Speed Round
60 secondsAnswer as many as you can before the clock runs out. A wrong answer costs nothing but the time you spent on it.
No run yet
The same bank as the study pages, with a clock, a life counter, a daily set, or your own record of misses attached. Repetition is what moves a score, and these exist to make the tenth run feel different from the first.
Free, no account, and nothing leaves your browser. Best scores and your daily streak are stored on this device only.
Practice, with a clock on it
All 896 questions from the study bank, multiple-choice and write-in alike. Nothing is saved to an account and no score leaves your browser.
Answer as many as you can before the clock runs out. A wrong answer costs nothing but the time you spent on it.
No run yet
The questions get harder every five you clear. Three wrong answers ends the run.
No run yet
Five questions, the same five for everyone today, spread across all eight skill areas.
No streak yet
Replays the skills you have got wrong before, hardest-hit first. Unlocks once you have missed something.
Miss something first
Ten questions from a single skill area, untimed, with the explanation after each one. The only mode that lets you stay in one place.
8 areas to choose from
Rule out the three wrong answers instead of picking the right one. Touch the correct answer and the question is lost.
No run yet
Answer, then say whether you were sure before you find out. Being wrong is ordinary; being wrong and certain is what costs you a paper.
No run yet
Separate modes rather than difficulty settings: each one puts pressure on a different part of how you answer, and the last one is built from your own record.
Sixty seconds, no explanations until the end. The point is recognition: on test day the difference between a question you can start immediately and one you have to decode is worth more than a few extra minutes of arithmetic.
Three lives, and the tier steps up from Foundation to Standard to Challenge every five you clear. It finds the level where your accuracy falls off, which is the level worth practising.
Five questions drawn from five different skill areas, the same set for everyone that day. Short enough to finish, varied enough that you cannot coast on one strong topic.
Ten questions from a single skill area, untimed, with the explanation after each one. Every other mode mixes areas on purpose, which is closer to sitting a paper and useless for working one method until it is automatic. This is the mode for that.
The interaction is reversed: you strike out the three wrong answers instead of choosing the right one, and clicking the answer loses the question. Every other mode rewards recognising the winner, which is the skill that deserts you when two choices look equally good. Naming what is wrong with each of the others is what still works there.
You answer, and then — before the result appears — you say whether you were sure. Every other mode scores whether you were right; this one scores whether you knew. On a timed paper the expensive mistake is not getting a question wrong, it is spending three minutes getting it wrong while certain instead of marking it and moving on. The result splits your run four ways, and the number that matters is how often "sure" turned out to be right.
Built from what you have actually got wrong, hardest-hit skill first. It draws different questions in those skills rather than replaying the same ones, because remembering an answer is not the same as having learned the method.
A game tells you which questions you got wrong. The subject pages tell you why, with a worked explanation for every question in the bank.