Place value is the foundation of number sense.
Mastering it makes math operations like addition and division quicker.
Hit The Button brings this understanding to life with fast-paced games. These games make base-ten thinking automatic in just minutes a day.
On Hit The Button Maths (and Hit The Button Math), students at KS1 and KS2 learn to recall numbers instantly. They learn about complements to (10) and (20), doubling and halving, and the scaling facts behind multiplying and dividing by (10), (100), and (1,000).
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Why place value matters for KS1/KS2
Strong place value lets children see numbers as flexible, not fixed.
This flexibility makes mental math natural and written math meaningful.
- Foundation for all calculation:
Place value knowledge is key for addition, subtraction, multiplication, and division. It helps with carrying and exchanging when one ten is ten ones. - Fluency before formality:
The UK National Curriculum expects pupils to read, write, order, and compare numbers. They should understand the value of each digit and use it to calculate and reason. Quick recall of key facts speeds up this journey. - Mastery mindset:
Teaching for Mastery in England focuses on fluency, reasoning, and problem solving. Interactive practice builds fluency, letting pupils focus on reasoning.
Did you know?
Short, frequent practice leads to stronger long-term recall than long sessions. That’s how Hit The Button is designed to be used.
Hit The Button’s quick games are perfect for place value lessons. They build number sense and keep motivation high.
Top Hit The Button Math games for place value
Place value grows through patterns: making tens, grouping in tens and hundreds, doubling and halving, and scaling up or down by powers of ten.
Hit The Button modes reinforce these patterns quickly.
Essential modes to power place value
- Number bonds to 10 and 20
Focus: Complements that “make ten” and “make twenty.”
Why it helps place value: Anchors base-ten thinking, supports bridging through (10)/(20), and prepares for rounding and regrouping. - Doubles and halves
Focus: Rapid doubling/halving of single- and double-digit numbers.
Why it helps place value: Builds efficient partitioning (e.g., halve (80) then (6)) and links to dividing by (2), (4), and (8). - Times tables (2–12)
Focus: Multiplicative relationships and factors.
Why it helps place value: Supports scaling, area/array thinking, and the structure behind multiplying by (10), (100), (1,000). - Division facts by tables
Focus: Grouping and sharing within known facts.
Why it helps place value: Reinforces “how many tens/hundreds fit into…” and prepares for chunking and short division. - Square numbers
Focus: Squares up to (12^2).
Why it helps place value: Deepens magnitude sense and factor structure for later place value with large numbers.
Parent Tip
One focused mode per day is enough. Stop while it’s fun — consistency beats long sessions.
Game comparison table
| Mode | Place value link | KS suitability | Typical session time | Difficulty feel |
|---|---|---|---|---|
| Number bonds to 10 | Bridge through ten; regrouping | KS1 | 3–5 mins | Gentle |
| Number bonds to 20 | Base‑ten complements; rounding | KS1–lower KS2 | 3–5 mins | Gentle–moderate |
| Doubles and halves | Partitioning; ÷2/÷4/÷8 structures | KS1–KS2 | 3–5 mins | Gentle–moderate |
| Times tables (2–12) | Scaling; arrays; factors | KS1–KS2 | 3–5 mins | Moderate–challenging |
| Division by tables | Grouping in tens/hundreds analogies | KS2 | 3–5 mins | Moderate–challenging |
| Square numbers | Magnitude and structure | Upper KS2 | 3–5 mins | Challenging |
How to use Hit The Button Maths for place value learning
Keep it little‑and‑often.
Use one mode to warm up, then connect the facts to a place value idea.
A 5–8 minute lesson flow
- Warm‑up (1 minute)
Focus: Say a few facts aloud.
Why: Primes recall and lowers anxiety. - Play (3–5 minutes)
Focus: One Hit The Button mode, two calm runs.
Why: Builds fluency without overload. - Connect (1–2 minutes)
Focus: Ask one place value question.
Why: Makes the fact useful in real maths.
- Example (KS1):
Fact: Bonds to (10).
Connect: “How does making (10) help with (8+5)?”
Bridge: (8+5=(8+2)+3=13). - Example (KS2):
Fact: Halves.
Connect: “How can we divide (3,400) by (2)?”
Bridge: Halve (3,000) to (1,500); halve (400) to (200); total (1,700).
Teacher Tip
After game play, ask for one “place value sentence” — “I regrouped a ten,” “I partitioned into hundreds/tens/ones,” or “I scaled by (10).”
Progression by year group
Choose the right entry point and nudge upwards.
Place value confidence grows quickly when challenge is “just right.”
