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.
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
- Work in the right order, from the ones to the columns on the left.
- Carry correctly.
- Avoid swapping digits in subtraction.
- Handle subtraction with zeros and multiplying by one digit.
How to play
- Choose the level: grade 3 or grade 4, with or without carrying, large numbers.
- The pupil taps each digit in the right column, then says what to carry.
- 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.
- 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
- Subtraction can match your class’s method: “equal additions” or “regrouping”.
- You can type your own list of operations.
- Enter a pupil’s first name to personalize the results.