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For teachers

Your first week, screen by screen.

Create accounts from a list of names, run one live game, set one assignment, and read the report on Friday. That is the whole loop, and this guide shows what each step looks like in the product.

Classroom teachersInterventionists and instructional coaches
Read the guide
A teacher listens as elementary students explain math thinking to one another around a classroom table.
The technology supports the moment. The teacher still leads it.
FlashMath connects a shared student practice experience to individual learning signals and clearer staff decisions.

The shared fluency field

Teacher guided
01 · Student experience

Practice together

02 · Learning signal

Keep progress individual

03 · Staff decision

Know what to do next

Shared energy is the invitation. Individual learning remains the evidence.

Day one

Paste your roster. Accounts exist in a minute.

01

Open your classroom, choose Add students, and paste names one per line. Each student gets a username and a short password you can print as a card or reveal later behind your View PIN. For K–2, print QR badges and students sign in by scanning. If your district imported the roster or syncs it, your classroom is already filled.

  • Students aged 13 and over can join with your Class code instead.
  • The starting level follows the classroom grade. In classroom settings you can let students go beyond it or hold them there.
  • A few settings show as Set by your district or Locked by your district. Those are the district’s call, not yours.

The live game

Pick the operation, show the Game PIN, play six to ten rounds.

02

From the game creator choose an operation, a difficulty preset or an exact level, the number of rounds, and typed or multiple-choice answers, then project the six-character Game PIN. Class Quiz is the default. Expedition Crew puts students in cooperative crews with no rankings. Tick Hide leaderboard from students when the room needs it, and anonymous fun names when the projector should not show real names.

  • Relaxed timing and fair mode slow the clock.
  • Load your own problem list for a specific skill.
  • Results land in the live games section of each student’s record, separate from practice accuracy.

Targeted practice

Assign twenty problems at 80 percent to the four students who need it.

03

An assignment has an operation, a level, a problem target, a required accuracy, a due date if you want one, and either the whole classroom or the students you pick. Choose practice drills, or AI-generated word problems if your district allows them. The Assignments tab shows each student’s completed count and accuracy as they work.

Defaults are 20 problems and 80 percent accuracy. Change either per assignment.

Friday

The report tells you who is below target and which facts to reteach.

04

The classroom report shows seven-day average accuracy, accuracy by operation, students below the 85 percent target, a fact fluency heatmap, and suggested groupings of students who share weak fact families. If you or your district opened a benchmark window, a growth table shows each student’s placement level per operation across windows.

  • Standards coverage shows which K–5 fluency standards have practice evidence.
  • A student’s page separates practice, assignments, and live games so you can read each on its own.
  • School and district leaders see the same data rolled up. A district can hide per-student detail from admin views.

What stays with the teacher

FlashEDU sorts the signals. You still know the student.

05

The product delivers practice, records activity, and surfaces patterns. Strategy, confidence, language, accommodations, and the next explanation remain yours.

Start with a real classroom

Open a free teacher account and run the first game this week.

FlashClass is free with 5 student seats. FlashClass Pro is $9.99 a month or $59 a year for 40 seats across 3 classrooms. A district plan adds rostering, policy, and school-wide reporting.