Bubble Splat
Quick-fire maths games. Pop the bubble with the right answer, as fast as you can. Every wrong bubble is a mistake people really make.
- Pick a gameTimes tables, negative numbers and more, from primary school to GCSE.
- Pick your levelOne tap. Make your own if you want something different.
- Pop the right answerBeat your best time with no wrong pops, then practise the ones that tripped you up.
For teachers: ⛶ full screen for the board, head to head for two players at the whiteboard, and 25 classroom questions with teacher notes below the game.
Pick a game
Number sense
Addition and subtraction
Multiplication and division
Number properties
Fractions, decimals and percentages
Geometry
Mix
- Pick a game, then choose your level, how fast the bubbles move and who’s playing, and press ▶ Play. ✏️ Make your own has every other option: which questions, how many, and the board.
- Each question brings its own bubbles: one right answer and the wrong answers people often give. Pop the right one. A wrong pop is counted and the bubble stays, crossed out.
- How fast? Still keeps the bubbles in place, which helps on a projector and for anyone who finds moving targets hard.
- Board (under Make your own): New bubbles every question gives each question its own bubbles, so the last question is as hard as the first. Clear the board puts the answers to the next few questions on the board with one wrong answer: popped bubbles don’t come back, so the board empties to two bubbles for its last question, then a fresh board arrives.
- Mix games (at the bottom of All games) plays set-ups from several games in one round, taking turns. Add a set-up with 🔀 Add to a mix on any game’s options, or choose a ready-made mix.
- Head to head splits the board in two, so two players race at the whiteboard. Each side gets its own questions.
- ✕ Stop ends the round early and shows how far you got. At the end you get your time and wrong pops, your best for that set-up, and Your tricky ones. ▶ Practise these plays just those again.
Shortcuts only work after you’ve clicked on the game, so they never get in the way of the page. Bubbles can also be reached with Tab and popped with Enter.
🔗 copies a link that opens this exact set-up. Your best for each set-up, and the last game you played, are kept on this device only. Nothing is sent anywhere.
About mental add and subtract Bubble Splat
Mental addition and subtraction Bubble Splat: from within 10 and within 20 up to a 3-digit number and tens or hundreds, with crossing a ten (carrying or exchanging) as the main difficulty dial: sometimes, never or always. The wrong bubbles are the mistakes pupils really make: for 47 + 38 = 85 they include 75 (the ten not carried), 715 (15 written in the ones column) and 9 (47 − 38), and for 52 − 27 = 25 they include 35 (the smaller digit taken from the larger in each column). Levels for Year 1 (within 20), Year 2 (a 2-digit number and ones, and two 2-digit numbers) and Year 3 (a 3-digit number and tens or hundreds).
Investigation questions
25 questions. Short ideas for using Bubble Splat in class. Each teacher note says what the wrong bubbles are there to catch. Set it up loads the options for you, and Show on board puts the question on screen, full size. Related: Multiplication Grid, Multiplication Number Line, Number Line + and −, Place Value Counters, Double-Sided Counters and the Games page.
Times tables
Play the 8 times table with Table second and How fast? Still. For each question, before anyone pops, point to the bubble that is one 8 too few and the one that is one 8 too many. What mistake could the other wrong bubbles come from?
Teacher notes
For 7 × 8 = 56, one 8 too few is 48 and one too many is 64. The others are 49 and 63 (the 7 times table either side), 15 (7 + 8) and 65 (56 with its digits swapped). Popping 48 or 64 usually means counting up in 8s and losing your place; popping 15 means the × was read as +.
Whole class, How fast? Still, on the 3, 4 and 8 times tables: everyone writes the answer on a mini whiteboard before one pupil comes up to pop it. Which wrong bubbles tempted anyone?
Teacher notes
Still bubbles and mini whiteboards turn one pupil’s game into retrieval for the whole room. Each wrong bubble is a real mistake (a neighbouring fact, the two numbers added, digits swapped), so a wrong answer on a whiteboard tells you which mistake it was.
Play 20 questions with × only, then 20 with × and ÷. Is 56 ÷ 8 slower than 7 × 8? Compare your two times.
Teacher notes
Most pupils are slower on division at first, because they get there through the multiplication fact (what times 8 makes 56?). One wrong bubble is nearly always the number divided minus the divisor (56 − 8 = 48), which catches pupils who take away once instead of dividing.
☐ × 8 = 56 asks the same thing as 56 ÷ 8. Play a round of Missing number questions on the 6, 7, 8 and 9 times tables. Is the box at the start harder than the box in the middle?
Teacher notes
Missing-number questions are division in disguise, and they lead on to equations such as 8x = 56. The wrong bubbles are the same as for division: the answer one or two either side, the number already in the question, and the product minus that number.
Times Tables Check practice: the Times Tables Check level (Year 4) sets 25 questions from the 2 to 12 times tables with 6 seconds each. When time runs out, the right bubble glows. Which facts ran out of time?
