<Z and <X SAS Perpendicular Lines <B and <E 180 degrees Reflection and Rotation <A and <D Midpoint D is the midpoint of AC Pre- Calculus Translation 3 units up and 5 right 90 degree clockwise rotation Reflection over y= -1 Reflection over the y axis Angle Bisector Orientation cuts in half BC is congruent to CD point A Knicks parallel lines Preserves Distance SSS WX and XY Corresponding Parts Perpendicular Bisector Rigid Motion Pre-Image and Image AB congruent to BC Congruent SSS SAS Line Segment Bisector square <Z and <X SAS Perpendicular Lines <B and <E 180 degrees Reflection and Rotation <A and <D Midpoint D is the midpoint of AC Pre- Calculus Translation 3 units up and 5 right 90 degree clockwise rotation Reflection over y= -1 Reflection over the y axis Angle Bisector Orientation cuts in half BC is congruent to CD point A Knicks parallel lines Preserves Distance SSS WX and XY Corresponding Parts Perpendicular Bisector Rigid Motion Pre-Image and Image AB congruent to BC Congruent SSS SAS Line Segment Bisector square
(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.
<Z and <X
SAS
Perpendicular Lines
<B and <E
180 degrees
Reflection and Rotation
<A and <D
Midpoint
D is the midpoint of AC
Pre-Calculus
Translation 3 units up and 5 right
90 degree clockwise rotation
Reflection over y= -1
Reflection over the y axis
Angle Bisector
Orientation
cuts in half
BC is congruent to CD
point A
Knicks
parallel lines
Preserves Distance
SSS
WX and XY
Corresponding Parts
Perpendicular Bisector
Rigid Motion
Pre-Image and Image
AB congruent to BC
Congruent
SSS
SAS
Line Segment Bisector
square