FASTT Math
Math fluency software discontinued after Flash support ended.
FASTT Math, short for Fluency and Automaticity through Systematic Teaching Technology, is a math education program that Scholastic Corporation launched in 2005. The software was taken out of service on May 1, 2019, because its operation depended on Adobe’s Flash Player, which Adobe stopped supporting on December 31, 2020. Houghton Mifflin Harcourt (HMH) now offers a similar math game called Waggle as a replacement.
The software has two versions: one for students and another for teachers to manage and run the program. It first measures a student’s math understanding and fluency, then delivers linear lessons and assessments tailored to that student’s skill level. Students can personalize their interface by unlocking different skins, which are earned based on their skill level and how well they solve equations in the program’s tests. FASTT Math encourages daily use and gives regular assessments to track skill level, rewarding progress and allowing further advancement. By default, the program gives users one lesson per day, but the teacher version can change this schedule.
In 2012, Scholastic released an iPad app called Sushi Monster as a standalone math game, not a preview for FASTT Math Next Generation. The app tested students on addition and multiplication. After that, Houghton Mifflin Harcourt put out the full version of FASTT Math Next Generation, which works on Android devices and computers, targeting students from grade 2 to grade 9. Alongside the digital programs, FASTT Math Next Generation also provided printed worksheets that matched the digital material.
In December 2011, Eastern Michigan University evaluated FASTT Math through a study to see how well it increased students’ automaticity with equations. The study took place at two primary schools. At the first school, a fourth-grade class used FASTT Math, while fifth- and sixth-grade classes served as control groups. At the second school, the fourth-grade class was the control group, and the fifth- and sixth-grade classes used FASTT Math. The results showed that the fourth-grade control group that did not use FASTT Math improved more than the fifth- and sixth-grade students who also did not use the program, by nearly eight facts on average. However, the sixth-grade students who did use FASTT Math showed the most notable improvement among all the groups that used it.
- developer
- Scholastic Corporation
- release_year
- 2005
- discontinued
- May 1, 2019
- field
- Educational software
- platform
- Desktop (Flash-based); FASTT Math Next Generation later released separately for iOS and Android
- replaced_by
- Waggle (by Houghton Mifflin Harcourt)
- target_audience
- Grades 2 to 9 (FASTT Math Next Generation)
Lore & Background
FASTT Math came in two variations: one for students and one for teachers to manage and administer the program. The software gauged a student's understanding and fluency in math, then provided linear instruction and assessments based on the student's skill level. Students could customize their interface by unlocking different skins based on their proficiency in solving equations. The program encouraged daily use and provided regular assessments to determine skill level, rewarding progress and allowing further progression. By default, users received one lesson per day, though the administrative variation could alter this regime.
Reader's Guide
FASTT Math was significant as a targeted tool for building math automaticity in elementary and middle school students, using a systematic, technology-driven approach. Its reliance on Adobe Flash ultimately led to its discontinuation in 2019, reflecting the broader shift away from Flash-based educational software. The program's legacy includes its successor, Waggle, developed by Houghton Mifflin Harcourt, and the preview app Sushi Monster, which tested addition and multiplication skills. A 2011 study by Eastern Michigan University evaluated FASTT Math's effectiveness, finding mixed results: fourth-grade control students who did not use the program showed more growth than fifth- and sixth-grade non-users, while sixth-grade users showed the most notable improvement among groups that did use it. This study highlights the variable impact of the software across different grade levels.
Did You Know?
- FASTT Math stands for Fluency and Automaticity through Systematic Teaching Technology.
- It was discontinued on May 1, 2019, because Adobe ended support for Flash Media Player.
- In 2012, Scholastic released an iPad app called Sushi Monster as a preview for FASTT Math Next Generation.
- A 2011 Eastern Michigan University study found that sixth-grade students using FASTT Math showed the most notable improvement among tested groups.
Origins & Design Philosophy
FASTT Math, an acronym standing for Fluency and Automaticity through Systematic Teaching Technology, entered the educational landscape in 2005 as a product of Scholastic Corporation. At its core, the platform was built around a dual-structure model: a student-facing interface for daily practice and a separate teacher-facing tool for managing assignments and tracking progress. The software continuously assessed each learner's mathematical fluency and comprehension, then delivered a linear sequence of instruction and evaluation tailored to that individual's demonstrated skill. A defining feature of the original design was its reward-driven customization. Students could unlock alternate visual "skins" for their interface as they demonstrated proficiency in solving equations during assessments, giving younger learners a tangible sense of progression. The program was structured around a daily-use philosophy, with one lesson assigned per day as the default cadence. However, the administrative variation gave teachers flexibility to adjust that schedule, allowing classrooms to adapt the rhythm of practice to their particular needs. This blend of structured daily repetition with gamified incentives made FASTT Math a distinctive entry in the early-2000s wave of educational software.
