4th Grade:
4.MD.C.5: Recognize angles as geometric shapes that are formed wherever two rays share a common endpoint
4.MD.C.6: Measure angles in whole-number degrees using a protractor
4.G.A.1: Draw points, lines, line segments, rays, angles, and perpendicular and parallel lines
5th Grade:
5.G.B.3: Understand that attributes belonging to a category of two-dimensional figures also belong to all subcategories
5.G.B.4: Classify two-dimensional figures in a hierarchy based on properties (including angle measurement)
6th Grade:
6.G.A.1: Find area of triangles and other polygons by composing into rectangles or decomposing (requires angle understanding)
6.EE.A.2: Write, read, and evaluate expressions (measurement estimation builds numerical reasoning)
Empowered Learner (Standard 1):
1.b: Students build networks and customize their learning environments using digital tools
1.c: Students use technology to seek feedback that informs and improves their practice
Knowledge Constructor (Standard 3):
3.d: Students build knowledge by actively exploring real-world issues using digital tools
Computational Thinker (Standard 5):
5.c: Students break problems into component parts, extract key information, and develop models
5.d: Students understand how automation works and use algorithmic thinking
Introduction Activity: Use before formal protractor instruction to assess prior knowledge and build angle intuition
Practice Station: Set up as an independent math center during rotations
Warm-Up/Bell Ringer: Quick 5-minute activity to start geometry lessons
Formative Assessment: Use screenshots to identify which students need intervention
Differentiation: Challenge students to improve their personal best scores with multiple attempts
Review Activity: Use before summative assessments on geometry
Before Playing: Review angle vocabulary (acute, right, obtuse) and show examples of 45°, 90°, and 135° as reference points
Scaffolding Strategy: Have students physically make angles with their arms to "feel" different degrees before estimating
Group Activity: Students can play in pairs. Have each partner silently write their estimate on a whiteboard first, then show each other and discuss their reasoning before coming to a collaborative conclusion. This ensures both partners engage in the thinking process.
Extension: Ask students to explain their estimation strategy in writing after completing the game. You could also have them record a video explanation using tools like Google Vids or Screencastify where they talk through their thinking process.
Cross-Curricular: Connect to real-world angles in architecture, sports, or nature
Progress Tracking: Have students play multiple times and graph their total scores to see improvement over time
Class Discussion: Use the strength/growth analysis to facilitate conversations about geometric reasoning
10 randomly selected angles from a bank of 25
Students estimate and enter their guess
Lower scores indicate stronger understanding (points = error in degrees)
Detailed feedback by angle type
Results page analyzes strengths and growth areas
If you'd like to review student scores, students can screenshot their final results page and submit it through your LMS (such as Google Classroom, Canvas, or Schoology). The results page is designed to fit on one screen for easy screenshot capture.
Note: This is completely optional and at your discretion based on your classroom needs.
This game was designed with UDL principles to ensure all students can access, engage with, and demonstrate their understanding of angle measurement:
Multiple Means of Representation (Perception & Comprehension):
Visual Clarity: Large, high-contrast angle diagrams with mystery blue color scheme
Simple Interface: Uncluttered design with clear visual hierarchy reduces cognitive load
Immediate Feedback: Color-coded feedback boxes with emojis and text provide multiple cues
Contextual Tips: Embedded learning supports with specific strategies for different angle types
Reference Points: Game encourages use of benchmark angles (45°, 90°, 135°) as mental anchors
Progress Indicators: Question counter and running score help students track their progress
Multiple Means of Action & Expression (Physical Action & Executive Functions):
Flexible Input: Simple number entry accommodates various input methods (keyboard, touchscreen, assistive devices)
No Time Pressure: Self-paced design allows students to think carefully about each estimate
Error Recovery: Students can see their mistakes and learn from them without penalty
Multiple Attempts: "Play Again" feature encourages practice and improvement without resetting progress pressure
Scaffolded Support: Feedback provides specific guidance based on the type of error made
Low-Stakes Assessment: Growth-oriented language focuses on learning rather than grades
Multiple Means of Engagement (Recruiting Interest & Self-Regulation):
Personalization: Game uses student's name throughout to increase engagement
Game-Based Format: Detective theme and gamification make practice feel fun rather than drill-like
Varied Content: 25-angle bank ensures students see different challenges each time
Strength-Based Feedback: Results highlight what students do well, not just areas for improvement
Achievable Goals: "Excellent" threshold (within 5°) is challenging but attainable
Growth Mindset Language: Phrases like "Keep Trying" and "Practice Focus" emphasize learning over performance
Metacognitive Support: Detailed analysis helps students understand their own thinking patterns
Autonomy: Students control their pace and can replay to improve their personal best
Additional Accessibility Considerations:
Screen Reader Compatible: Semantic HTML structure supports assistive technologies
Keyboard Navigation: All interactions work with keyboard input (no mouse required)
Responsive Design: Works on various devices and screen sizes
Readable Fonts: Large, clear text with good spacing for students with dyslexia or visual processing challenges
Consistent Layout: Predictable structure reduces working memory demands
Teacher Tip for Further UDL Support: Consider pairing this digital tool with physical manipulatives (like angle makers or folded paper) for students who benefit from tactile-kinesthetic learning. The whiteboard partner strategy also provides verbal-linguistic expression for students who process better through discussion.
Designed by: Dana Leonardo with Canva AI
This game was created with AI assistance and designed with Universal Design for Learning (UDL) principles. Teachers should review content before classroom use.