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by |Nov 12, 2026|Study Skills|5 min read

QuestX Quiz: Math Make Smart's International Maths Competition for Years 3–10

QuestX galaxy artwork: a young astronaut solving maths in space, for the online maths competition for Years 3–10

Quick answer: QuestX Quiz is an online, space-themed maths competition for students in Years (Grades) 3 to 10, run as a project of Math Make Smart. Each of its eight levels matches a year group and is a chapter in one story. Students answer 25 multiple-choice questions in 40 minutes, earn +1 for each correct answer with no negative marking, and receive a personalised certificate with school, national and global rankings. Students can enter on their own or through their school. More than 500 students worldwide took part in the first round in October 2026, and the next round is April 2027.

Why we built QuestX

At Math Make Smart we teach maths one-to-one every day. A familiar pattern shows up across countries: children who say they "don't like maths" will happily spend an hour on a puzzle game. QuestX was built on that idea. As the QuestX site puts it, the aim is to make maths feel "like discovery rather than drill", with a competition that "rewards curiosity and effort".

So instead of a plain test paper, students step into an original space-and-alien universe. Each level is a chapter, each question is a mission, and solving problems moves the story forward.

The first round: October 2026

QuestX ran its first competition round in October 2026, and more than 500 students from around the world took part. The next round opens in April 2027, and registration is already open.

The story format

Every level has its own mission, characters and plot. In Level 1, for example, students help repair an alien pod whose power cells are failing. In Level 8, the final chapter, they help a character called Lyra-7 make a difficult choice to save "the Grid".

Each level is split into four sectors, one for each maths domain. Clearing a sector restores another 25% of the "power", which gives students a sense of progress through the quiz.

The eight levels

  • Level 1: Novas · “A Signal from Nowhere” · Year/Grade 3 · ages 7–8

  • Level 2: Cadets · “Escape Velocity” · Year/Grade 4 · ages 8–9

  • Level 3: Voyagers · “Into the Grid” · Year/Grade 5 · ages 9–10

  • Level 4: Quasars · “The Silent Stars” · Year/Grade 6 · ages 10–11

  • Level 5: Titans · “Titan Rising” · Year/Grade 7 · ages 11–12

  • Level 6: Guardians · “The Other Side” · Year/Grade 8 · ages 12–13

  • Level 7: Sentinels · “The Last Council” · Year/Grade 9 · ages 13–14

  • Level 8: Legends · “The Last Choice” · Year/Grade 10 · ages 14–15

Every level has the same format: 25 questions, 40 minutes. Students choose the level that matches their year group. See all of them on the QuestX levels page.

What maths is covered

All levels draw on the same four domains, pitched at the right difficulty for each year group:

  1. Number and algebra ("The Number Nebula")

  2. Geometry and measurement ("Geometric Galaxy")

  3. Statistics and probability ("Data Dimension")

  4. Reasoning and problem solving ("Logic Labyrinth")

At Level 1, that means number patterns, addition and subtraction, place value up to 1,000, shapes, symmetry, pictograms, bar graphs and multi-step word problems. By Level 8, students are working with algebraic thinking, area and volume, probability and statistics, and multi-step logical problems.

Who can enter

QuestX is open to students in Years 3–10 in the US, UK, Canada, Australia, Ireland and New Zealand. There are two ways in:

  • Solo Mission: a parent registers their child, or an older student registers themselves.

  • School Entry: a school registers a whole group and manages everything through one account.

How registration works

For schools

  1. Register and choose School Entry. Add a contact person, school details, the number of students and the level or levels.

  2. Pay once for the whole group, by Airwallex or PayPal. Discounts apply automatically: the more students you enrol, the less it costs per student.

  3. Access the QuestX Portal once payment is confirmed.

  4. Add students and assign each one a licence from the school's pool.

  5. Schedule the quiz by choosing a date and time window inside the official competition dates. The quiz stays hidden until then.

For individual students

  1. Register and choose Solo Mission, then pick a level.

  2. Pay by Airwallex or PayPal.

  3. Access your own QuestX Portal.

  4. Choose a start time inside the competition window. The quiz unlocks at that time.

Exam day: the rules

  • Log in a few minutes before the scheduled start.

  • The quiz has 25 multiple-choice questions and a 40-minute timer. There's no timer on individual questions.

  • Use one registered device. Signing in on more than one device ends the attempt.

  • Calculators aren't allowed unless specifically authorised.

  • Students at home follow the Intergalactic Honor Code.

  • Once you submit, answers can't be changed, and you can't pause and come back.

Scoring, results and certificates

  • +1 point for each correct answer.

  • 0 for a wrong or blank answer. There's no negative marking, so it's always worth having a go.

  • Ties on the leaderboard are broken by completion speed.

  • Results are released after all scores are compiled.

  • Every participant receives a personalised certificate and can see their school, national and global ranking.

Refund policy in brief

  • Ask for a refund at least 7 days before the competition for a full refund. Later requests are declined.

  • Schools withdrawing completely at least 7 days before get a full refund. Unused licences from a reduced group become QuestX credits for a future round.

  • No-shows and technical problems on the participant's side (internet, device, browser) aren't refunded.

  • Approved refunds take 10–15 business days.

The full policy is on the QuestX refund policy page.

How QuestX helps students

  • Confidence: a low-pressure format with no negative marking.

  • Problem solving: a whole domain is dedicated to reasoning and multi-step problems.

  • Motivation: the story gives students a reason to keep going.

  • A benchmark: school, national and global rankings show where a student stands.

These points are Math Make Smart's view of the format, not results claims.

How to prepare

  1. Pick the right level for your year group.

  2. Revise the four domains, especially problem solving.

  3. Practise timing: 25 questions in 40 minutes is about 1 minute 36 seconds each.

  4. Answer every question. There's no penalty for a wrong answer.

  5. Check your device and internet the day before.

Preparation tips are MMS editorial guidance.

If your child would like support before the competition, Math Make Smart offers one-to-one online maths tutoring, and you can book a free trial lesson.

Frequently asked questions

What is QuestX Quiz?
An online, space-themed maths competition for Years 3–10, run as a project of Math Make Smart.

How many questions are there?
25 multiple-choice questions in 40 minutes.

Is there negative marking?
No. Correct answers score 1 and wrong or blank answers score 0.

Can schools enter?
Yes. Schools register a group, pay once, and schedule the quiz through the QuestX Portal.

Has QuestX run before?
Yes. More than 500 students worldwide took part in the October 2026 round.

When is the next competition?
April 2027. Registration is open on questxquiz.com.

Do students get a certificate?
Yes. Every participant gets a personalised certificate and rankings.

Where can I register?
At questxquiz.com/register.

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