ABCYa is a great child educational suite with hundreds of small flash powered games. To play them, you only need to get onto the site and choose the level, or style of game, or navigate to the search and browse game screen where all the games are displayed.

There are so many to choose from, and they are separated into specific categories; letters, numbers, holiday, strategy and skill. In this article, I bring four games into the review.

Measuring Angles (Numbers)

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ABCya’s Measuring Angles is an exceptional introduction to geometry, where graphic questions are solved in seconds.

The Measurement Angles game starts off with a tutorial that is both easy and graphically enhanced to provide better comprehension. The guide goes through all the possible angles including right, obtuse, acute, full, reflex and straight angles. The format presentation style is crisp and clear. Honestly, if I had this when I was a kid, I would have understood the principles of angles in the first lesson.

The excursive area is interactive, where you get questions and a half circle protector that can be rotated and moved to help reach the solution.

After completing the exercises, the player gets access to the bonus round which s a flower petal challenge. This challenge demands from the player accuracy in flower measurement, and this means you need to estimate the vertex before measuring. Now for those readers that don’t know what a vertex is, I suggest you play the game and find out. See, its fun realizing that you don’t know something and can find out what it is in seconds.

Once the flower petals are correctly estimated and measured, they get collected, and you can create bouquets which can then be printed for coloring.


A classic format for teaching angles and basic geometry to children and is great for any age that can grasp the concept of 360 degrees, basic geometric shapes and how to measure them.


Tiny King (Strategy)

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Tiny King is a problem-solving game that requires the player to scan the screen for levers, wheels, buttons, and other objects to pull, turn, push, lift and otherwise move. The object is to explore and get both gold blocks and keys. Keys are the only way that the tiny king can move from one level to the next.

There are many levels to go through, and the graphics are easy on the eyes and makes it easy to view and seek out components for the puzzle. Some objects when activated will move other items on the screen or create an effect. When the correct key is found, usually from multiple options, it will become free from entanglement and can be used to open the blue doorway to the next level.


Tiny King is a very enjoyable game for all ages, the smaller children might get frustrated at first, but its worthwhile starting them out young, since this game is intended to develop a number of skills including eye-hand coordination, logic with GUI, ability to discern objects that can be moved, using specific objects for specific tasks, associating wheels, levers, buttons and keys with specific actions (pushing, pulling, turning).

Bridge Hopper (Skills)

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Bridge hopper is a very basic maze type game with a difference, in this one the maze changes as you advance, and you need to remember which changes occurred when you get sent back to the start line. There are a rabbit and three carrots. The rabbit has to cross a bridge to get to the three carrots and eat all three of them before moving onto the next level.

The graphics are reminiscent of the old Commode GUI from the 1970’s when computer games were just starting out. It can be confusing at first to adults since we are now used to HD GUI and great characterization. However, to young children and for memory game processing, this is actually a benefit. Your eyes don’t need to concentrate on the GUI, just on the bridge and where the rabbit needs not to go. The bridge’s holes change place with every rabbit hop, once your rabbit cannot go any direction, you get sent to the start. Now you need to remember where the holes appeared and take a different route to reach the carrots.

Remember, you need to eat all three carrots for the screen to move you to the next level.


This is a classic old arcade maze-style game that will delight your child for hours as well as develop memory and logic processes. It teaches stepwise thinking, backward stepping and memory use for reaching targets.

Robot Island (Skills)

Robot Island claims to teach programming skills; however, it is actually a logic step pattern skill you learn here. This game comes with the 1970’s style arcade looks and feel. The graphic is as basic as you can get, literally reminding me of the old basic for dos 3.1 screens.

In this game, the player is given a robot on an island or path, and the robot has to reach a target destination. To reach the target, the player has to be able to read and understand a set of rules. Then, using specific tools, such as buttons and navigational arrows, place them in the correct sequence to help the robot reach the destination.

Once the robot reaches the destination, the screen moves onto the next level.


The rules are basic, in fact too basic in some instances, but maybe that’s for a reason. The player has to place the navigational aids in the correct sequence and then, through trial and error, learn how to move the robot to the next level. This game teaches rule comprehension, step-wise logical thought processing, and how really simple and frustrating basic programming is when it comes down to how you tell a computer what to do. There is no room for interpretation, a computer needs to be given precise and accurate binary data, and this is what this game tries to impart.

Five Senses (Skills)

The five senses is a basic question and answer game where the player is given an introduction to the five senses; sight, sound, smell, taste, and touch. After being given a basic description of each sensory organ, the eyes for seeing, the ears for hearing, the nose for smelling, the tongue (mouth) for tasting, and the hands for touching (feeling), the player is then posed with a circle. The circle has five icons that represent each sense. In the middle of the circle appears a question asking the player to pick a sense for an answer. The questions continue in the same way when the player gets a right answer the sensory icon congratulates the player and moves onto the next question. When the answer is wrong, the player has to continue until the correct answer is chosen before moving onto the next question.


This is a great short-term quiz game, after ten questions you get bored. The principle is sound, but the execution is static, and there is no GUI that attracts the attention. As such, after a few questions, most players lose interest. The bottom line is that it does teach the player how to think in terms of sensory input, which is the aim of this game, but it could be a little bit more engaging.


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