KS1 (Years 1–2)
- Core goals:
Digits and positions: Read/write numbers to at least (100).
Making tens: Complements to (10) and (20).
Partitioning: Split into tens and ones. - Hit The Button focus:
Bonds to 10/20; Doubles (to (20)); Early tables (2s, 5s, 10s). - Talk moves:
Say: “One ten is ten ones.” “I made (10) first.” “I regrouped.” - Example bridge:
(9+7=(9+1)+6=16) — making (10) drives the method.
Lower KS2 (Years 3–4)
- Core goals:
Place value to (1,000) and (10,000): Order, compare, round to nearest (10/100/1,000).
Scaling: Multiply/divide by (10) and (100).
Flexible partitioning: Break numbers to calculate. - Hit The Button focus:
Tables (3s, 4s, 6s, 8s); Division facts; Bonds to 20 for speed; Doubles/Halves. - Talk moves:
Say: “Scaling by (10) shifts digits one place left.” “I grouped into tens.” - Example bridge:
Halve (860): (800 \div 2=400), (60 \div 2=30) → (430).
Upper KS2 (Years 5–6)
- Core goals:
Large numbers: Read/write to at least (1,000,000), place digits by value.
Decimal place value: Tenths, hundredths, and thousandths; multiply/divide by (10/100/1,000).
Rounding and estimation: Efficient checking. - Hit The Button focus:
Mixed tables/division; Doubles/Halves; Square numbers. - Talk moves:
Say: “Multiplying by (100) scales by (100), shifts digits two places.” “Partition, then recombine.” - Example bridge:
Divide (4.8) by (10): Scale down by (10) → (0.48); digits shift one place right.
Daily practice ideas and routines
Build a rhythm that fits your class or home.
Two quick games per day can transform confidence.
Weekly rotation that fits real life
- Monday — Make Ten/Make Twenty:
Why: Smooth addition/subtraction via bridging.
Play: Bonds to (10) or (20). - Tuesday — Doubles/Halves:
Why: Partitioning and division structures.
Play: Doubles and Halves. - Wednesday — Tables Focus:
Why: Scaling and array structure.
Play: One times table set. - Thursday — Division Families:
Why: Grouping and inverse thinking.
Play: Matching division facts. - Friday — Mixed Challenge:
Why: Flexibility and application.
Play: Alternate between tables/division or add Squares for stretch.
Practice ideas table
| Routine | Duration | How to run it | Place value link | Goal |
|---|---|---|---|---|
| Bridge to ten | 3–4 mins | Bonds to (10), two calm runs | Regroup ones into a ten | Fewer hesitations |
| Make twenty | 3–4 mins | Bonds to (20), two runs | Round and compensate | Bridging confidence |
| Double then adjust | 4–5 mins | Doubles, then near doubles talk | Partition and recombine | Faster mental addition |
| Inverse switch | 4–5 mins | Tables run → matching division | Grouping into equal sets | Strong fact families |
| Scale by ten | 4–5 mins | Tables with 10s links talk | Shift digits conceptually | Clear scaling language |
Did you know?
Latest guidance in England keeps mental fluency and place value front and centre — building confident, flexible calculation across KS1 and KS2.
Classroom and home strategies
Small tweaks make interactive practice calm, focused, and effective.
Use these to keep attention high and anxiety low.
For parents
- One focus per day:
Why: Reduces overload and builds momentum.
Action: Play one mode for 3–5 minutes, then stop. - Praise strategy, not speed:
Why: Confidence grows from noticing good thinking.
Action: “You made (10) first,” “You halved the hundreds, then the tens.” - Make it real‑world:
Why: Transfers facts into everyday maths.
Action: Coins to (£1); snacks grouped in tens. - Track personal bests:
Why: Motivation through tiny wins.
Action: Mark a weekly PB and one “tricky fact.”
For teachers
- Fluency bell‑ringer:
Why: It settles the class and gets everyone ready to work.
Action: Start with 3–4 minutes of play, then ask a quick math question. - Rehearse precise language:
Why: Using the right words helps students understand better.
Action: Teach words like “ones, tens, hundreds,” “regroup,” “scale,” and “partition.” - Representations first, then abstract:
Why: First, make sure students get the idea, then speed up.
Action: Use tools like ten frames, bead strings, and place value counters. - Equity and access:
Why: Homework should be easy for everyone.
Action: Suggest short, 3‑minute sessions and group work at home.
Teacher Tip
Pair Hit The Button with a mini whiteboard. After each game, write an example that shows the same place value idea.
Micro‑lessons that link games to place value
These quick lessons can be taught in under ten minutes.
They help turn simple facts into deep understanding.