The Next Generation Evolution
In 2012, Scholastic took a strategic step forward by releasing Sushi Monster, an iPad-based iOS application designed to serve as a preview of what would become FASTT Math Next Generation. The app focused on testing students' knowledge in addition and multiplication, giving early adopters a taste of the refreshed experience. Following this preview, Houghton Mifflin Harcourt (HMH) stepped in to release the full official version of FASTT Math Next Generation, expanding the platform's reach beyond the original iPad-only preview. The next-generation offering supported Android devices and traditional computer use, broadening accessibility across school environments. The target audience for this iteration spanned a wider academic range, covering students from grade 2 through grade 9, a notable expansion compared to the earlier product. HMH also recognized that digital practice alone was insufficient for a complete learning cycle, so the company produced corresponding physical worksheets that mirrored the material covered in the digital program. This hybrid approach—pairing interactive on-screen exercises with traditional paper-based reinforcement—reflected a practical understanding of how elementary and middle-school classrooms actually functioned. The transition from Scholastic to HMH as steward of the FASTT Math brand marked a notable shift in the program's corporate lineage.
Academic Research & Reception
One of the most substantive pieces of evidence surrounding FASTT Math came in December 2011, when Eastern Michigan University published an evaluation designed to measure the software's effectiveness in building student automaticity with mathematical equations. The researchers conducted their study across two separate primary schools, employing a cross-group design to isolate the program's impact. At the first school, a fourth-grade class was assigned to use FASTT Math while fifth- and sixth-grade classes served as the control group. The arrangement was inverted at the second school, where the fourth graders became the control group and the fifth- and sixth-grade students were the ones working with the software. The findings were nuanced. The fourth-grade control group that did not use FASTT Math actually demonstrated more growth than the fifth- and sixth-grade students who did use the program, outperforming them by nearly eight facts on average. On the other hand, among the groups that did engage with FASTT Math, sixth-grade students showed the most notable improvement relative to the other FASTT-using cohorts. These results suggested that the program's benefits were not uniformly distributed across grade levels, with older students potentially gaining the most from its structured practice model.
Legacy & Discontinuation
FASTT Math's run as an active product came to an end on May 1, 2019, marking the close of a fourteen-year classroom presence. The cause of its retirement was not a lack of educational value or a corporate decision to abandon the concept, but rather a technological dependency that became untenable. The original program relied on Adobe Flash Media Player to function, and when Adobe ceased support for that platform, the software simply could no longer operate in modern browser environments. This made the discontinuation an inevitable consequence of the broader industry shift away from Flash-based applications. Following the shutdown, Houghton Mifflin Harcourt moved to fill the gap in its product lineup by introducing Waggle, a similar math game program designed to serve the same pedagogical purpose. For teachers and students who had built their daily routines around FASTT Math's one-lesson-per-day structure and its unlockable interface skins, the transition represented a loss and a continuation. The program's legacy endures in the fact that its core philosophy—systematic, daily, skill-based practice reinforced through gamification—was carried forward into its successor, even as the specific software that had made that philosophy accessible to a generation of learners was retired.
Frequently Asked Questions
What is FASTT Math?
FASTT Math, which stands for Fluency and Automaticity through Systematic Teaching Technology, is a desktop-based math education program that Scholastic Corporation launched in 2005. It was built to help students build speed and accuracy with basic arithmetic facts.
Who developed FASTT Math?
Scholastic Corporation created and released the program in 2005. It ran on desktop computers and relied entirely on Adobe Flash Player to function.
Why was FASTT Math shut down?
The software was officially retired on May 1, 2019, because it depended on Adobe Flash Player, a platform Adobe ultimately stopped supporting at the end of 2020. Without Flash, the program simply could not operate anymore.
What replaced FASTT Math?
Houghton Mifflin Harcourt stepped in with a similar math game called Waggle as a successor. A separate FASTT Math Next Generation release also appeared for iOS and Android before the original desktop version was fully phased out.
How does FASTT Math actually work in the classroom?
The program first runs a diagnostic to gauge each student's current math fluency, then tailors practice exercises to their specific gaps. It shipped in two versions—one for students to play and another for teachers to manage settings and track progress.
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