea is already familiar.
  • Area and geometry. Multiplication facts become rectangles; rectangles become floors, gardens, and puzzles. Students explore area while strengthening the multiplication facts behind it.
  • The table’s hidden structure. Students discover square numbers, divisibility patterns, and prime numbers through patterns they can actually see and investigate.
  • Play that is practice. Students unlock Novaterra, a print-and-play multiplication strategy game, and learn Shikaku, the Japanese area puzzle, with original puzzle sets that progress through five levels of difficulty.

How practice feels

Students draw, colour, decode, hunt for multiplication around the house, race their own previous times, play a strategy game, and solve and create puzzles — alongside enough real repetition for the facts to become fluent.

There are no pages of meaningless drill just for the sake of filling a page.

But there is practice.

Because understanding and repetition are not rivals: each makes the other work better.

The six missions

Six printable missions turn multiplication into creative mathematical work.

Students draw, colour, decode, search for patterns, work with visual models, and create mathematical ideas of their own.

These activities are more than a break from regular practice. When students have to represent a multiplication idea in a picture, uncover a hidden pattern, or use what they know to create something themselves, they approach the mathematics from a different direction.

That helps them see connections, deepen understanding, and make the facts easier to remember.

Parents can review the completed mission sheets themselves. Or, for families who would like the missions graded by Ms. Anna with personal feedback, there is the Mission Review Add-on.  

Who it is for

Designed primarily for ages 8–13 / Grades 3–8, including students who are beginning the multiplication table and older students who need to rebuild fluency and confidence.

No previous mastery of multiplication is assumed.

How progress is measured — without pressure

Every lesson ends with a private self-check using fresh numbers, so students have to use the idea rather than simply repeat an example from the video.

Feedback is immediate, and the checks can be repeated as many times as needed.

At Lessons 8, 14, and 20, students complete the same Beat-the-Clock challenge and can see how much faster and more confident they have become.

Students are never ranked or compared with anyone else.

The comparison is with their own earlier work.

Not competition. Visible progress.

Built for homeschool life

Lessons are short, self-paced, and pause-friendly.

Much of the important work happens away from the screen through printable activities, puzzles, games, and creative missions. Parents simply print the materials, and students can complete much of the work independently.

Parents are welcome to join in — but they do not have to become the teacher.

After the course

Each child receives an individual account, a completion record suitable for homeschool portfolios and reporting, and a certificate of completion.

And finishing Lesson 20 does not mean the multiplication table disappears.

The Table Trainer remains available after the course, and Novaterra, the practice cards, and the puzzle sets can keep coming back whenever the facts need refreshing.

Because learning the table matters.

Keeping it matters too.

Not sure yet?

Lesson 1 is free — not a trailer or shortened demonstration, but the real first lesson with its self-check, exactly as students receive it inside the course.

Try it with your child first. Decide afterwards.

Founding Family Discount

September 15–30, 2026

A special introductory price for families who join during the launch period.

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What Will You Learn?

  • Show what multiplication means using groups, rows, and rectangles
  • Master every fact of the times table through 11 × 11 using pattern strategies for ×2 through ×11
  • See how facts connect, so one known fact unlocks several others
  • Use multiplication to find area, and division to find a missing group, number, or side length
  • Extend table strategies beyond the table itself
  • Identify exactly which facts need extra practice — and close those gaps
  • Recall facts accurately and confidently, without guessing or finger-counting

Course Content

Act I · SEE IT
1. Star Flash — the Array — count one row, let the rows climb 2. The Number Wardrobe — every rectangle a number owns; rich and lonely · Mission 1 - The Array Hunt & The Wardrobe

  • 03:46
  • Quiz 1 · Star Flash — self-check
  • Lesson 2 · The Number Wardrobe
    04:36
  • Quiz 2 · The Number Wardrobe
  • MISSION 1 · THE ARRAY HUNT AND THE WARDROBE

Act II · THE EASY CODES
3. Skip and Double — ×2: the ladder, ten steps straight to twenty 4. The Double Machine — ×4 is double-double, ×8 is double-double-double 5. One Inside Another — ×8: three ladders hiding one inside the other · Mission 2 - The Doubling Family 6. The Two Towers — Fives and Tens: every second five is a ten, and ×10 lifts the zero into place 7. The Orbit of Three — ×3 beats in threes, plus the fusion trick · Mission 3 - The Orbit and The Towers 8. Checkpoint: The Vault — the ladders return, ×11 the Twins, and Beat the Clock I: the first race — racing only yourself

Act III · WHERE CODES MEET
9. Where 2 Meets 3 — ×6: two ladders, one meeting point 10. The Elevator of Nine — ×9: ten groups, step back one — and the digits always add to nine 11. The Stubborn Seven — ×7 owns no code… so it turns, and borrows everyone else's · Mission 4 - Where Codes Meet 12. Novaterra: First Expedition — learn the game; your training ground from here on 13. The Sieve — What's Left? — four waves sweep the chart; the survivors are the primes 14. The Speed Lab — the Second Race — Beat the Clock II, your map of the table, and a fresh Tricky Five

Act IV · GEOMETRY and THE HUNT
15. The Area Code — rectangles: length × width, multiplication you can stand inside 16. The Square Staircase — the mirror numbers, drawn and counted 17. The Rectangle Hunt — climb the small side; when the sides meet, the hunt is done · MISSION 5 · THE AREA DETECTIVE 18. The Missing Side — division: a rectangle with one side hiding 19. Shikaku — the area puzzles from Japan; now you build them · MISSION 6 · THE FINAL HUNT 20. The Map — All Hundred Cells — Beat the Clock III, the 10×10 map in your colours, the Diploma

AFTER THE COURSE · yours forever
The Table Trainer: Ten questions. The whole map. A different ten every single time. No clock, no score to beat, no finish line — this one is never "done." Run it after breakfast, run it twice, run it in December. The pool never runs dry. The code: "Two short runs beat twenty long ones." For parents: this is spaced practice — the one thing that keeps the table permanent. It stays open forever.

Student Ratings & Reviews

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D
2 months ago
A great course to understand the times table deeper and learn it in a fascinating way

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