Quadrilaterals & Polygons
A quadrilateral's four interior angles always add to 360°, because any quadrilateral splits into two triangles (2 × 180°). The general formula every Paper II candidate needs is the interior-angle sum of an n-sided polygon = (n − 2) × 180°; for a regular polygon each interior angle is that sum divided by n, and — the fact people forget — the exterior angles of ANY polygon always total 360°, so each exterior angle of a regular n-gon is 360° ÷ n. CTET also loves the family relationships among special quadrilaterals: every square is a rectangle and a rhombus; every rectangle and rhombus is a parallelogram; a square is the most special of all. The pedagogy hinges on this hierarchy, because van Hiele Level 1 (Analysis) is exactly where a child can list a shape's properties but a Level 2 child can reason 'a square must be a rectangle because it has all the rectangle's properties'. The stubborn misconception is denying inclusion — children insist 'a square is not a rectangle' because the words look different. CTET tests the (n − 2) × 180° formula, the 360° quadrilateral sum, exterior angles of regular polygons, and the square-rectangle inclusion question as both content and pedagogy.
✅ Solved examples
✏️ Practice — try these, take hints as needed
📝 Topic test — 8 questions
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Key Concepts — Quick Reference
Angle facts you must compute on sight
| Angles on a straight line | add to 180° (linear pair) |
|---|---|
| Angles at a point | add to 360° |
| Complementary angles | add to 90° |
| Supplementary angles | add to 180° |
| Vertically opposite angles | are equal |
| Co-interior (parallel lines) | add to 180°; alternate & corresponding are equal |
Triangle & polygon properties
| Angle sum of a triangle | = 180° |
|---|---|
| Exterior angle of a triangle | = sum of the two opposite interior angles |
| Angle sum of a quadrilateral | = 360° |
| Interior-angle sum of an n-gon | = (n − 2) × 180° |
| Each interior angle of a regular n-gon | = (n − 2) × 180° ÷ n |
| Sum of exterior angles of any polygon | = 360° (one per vertex) |