Twenty questions where the numbers may be negative and the answer certainly may be — the four operations over the integers, mixed rather than blocked, so the sign has to be read every time.
The sign is the whole of what is being taught, so it is the whole of what has to be marked. 7 − 9 is −2, and a key that printed 2 would be read as correct by a parent going quickly down the page. That is the failure this family is written to make impossible: every answer here is checked by an independent path rather than by re-running the arithmetic that produced it.
A minus sign is doing two different jobs here and it is worth naming both while working: it says which side of zero a number is on, and it says take away. Once a child can read −7 as a place rather than as an instruction, subtracting one stops being a rule to memorize.
The answers were worked out when the problems were, so the key is the same page with the answers drawn in rather than a second attempt at the same questions — there is no way for the two to disagree. The number in the footer is the seed the sheet was built from: it is printed so that the identical sheet can be had again next week, rather than one that merely looks like it.
Change what is on it
This page is one sheet out of a family that can print thousands, and the settings behind it — how many problems, how big the numbers get, how they are laid out, whether there is room to work — are all switches. The builder link at the top of the page carries this sheet’s own settings, so the bench opens on exactly the sheet here rather than on a blank one.
The configuration travels in the address bar rather than on a server, so the link can be bookmarked or sent to somebody as it stands — and what they open is this sheet, down to the seed, rather than another one like it.
The same facts, on screen
Not in the games — the race deals whole positive facts. The recall it builds is what makes the sign the only thing left to think about here.