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Books : Children's Books : Series : Math & Science : Anno's Math Games
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"Superbly demonstrating the conception of factorials in mathematics, the text and pictures combine to present a lesson in a palatable form as well as the pleasure of looking at pictures that only Mitsumasa Anno could invent." — Publishers Weekly "The book moves logically and elegantly from the concrete to the abstract. Once made clear, the concept is unforgettable, but the book entices the reader to return for further appreciation of the artistry with which it was designed." — The Horn Book "If you want a book that does a good selling job on the factorial concept, this one works." — School Library Journal
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In this remarkable and beautiful anthology featuring the likes of Maurice Sendak, Robert Sabuda, Rosemary Wells, and Eric Carle, twenty-three of the most honored and beloved artists in children’s literature talk informally to children—sharing secrets about their art and how they began their adventures into illustration. Fold-out pages featuring photographs of their early work, their studios and materials, as well as sketches and finished art create an exuberant feast for the eye that will attract both children and adults.
Self-portraits of each illustrator crown this important anthology that celebrates the artists and the art of the picture book. An event book for the ages.
Proceeds from the book will benefit the Eric Carle
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A reissue from Hans Christian Andersen Medal recipient Mitsumasa Anno.
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A wizard gives Jack two magic seeds with the instructions to eat one, which will feed him for one full year, and plant the other, which will produce two more seeds and allow the cycle to continue, but Jack has his own idea, in a fantasy introduction to numbers and counting.
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A reissue from Hans Christian Andersen Medal recipient Mitsumasa Anno.
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Ten outstanding artists illustrate the similarities and differences in children and their activities in eight different parts of the world throughout one 24-hour day.
Features artwork from Raymond Briggs, Ron Brooks, Eric Carle, Gian Calvi, Zhu Chengliang, Leo and Diane Dillon, Akiko Hayashi, and Nicolai Ye. Popov
"All in a Day is a great success at conveying the warmth, richness, and variety of people." --School Library Journal
"Promotes peace and mutual understanding among children around the world."--Booklist -
Through lively pictures and intriguing puzzles and games, Anno takes young children on a fun-filled journey through basic mathematical concepts, showing how skills are used every day. Full color.
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One by one, ten children move from their old house into their new house with all their possessions. Die-cut windows reveal the interiors of the houses and the book can also be read from back to front.
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Three children, Tom, Hannah, and Shadowchild, who represents the reader, are made to guess, using the concept of binary logic, the color of the hats on their heads. An introduction to logical thinking and mathematical problem-solving.
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The reader is invited to find a variety of animals hidden amidst woodland scenes.
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Each letter of the alphabet accompanies a full-page picture puzzle of an object whose name begins with that letter: anvil, bicycle, etc.
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The imaginative Anno takes us through Spain in his newest journey book, featuring twenty-one colorful, wordless spreads, depicting the enchanting cities and eras of this intriguing country. Discover once again—puzzle-like—the historic moments, hidden literary and artistic details, and, of course, discover Anno himself, as he wanders the unfolding countrysides. Mitsumasa Anno is well-known as one of the international greats in children’s literature. Enthusiasts, new friends and old, will be eager to take this armchair trip through Spain, a country rich in architectural and environmental beauty, and historical events. An author’s note is included.
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The illustrations lead the reader on a journey through Great Britain moving freely through time and space.
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The distorted letters of the alphabet become quite clear when viewed with the help of the silver tube included with the book.
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Picture puzzles, games, and simple activities introduce the mathematical concepts of abstract thinking, circuitry, geometry, and topology.
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Figures from two sets of playing cards, each of which seems upside down to the other, pursue their queer and quacky quarreling, until one of the kings points out that it is all a matter of point of view.