Teacher notes
The multiplication tables check taken in Year 4 in England has 25 questions from the 2 to 12 times tables, with 6 seconds for each. Pupils type answers in the real check, so popping is practice for recall, not for the check’s format. Facts that time out go into Your tricky ones, and ▶ Practise these plays just those, twice each.
Play The tricky ones level (6, 7, 8, 9 and 12), then press ▶ Practise these on the end card. Did you make fewer wrong pops on the second go?
Teacher notes
A practice round holds the facts that went wrong, each twice and never twice in a row, topped up to at least 6 questions with others from the same set-up, so pupils meet the hard facts again within a minute. The best record ignores practice rounds, so it stays a fair record of the full set-up.
Number bonds
Play Bonds to 100 (Year 3) with How fast? Still. When 37 + ☐ = 100 comes up, stop before anyone pops: which mistake would give each wrong bubble?
Teacher notes
37 + 63 = 100. The wrong bubbles are 73 (the tens made 10 and the ones made 10, so 37 + 73 = 110), 3 (only as far as the next ten, 40), 62 (the ones made 9: 37 + 62 = 99) and 36 (63 with its digits swapped). The tens of a bond to 100 make 9, not 10, because the ones make the tenth ten. A phone shows the first three: 73, 3 and 62.
Play Tens to 100 (Year 2), then Bonds to 100. Which wrong bubble catches a pupil who knows 3 + 7 = 10 but loses track of the place value?
Teacher notes
For 30 + ☐ = 100 one wrong bubble is 7: the right digit, but 7 ones, not 7 tens. The others are 60 and 80 (one ten out either way) and 30 (the number in the question). Pupils who pop 7 know the bond to 10 and need to say it in tens: 3 tens and 7 tens make 10 tens.
Play Bonds to 20 (Year 2), which mixes 13 + ☐ = 20 with 20 − 13 = ☐. Are the subtractions slower? Do the wrong pops change?
Teacher notes
Each subtraction has the same answer and the same wrong bubbles as its missing-number bond, so slower subtractions mean the pupil is counting back rather than using the bond. For 7 + ☐ = 20 the first wrong bubble is 3, a bond to 10 instead of 20; for 13 + ☐ = 20 it is 17, which makes 30.
Play Bonds to 1 (Year 5) with How fast? Still. For 0.37 + ☐ = 1, why is 0.73 a wrong bubble, and why does it tempt so many pupils?
Teacher notes
0.37 + 0.63 = 1. The wrong bubbles are 0.73 (the tenths and the hundredths each made 10, so 0.37 + 0.73 = 1.1), 0.03 (only to the next tenth, 0.4), 0.62 (0.99) and 0.36 (digits swapped): the same mistakes as for 37 + ☐ = 100, one hundredth of the size. For a bond in tenths, such as 0.3 + ☐ = 1, one wrong bubble is 0.07, the right digit in the hundredths.
Mental add and subtract
Play Two 2-digit numbers (Year 2) with How fast? Still. When 47 + 38 comes up, stop before anyone pops: which mistake would give each wrong bubble?
Teacher notes
47 + 38 = 85. The wrong bubbles are 75 (the ten from 7 + 8 = 15 not carried), 84 and 86 (one out), 9 (47 − 38: took away instead), 715 (15 written in the ones column) and 95 (a ten too many). A phone shows the first three: 75, one of 84 and 86, and 9. Popping 75 or 715 points to the same gap: 15 ones is 1 ten and 5 ones.
52 − 27: why might a pupil pop 35? Play Two 2-digit numbers with − only and ask whoever pops 35 to explain their thinking.
Teacher notes
52 − 27 = 25. 35 comes from taking the smaller digit from the larger in each column (7 − 2 = 5, 5 − 2 = 3), and also from exchanging a ten but not taking it away. It is the first wrong bubble whenever a subtraction needs an exchange. The others are 24 or 26 (one out) and 79 (52 + 27: added instead).
Play 2-digit and ones twice: once with Crossing a ten: Never, then with Always. How much slower is Always? Which wrong bubble did people pop?
Teacher notes
With Never, 43 + 5 and 48 − 5 stay inside the ten; with Always, every addition carries (47 + 8) and every subtraction exchanges (52 − 7). Crossing is the main difficulty dial for mental calculation. With Always, the first wrong bubble for every addition is the answer with the ten not carried (47 + 8 → 45), and for every subtraction it is the smaller digit taken from the larger (52 − 7 → 55).
Play 3-digit and tens or hundreds (Year 3). When 370 + 50 comes up, which bubble shows the hundred wasn’t carried? Which shows 50 was added as 5 ones?
Teacher notes
370 + 50 = 420. 320 is the hundred not carried (7 tens + 5 tens = 12 tens, which is 1 hundred and 2 tens), and 375 is 5 ones added instead of 5 tens. 410 and 430 are one ten out. Saying “7 tens and 5 tens make 12 tens” out loud, as with ones, is often what fixes it.