Micro‑lesson 1: bridge through ten
- Play:
Mode: Bonds to (10), play twice. - Connect:
Prompt: “How does making (10) help with (7+6)?”
Model: (7+6=(7+3)+3=13). - Apply:
Task: Solve (27+6) by using (30), then add (3).
Micro‑lesson 2: halve with place value
- Play:
Mode: Halves, play twice. - Connect:
Prompt: “How do we halve (540)?”
Model: (500 \div 2=250), (40 \div 2=20) → (270). - Apply:
Task: Halve (1,360) by breaking it down.
Micro‑lesson 3: scale by ten
- Play:
Mode: Times tables (focus on (3), (6), (9)). - Connect:
Prompt: “What changes when we multiply by (10)?”
Model: Digits move one place left; value increases by (10). - Apply:
Task: From (6 \times 7=42), figure out (6 \times 70=420), then (60 \times 70=4,200).
Micro‑lesson 4: rounding and compensating
- Play:
Mode: Bonds to (20) (for rounding ideas). - Connect:
Prompt: “Round (38) to the nearest (10). What’s the ‘missing to (40)’?”
Model: (+2) to (40), so (38 \approx 40). - Apply:
Task: Guess (38+47) by rounding to (40+50=90), then adjust.
Micro‑lesson 5: arrays to place value
- Play:
Mode: Times tables run (e.g., (8)s). - Connect:
Prompt: “How does an (8 \times 4) array help read (840)?”
Model: Think (84) tens → (8) tens × (10) plus (4) tens. - Apply:
Task: Partition (840) into tens and ones; explain both representations.
Parent Tip
If the timer feels stressful, switch it off for a week. Focus on accuracy and calm explanations before speed.
Place value skills map: from facts to understanding
Use this to plan which mode supports which concept.
| Place value concept | Hit The Button mode | What to say | Quick task |
|---|---|---|---|
| Bridging through ten | Bonds to (10) | “Make a ten, then add the rest.” | Solve (9+6) by (+1) then (+5). |
| Rounding to nearest 10/100 | Bonds to (20) | “How far to the next ten?” | Round (47) and (165). |
| Partition and recombine | Doubles/Halves | “Split hundreds, tens, ones.” | Halve (1,240). |
| Scaling by 10/100 | Times tables | “Digits shift; value scales.” | From (7 \times 3=21) to (70 \times 3=210). |
| Grouping and remainders | Division facts | “How many groups fit?” | How many (6)s in (54)? |
Troubleshooting and support
Every learner can grow with the right entry point.
Here’s how to keep progress steady and stress‑free.
- If accuracy is low:
Cause: Pressure and guessing.
Fix: Slow down, switch timer off, and aim for (90%) accuracy before speed. - If facts won’t stick:
Cause: Too many targets at once.
Fix: Same mode for a week, revisit daily, and use visuals (ten frames, place value counters). - If scores plateau:
Cause: Narrow practice.
Fix: Add a connected mode (e.g., move from tables to matching division) and a one‑minute “connect” question. - If language is a barrier (EAL/SEND):
Cause: Vocabulary load.
Fix: Model sentences, use dual‑language talk first, then rehearse in English with gestures. - If motivation dips:
Cause: Sessions too long or too hard.
Fix: End early on a win, set tiny goals, and celebrate personal bests weekly.
Did you know?
Metacognitive talk — “What was your quickest method?” — helps pupils choose and adapt strategies over time.
Credibility notes
- UK National Curriculum (Department for Education):
In KS1/KS2, kids learn the value of each digit. They also read, write, and compare numbers. They round numbers and multiply/divide by (10), (100), and (1,000). Understanding place value helps with math problems. - NCETM (National Centre for Excellence in the Teaching of Mathematics):
Teaching for Mastery focuses on number facts and using tools like ten frames. It also uses small steps to build understanding. - Education Endowment Foundation (EEF):
Studies show that practice and talking about math strategies help. This matches Hit The Button’s approach of short, fun practice.
Quick start and next steps
Hit The Button is a great way to improve place value skills.
Begin with a short session today. Make it fun and focused.
- Play now:
Action: Start with Bonds to (10) for KS1 or Doubles/Halves for KS2. Do two calm rounds. - Tomorrow:
Action: Try Times tables or Division. Add a “connect” question. - By Friday:
Action: Try a Mixed challenge. Write a sentence about your thinking. - Next week:
Action: Keep the same routine. Track your best and celebrate small wins.
Hit The Button and Hit The Button Math make math easier. They turn complex rules into quick, confident skills.
Daily practice now will help in all areas of math all year.