Wonderfy Inc. (Headquarters: Chiyoda-ku, Tokyo; CEO: Kei Kawashima), developer of the 'Ultimate Series' junior high school entrance exam math apps designed with the concept of 'exciting learning even in a grueling exam season,' released 'Ultimate Plane Figures <Angle>' for iOS/Android on May 25, 2026.
Following entries for 3D Figures (Cutting/Development), Calculation, and Plane Figures (Similarity/Area Ratio), this fifth installment focuses on angles and serves as the finale for the plane figures category.
The 'Ultimate Series' is a collection of educational apps that helps students understand frequently tested exam topics like 3D figure 'cutting' and 'development,' as well as complex calculations, through a game-like experience. Notably, 'Ultimate 3D <Cutting>' (released July 2019) reached #1 in the Google Play Store Education category, earning high praise from educators and parents.
The theme of this fifth work is angles. This is a crucial unit involving isosceles triangles, congruence, and similarity, serving as the starting point for many geometry problems in entrance exams. However, many students struggle with not knowing where to start. This app systematizes 100 problems, carefully selected from past exams, alongside 14 techniques that organize geometric properties. Through simple operations, students can trace the path of logic and develop a sense of which properties to use next.
Three Features of 'Ultimate Plane Figures <Angle>' 1. Learn the optimal route by tracing: By following refined solution paths, students naturally grasp the flow of mathematical thinking. 2. Systematize geometric properties with 14 'Techniques': Important angle properties are organized so students can understand which one to apply step-by-step. 3. Digital-exclusive interface that clarifies thinking: By simplifying operations, the app creates an environment where students can focus entirely on the decision-making process of 'which technique to use.'
CEO Comment (Kei Kawashima) 'Angle problems are inherently discovery-based and as fun as puzzles. In this work, we designed the interface so many children can re-experience the visual movements and thought flows of those who are naturally gifted at geometry. Our goal was to create a learning experience where children enjoy the discovery itself, rather than just getting the right answer.'
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- Source: PR TIMES
- Category: New Product