Negative numbers
Play + and − within ±10 with How fast? Still. When −3 − 5 comes up, stop before anyone pops: which mistake would give each wrong bubble?
Teacher notes
−3 − 5 = −8. The wrong bubbles are 2 (−3 + 5: added instead of subtracting), 8 (the right size with the wrong sign) and −2 (3 − 5: the signs ignored), plus −9, −7 and −10 as near misses. A phone shows only the first three: 2, 8 and −2.
3 − (−5) and 3 + (−5) differ by one sign. Play + and − within ±10 and keep a tally: which kind of question gets more wrong pops, subtracting a negative or adding one?
Teacher notes
3 − (−5) = 8 and 3 + (−5) = −2. Each one’s answer is the other’s first wrong bubble: −2 (3 − 5) for the first and 8 (3 + 5) for the second, so the game checks whether pupils read both signs. Subtracting a negative usually causes more wrong pops; zero pairs on the Double-Sided Counters show why taking away −5 adds 5.
Play the Across zero level (Year 6) with How fast? Still and a number line drawn on the board. Every question starts or ends below zero. What mistake does the bubble that is one away from the answer catch?
Teacher notes
For −3 + 5 = 2, the bubble 1 catches pupils who count the numbers −3, −2, −1, 0, 1 instead of five jumps. On a wide screen every + or − question that crosses zero, with a jump bigger than 1, has this bubble. Negatives only in the first number keeps to Year 6 work: counting on and back across zero, and the difference between temperatures.
Play × and ÷ only, within ±10. Before each question, say the sign of the answer, then pop. Does knowing the sign first make you faster?
Teacher notes
The first wrong bubble for every × and ÷ question is the answer with its sign changed: −24 for (−4) × (−6) = 24, and −4 for (−24) ÷ (−6) = 4. The next two are neighbouring facts with the right sign (two of 18, 20, 28 and 30 for (−4) × (−6); 3 and 5 for (−24) ÷ (−6)), so popping the sign-changed bubble means the times-table fact was right and the sign rule wasn’t. A phone shows just these three.
Play Within ±100 (Year 8) and compare your time with Within ±10. Which questions slowed you down most?
Teacher notes
The sign errors are the same as within ±10 (−45 − 38 = −83, with 7, 83 and −7 as the first three wrong bubbles), but the calculation underneath is now a 2-digit addition or subtraction. Slow answers to questions such as −45 + 38 usually come from working out 45 − 38, not from the sign.
Mix
Play the Two sign rules mix in Mix games. Questions take turns between the two set-ups. Who pops 8 for −3 − 5, and why?
Teacher notes
8 is always a wrong bubble for −3 − 5 = −8. Pupils who have just answered (−3) × (−5) = 15 often carry “two negatives make a positive” over to −3 − 5. Taking turns means each question needs its own rule, which is exactly what a block of only × questions hides.
Play the Tables and negatives mix (Year 7), then play the tricky tables on their own. Was the mix slower? Was it worth it?
Teacher notes
Mixed rounds are usually slower and feel harder, because each question needs you to recognise what kind it is before you answer. Studies of interleaved practice (for example Rohrer and Taylor, 2007) found it helped pupils choose the right method later, even though practice felt harder. Use a mix after each game has been practised on its own.
Play the Bonds to 100 and to 1 mix (Year 5). The questions take turns: 37 + ☐ = 100, then 0.37 + ☐ = 1. Does the decimal bond feel like the same question?
Teacher notes
Both are the same bond, one hundredth of the size: 37 and 63 make 100, so 0.37 and 0.63 make 1. Their wrong bubbles match as well (73 and 0.73, 3 and 0.03). Pupils who are fast on 100 and slow on 1 have not yet linked hundredths to the bond they already know.
Any game
Head to head at the whiteboard, How fast? Slow: two pupils, one on each side, each with their own questions. First to finish wins. Who made fewer wrong pops, and does that matter more than winning?
Teacher notes
Each side is dealt its own questions from the same set, so neither player can copy the other. The end card shows both players’ times and wrong pops, so a fast player who popped wildly can be compared with a slower, careful one.
Play the same set-up twice: once with Clear the board and once with New bubbles every question. Which round had more wrong pops? Why does the last question on each board feel easier when you clear the board?
Teacher notes
With Clear the board the answers to the next few questions share one board and leave when they are popped, so the last question on each board is a choice between two bubbles: it is quick and satisfying, but partly elimination rather than recall. New bubbles every question gives each question its own wrong answers, so the tenth question is as hard as the first. A sensible routine is Clear the board to warm up, then New bubbles to check.
A 60-second sprint: how many can you get right? Play it twice. Did your score go up, and did your wrong pops go down?
Teacher notes
The best for a sprint is the most right answers, then the fewest wrong pops. Pupils who tap everything get a high wrong count straight away, which makes the end card a talking point about accuracy as well as speed.
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