"What's 10 × 7?" "70." "10 × 4?" "40." "10 × 9?" "90."
The 10s table is so easy it feels like cheating. They just add a zero to the multiplier. Done. In five minutes they have it. But: there's a trap. This article shows the table, the pattern, and where they trip.
At Kluriko the 10s are given early in the Learning Games' progression — because it's confidence-building. They learn it fast, feel success, get motivated for harder tables.
The 10s table
10×1 = 10 10×2 = 20 10×3 = 30 10×4 = 40 10×5 = 50 10×6 = 60 10×7 = 70 10×8 = 80 10×9 = 90 10×10 = 100
Pattern: add a zero. 10×7? Add a zero after 7. = 70.
Why does it work?
Our number system is base ten. Multiplying by 10 shifts each digit one place left. 7 becomes 70. 23 becomes 230. 4 becomes 40.
For a 7-year-old this is magic. But it's not magic — it's how our number system works.
The zero trap
They learn "add a zero". Then comes a tricky question: "What's 10 × 0?"
Their rule says: add a zero. 0 + zero = 00 = 0?
Right answer is 0. Anything multiplied by 0 is 0. A separate rule they need to learn.
10 × 0 = 0 20 × 0 = 0 1000 × 0 = 0 Anything × 0 = 0.
This is not intuitive for a 7-year-old. Explain: "If we have 10 groups of 0 things in each, we have 0 things total."
Exercises
1. Add a zero
Show: "Here's 7. When we multiply by 10, we add a zero after. 70." They copy.
2. Count 10-kronor coins
Ten 10-kronor = 100 kr. They count: 10, 20, 30, 40, 50, 60, 70, 80, 90, 100. Concrete.
3. Class pupils
"24 pupils per class. 10 classes in a school. How many pupils total?" 240. Everyday use.
4. Tables game
Flashcards. 10×1 to 10×10. They say the answer. Done in 30 seconds. (This is the only table they can manage that quickly.)
5. Big to small
"What's 10 × 100?" 1000. They see the same rule continues to work.
It's not always just "add a zero"
For 10 × decimals the logic changes:
- 10 × 0.5 = 5 (not "0.50")
- 10 × 0.7 = 7 (not "0.70")
They'll meet this at year 4-5. For now whole numbers are enough.
When they know the 10s
They can say 10×1 to 10×10 in 10 seconds. They handle 10× any number under 20 immediately.
Then the 10s are done. Move on to 2s or 5s.
The 10s as bridge knowledge
Once they know the 10s, they can easily learn related tables:
- 100s: 100×7 = 700. Add two zeros.
- 1000s: 1000×7 = 7000. Add three zeros.
This is hugely powerful. They can multiply large numbers mentally.
10s and 5s together
5×7 = 35. 10×7 = 70.
Pattern: 10×n is always double of 5×n.
They learn 5s and 10s as a partner pair. Smart pedagogy.
10s and hundreds
At 9-10 they build further:
"How many cars have 1000 wheels?" They think: 1 car = 4 wheels. 1000 / 4 = 250.
Not 10s directly, but the 10s table is the foundation for 100s and 1000s.
Common problems
They think "add a zero" applies to decimals. "10 × 0.5 = 0.50?" No. Explain the rule applies to integers.
They don't know 10 × 0. They say "10" or "0" uncertain. Explain: zero groups = zero.
They mix 10s with 5s. Both end in 0/5. Solve: mixed table questions.
The 10s — for the 7-year-old just starting
If they're 7 and just starting multiplication: start with the 10s. Easiest, and the first win builds confidence.
Then the 2s. Then the 5s. Then the rest in order.
Tables summary
By 8 they should have:
- 1s (trivial)
- 10s (free)
- 2s (evens)
- 5s (end 0/5)
By 9: 4s, 3s, 6s.
By 10: 7s, 8s, 9s.
The 10s are step 2 in the progression — and as easy as step 1.
How Kluriko helps
Kluriko Learning Games have the 10s early in the progression. They train with visualisation and flashcards. Fifteen minutes a day — a week and they know both 10s and 5s.