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The instructional book COLORS, SHAPES AND FANTASY is based on a series of games-exercises with which children of 3-6 years can learn while having fun, gaining new and more complex painting and manipulation knowledge and skills. The structure of the play-activities offered to children is based on a detailed educational tour, which respects and to develop specific needs and abilities typical of childhood. What for an adult may be perceived as an easy and banal exercise, for a child can appear a difficult task to achieve since the ability to concentrate and function capabilities of children are still little developed for both intensity, duration, and complexity of mental strategies adopted. Also, in general, children live in their own fantasy-symbolic world which characterizes the everyday experiences. So, it is important that each child can have the necessary time and motivation to realize the proposed activities and internalize them in his own mental world. The game-exercises of COLORS, SHAPES AND FANTASY develop the following concepts and topics: 1. DEVELOPMENT OF PAINTING EXPRESSION 2. ACQUISITION OF COLORS AND DEVELOPMENT OF PAINTING SKILLS 3. IDENTIFICATION OF COLORS AND DEVELOPMENT OF COMPETENCIES 4. DEVELOPING OF GRAPHIC-PAINTING SKILLS WITH GEOMETRICAL SHAPES 5. IDENTIFICATION OF FIGURES AND DEVELOPMENT OF VISUAL COORDINATION 6. IDENTIFICATION OF COLORS AND EVALUATION OF EYE-HAND COORDINATION ABILITY 7. LOGICAL-PERCEPTUAL DEVELOPMENT AND VERIFICATION OF THE CONCENTRATION CAPABILITY
Mater helps Sheriff enforce the rules of the road when hot rods speed into town.
The world's best creature designers and concept artists provide a groundbreaking and unique insight into their creative processes and practices.
On the technological, decadent world of Proton, someone was trying to destroy Stile, serf and master Gamesman. His only escape lay through a mysterious “curtain” revealed by a loving robot. Beyond the curtain lay Phaze—a world totally ruled by magic. There, his first encounter was with an amulet that turned into a demon determined to choke him to death. And there, he soon learned, his alternate self had already been murdered by sorcery, and he was due to be the next victim. “Know thyself!” the infallible Oracle told him. But first he must save himself as he shuttled between worlds. On Proton, his fate depended on winning the great Games. On Phaze, he could survive only by mastering magic. And if he used any magic at all, the werewolf and the unicorn who were his only friends were determined to kill him at once!
"Designing a captivating creature simply for it to exist against a white background and going no further is a purely academic exercise. Designing a creature that can survive in a world, interact with its own and other species, and go on to make an impact, is designing with intent. This is the end goal of creature design and what you will witness in this latest book from industry expert Terryl Whitlatch. With decades of experience in the entertainment industry, developing creatures for Star Wars: Episode 1 -- The Phantom Menace and Beowulf, among other films, Whitlatch offers an abundance of valuable advice throughout the Principles of Creature Design. For Whitlatch, there's not limit to what can be imagined with an open mind, though the journey may not always be an easy one. It's what she calls "Chasing the unicorn." We will surely enjoy joining her on her journey, filled with creatures so vivid, whimsical, and elaborate that we will wish -- or wonder -- if they are real."--Back cover.
Animal characters introduce the colors and suggest actions for young readers.
More than 120 classroom-tested art projects are at your fingertips with this resource. Arranged according to the eight design elements (e.g., composition, line, texture) and by grade level, these activities reference art history, and many are multiculturally based and curriculum integrated. While most use standard classroom art materials, some use more specialized equipment and media for educators seeking a more complex approach. The book is illustrated with actual student work. Grades K-8.
The instructional book DRAW AND INVENT is based on a series of games-exercises with which children of 5-8 years can learn while having fun, gaining new and more complex painting and manipulation knowledge and skills. The structure of the play-activities offered to children is based on a detailed educational tour, which respects and to develop specific needs and abilities typical of childhood. What for an adult may be perceived as an easy and banal exercise, for a child can appear a difficult task to achieve since the ability to concentrate and function capabilities of children are still little developed for both intensity, duration, and complexity of mental strategies adopted. This educational book is part of the Education to Art Creativity Project, which is organized in a series of books-exercises. The game-exercises of DRAW AND INVENT develop the following concepts and topics: 1. DEVELOPMENT OF GRAPHIC-PICTORIAL SKILLS 2. DEVELOPMENT OF LOGICAL-IDEATIONAL CAPABILITIES AND VISUAL PATTERNS 3. TOPOLOGY AND VISUAL CONCEPTION 4. VISUAL REALITY, IMAGINATION AND CLASSIFICATION 5. VISUAL-IDEATIONAL COORDINATION FROM FIGURE TO GLOBAL CONTEXT 6. VISUAL-IDEATIONAL COORDINATION FROM GLOBAL CONTEXT TO FIGURE 7. VISUAL DYNAMIC PATTERN AND IMAGINATION