Fractions Pizza & Shape Visualizer
Slice a pizza, colour the pieces and see fractions, decimals and percents match up.
84 activities
Fractions, equations, coordinates, shapes, angles and chance you can touch.
Maths becomes visible: slice pizzas into fractions, keep an equation balanced, plot points in four quadrants, flip and turn shapes, fold nets into solids, discover Pythagoras and the 180° rule, roll dice to find probability and build your own charts.
By class: Class 3, Class 4, Class 5, Class 6, Class 7, Class 8, Class 9, Class 10.
Slice a pizza, colour the pieces and see fractions, decimals and percents match up.
Stretch rectangles, triangles and circles on a grid and watch area and perimeter change.
Flip coins, roll dice and spin spinners hundreds of times, then compare with the maths.
Change the numbers and watch bar, line and pie charts redraw, plus mean, median and mode.
Build multiplication arrays and share candies into equal groups to see where remainders come from.
Do the same thing to both sides of a balance until x stands alone.
Move two markers on a number line and compare values above and below zero.
Plot points in all four quadrants and hunt for a hidden pair of coordinates.
Translate, reflect, rotate and dilate a shape and read the coordinate rule.
Fold a flat net into a solid and test which arrangements really close up.
Stretch a right triangle and watch the two smaller squares add up to the biggest.
Drag the corners of a triangle and watch the three angles always total 180 degrees.
Compare a cube and a triangular prism. Count hidden edges too.
Move a flap. Predict whether two faces will overlap, then test.
Build the skyline, then compare the total with the sum of its column heights.
Draw the missing sides, then name the flat faces you can see.
Use the printed row and column labels rather than guessing the starting corner.
Change the viewing direction and compare the silhouettes.
Find the treasure, then explain your route with left, right, up and down.
Trace each leg from its start dot to its destination.
Fill the gap, then invent a pattern with a different three-part unit.
Pair the counters and use the leftover to decide.
Try a rising trail and a falling trail, explaining the step each time.
Complete the missing motif, then try a different border on paper.
Turn the digit wheels to match the blocks, expanded form or number name.
Pick all the cards in order, using place value to explain each choice.
Move the marker to the target and compare distances to both neighbours.
Enclose each complete row of ten; leave the loose ones outside.
Shade a fraction, then show the same amount using more equal pieces.
Give one item to each child in turn, then check that the shares match.
Compare equal-length bars, then look for fractions that cover equal lengths.
Draw the required centre cuts and count the equal pieces.
Move the end of the ribbon to make the requested model length.
Order the ribbons, checking whether each label uses metres or centimetres.
Trace the boundary and record the running length before choosing the total.
Draw a straight segment of the requested length from the start dot.
Read the price tags, work out the change and build it with coins.
Estimate to the nearest ten, then build the exact answer with place-value wheels.
Join a number to its partner so the pair reaches the bridge target.
Trace the two jumps and read the finishing number.
Add and remove labelled weights until the beam is level.
Try reaching the same target with different cup sizes.
Choose the comparison sign after expressing both labels in one unit.
Draw a horizontal water level at the requested mark.
Set rows and columns to satisfy both the row clue and total.
Choose a step size, hop repeatedly and check that you land exactly.
Make full groups, leave the remainder outside and check total = groups × size + remainder.
Draw separate boundaries around the equal groups.
Use the two labelled counts to find a total or difference, then check your estimate.
Take turns with the forest friend and try to reach the target exactly.
Order the animal-count cards and explain the gap between neighbours.
Join the two count markers and read the gap in equal intervals.
Copy the coloured cells across the mirror without shifting them up or down.
Select every valid fold line and test the overlap.
Turn each square until the decorative corners follow the target pattern.
Complete the outline across the dashed mirror.
Move both hands by changing time, and match the digital target.
Find a date after a given number of days, using weekday headings as a check.
Advance the clock by the given duration, including crossings into the next hour.
Draw the short hour hand and the long minute hand to the target time.
Choose a route, add its distance and compare it with the other path.
Set the total seats using the split coach groups as a guide.
Add enough coaches for everyone and check that one fewer would be insufficient.
Trace the marked route legs and compare their total with the alternative.
Read each response once and send it to the correct tally column.
Read the key first, then compare totals or find a difference.
Build every bar to match the frequency table, then identify most and least.
Draw each bar from its baseline to the table value.
Tap different pegs to add sides. To close your shape, tap the first peg again. Avoid crossing sides.
Slide or drag the top joint until your solid shape sits on the dotted outline.
Look between the two arms, not at their lengths. The curved mark shows the opening to compare.
Tap an orange stick, then an empty dashed place. Keep the green sticks where they are.
Move the tester arm to cover the pale target arm. The pivot and the first arm already line up.
Pick a paint label, then tap a marked corner. Use the little square as the right-angle reference.
Tap Fold to make the creases. Then choose the marked opening requested in the mission.
Move the glowing hand or the slider. Measure the marked opening at the elbow.
Turn the dotted flight path toward the flower, then send the bee. The sun ray is the starting direction.
Only the circled, marked corners count in this game. Tap every one in the requested family.
Adjust your ramp to the mission. Race both equal-length ramps and observe which ball reaches the end first.
Add one diagonal to each unbraced bay. Then test your bridge against the wind.
Move the time control to match the mission. Compare the smaller marked opening between the hands.
Set where the striker meets the top cushion. Imagine an equally slanting path on the other side.
Start at the zero ray and turn anticlockwise. Use the slider, plus/minus buttons or the movable hand.
Compare with 45°, 90° and 180°. Make your guess before revealing the protractor.
Try fewer filters, a different word, or clear everything.