Sabbourati
Operations

The Magic Column

Pupils set the operation in a place-value chart and solve it column by column, starting with the ones. After each digit, the owl asks about carrying, so it cannot be forgotten. At the end, the results sort mistakes and suggest a next step for each.

Screen from the game The Magic ColumnStart the game

The game opens full page, with no ads and no sign-up.

Level
Grades 3–4
Way of playing
Solo or whole class
Suggested time
15 to 20 min
Game languages
Arabic · French · English · Spanish
Price
Free

What pupils practice

How to play

  1. Choose the level: grade 3 or grade 4, with or without carrying, large numbers.
  2. The pupil taps each digit in the right column, then says what to carry.
  3. After a mistake, the message first points to the difficulty, then to the calculation, then to the answer. “Hint” and “Show me” are always available.
  4. The results count mistakes by type (carrying, swapping, regrouping, tables) and list the operations to redo.

In the classroom

Use this game with a small group or work through it together: one pupil operates the board while the others say the expected digit in advance.

The results help you form groups for the next lesson, based on the most frequent type of mistake.

Useful settings

Read also

More games: Operations and word problems

More games for your class