Putting the Intelligence in Math Fluency

Moving Students Mathematically Faster Than Ever. Join the Math Fluency Project; K through GED!

Fluency  through Automaticity  - A simple game helps students to answer over 400 math problems correctly every day, and love doing it!


2018 growth and adoption

110 Schools.  20 States.  Transformative Results!

Starting with a 2 month test in spring of 2017, we since expanded to 110 schools ranging from 2nd grade to High School Seniors and GED programs.  All grade levels reported incredible gains in engagement and volume of practice.  There are 9 scientific principles in play, making the one program work for all kids.  Seeing is believing, start a pilot today!

How do we motivated kids to do over 400 math problems a day. This video explains some of the scientific principles behind it.

See Our Kids in Action!


Daroni is a Math Monster

Daroni, a 4th grader, started the year only able to count on his fingers but he found a new love with the success of Fluintcy.  Now he's blazes through math problems at 70 per minute at 100% correct.  The video above was taken during our first limited 2 month pilot.  This next video shows him the following year at a much higher level.   https://youtu.be/GqGqfneXJlw

Here he is being the first student to encourage our word problem item bank. http://youtu.be/M2QCizH7Xbc  

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Derek the Math Champ

Starting at a rate of 10 math problems per minute, he now is a champ at math, completing up to 65 math problems per minute with 100% accuracy.  Watch this kid perform.

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Class Goal + Individual Goal

equals magic!

The Leaderboard = Positive Interdependence

Teacher introducing the game to his class.

Leaderboards in education are often taboo, but when done right they can be a powerful motivator.  By setting a class goal, students answer math problems and contribute their own points, creating positive interdependence.  The red bar moves across the screen, turning yellow, green and finally blue as the class reaches the objective.  Individual accountability is represented by color bars next to each name, which indicate the customized points each participant must contribute based on their ability and past performance.  By the end of the 15 minute session all students reach both the individual and team goals, practicing the volume necessary to gain fluency and lasting confidence.

Amp the Mind - 15 Minutes Warms up the Brain

At the start of bell, execution is simple and takes only 3 steps.

  • Step 1 - Teacher projects leaderboard and clicks on auto goal.  Points are calculated to set class and individual goals for approx 15 minutes.
  • Step 2 - Students log in and click on "Start Game"
  • Step 3 - Monitor leaderboard and watch for negative trending to help struggling students.

Students do this every day or every other day and will be more receptive to their regular math lesson.

Teacher speaks about the student who wouldn’t engage till now…

When we introduced this program to a class of 4th graders, the teacher identified one student who will be "challenging" to us.  When he started, he was very hesitant but once he realized there was a competitive element, he started getting into it.  With our program adapting to his level, he experienced success for the first time and ended up smiling as he answered math problems, doubling his original goal of 400 points.  This teacher said it was a miracle.


"This is FUN, not WORK!"

Hi, I am Russ Heath, principal at Taft Elementary in the MPS system.  I have been principal at Taft for 14 years.  My sixth graders utilized this program for fifteen minutes daily.  Some students were able to complete over 300 problems in that 15 minute time frame.  I was amazedI have not seen a program that allows the entire class to play a game together and accomplish so much in such a short period of time.   I have tried many products that attempt to increase a student's math facts skills, but this one is the best I have seen.  It gets it done in a shorter period of time and the kids really enjoy the competition with each other.  I would highly recommend you try it out.


Rebecca Rose at La Sewndas Elementary teaches 4th grade.  With a PhD in organizational management, she adds a unique perspective to her observations.  Fluintcy largely incorporates this into practice.

"I can't believe I'm doing that automatically now, I never could subtract negatives” High School students speak about their experience and how it helps their brain flow before going into conceptual learning.


Originally designed for K-6, Fluintcy found a home in this alternative high school where the teacher found high levels of engagement that helped kids amp up their brain and identify gaps in standards skipped in K-6.

Courtney works with 3rd graders in Chandler and saw incredible results in her math class.


The Importance of a Strong Team Culture for Success in the Classroom


It's not enough to have students drill on math problems to create fluency.  The must work in an environment that encourages positive interdependence among all peers.  Using research that goes back to our ancestors on the plains of the Serengeti, we dig into our DNA, where team work is necessary to survive in the wild.  When the team works together on a hunt, they have a much higher chance of success while individuals apart from the pack starve.

We recreate this environment by focusing on the team score, of which every student contributes toward the class goal while achieving their individual goals.  In the end, everyone wins.  Our highest performers inspire our lower performers, and everyone gets to a higher level.  They are elevated by their peer's success.


As students participate, they answer math problems on a 60 second timer.  Their goal is to get as many possibly correct during that time.  Many students start at 10 per minute but as they successfully complete each level, their speed increases and they level up to more difficult problems.  The steady back and forward pressure ensures positive momentum while maintaining a consistent challenge.  

After experiencing this level of success the quickly become "addicted" to the game and want to play it more.  Some even show off to the class when they reach record highs.  This creates a frenzy where other students want to match their success.

Item Response Theory is an integral part of the mechanics behind the scenes, automatically adjusting the levels according to individual performance relative to the group data.  Think of this as an adjustable ladder that moves the height of each rung based on maximizing the performance of the climber.  Put the rung too high, the climber stalls, put it tool low, they become inadequately challenged and improve slower than their ability.