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Unicorn Color by Number Coloring Books for Kids ages 4-8 At first grade, your child should already be adept at writing , counting and colors. This book was designed to help preschool through first grade children accurately identify objects, colors and numbers, simply drawn color-coded vignettes include cute unicorn pictures. Book's Features Lightness of Number Guide, More beautiful when coloring completely. Large 8.5 x 8.5 inch pages, Easy to Color for kids Single sided pages to avoid bleed through Suitable for coloring with pencils, crayons, markers, gel pens etc Buy a copy today!
Exquisite, ready-to-color drawings of flowers -- one for each letter of the alphabet -- accompanied by young sprites in carefree poses. Each illustration also contains the first letter of the flower's name.
Step into the magical world of unicorns in this adorable colouring book. Colour unicorns soaring amongst rainbows, galloping across snowy fields, bathing in a shady pool and lots more.
Parents, get set for precious forever memories with your child. Not only will your child love to colour this adorable toddler colouring book on their own but we have specially designed the pages to give you both plenty of fun teaching and learning opportunities where you can interact together. They will love these unforgettable moments with you!
♥Is it time to start learning the alphabet and numbers ?! Our Unicorn Activity and Coloring book is a perfect choice. ♥This book will help your child learn by coloring the cute unicorn, which teaches all the letters and numbers in a fun and easy way. ★ We know very well how important it is to read and count, in fact, the book has been designed in the simplest and most fun way to make sure that your child learns by playing. ★Even by coloring, he will develop his creativity and eye-hand connection. While your child is learning new things, you will have well-deserved relaxation. ★The pages contain letters and numbers accompanied by this cute unicorn and also a blank page to give free rein to kid's creativity. ★The book contains 26 letters, 10 digits, and 4 mazes, for a total of 40 fun and unique drawings. ★The designs are one-sided to avoid bleed-through problems. ★ Perfect for kids ages 3-8. ♥Happy child, happy parent! ♥Now or later does it make a difference or not? ♥♥♥Click now, and give yourself a moment of peace!
The best alphabet and numbers tracing book with a combination of nice unicorns to be colored. The book is designed so that it will be interesting for kids, with nice and beautiful unicorns on every page. The kids will learn the alphabet by coloring and having fun with unicorns. The alphabet and numbers workbook is ideal for preschool children and first grade to prepare for school.
This book, Volume 2, Set 3 (V2S3) of The Amazing Illustrated Word Game Memory Books (The AIWGMB), completes stories and illustrations that have the ability to lock into ones photographic memory 2778 of the seven-letter words most likely to show up in the social-network, crossword games. V2S3 also completes flashcard formats for 6449 complementing eight-letter words and their alphagrams. Also provided are rapid study-methods along with single-word reminders, in summarizing tables, of all of the stories and illustrations in The AIWGMB.
This book, Volume 2, Set 2 of the AIWGMB, is a continuation of a three-set series of stories and illustrations representing all of the 7-letter words captured by The Central Twenty-One Five-Letter Stems that feed into the Central Seven Six-Letter Stems of Volume 1, Set 1. Knowledge and flash, photographic-memory recall of these word lists, together with those of the Auxiliary Seven Six-Letter Stems of Volume 1, Set 2 can be valuable assets for any wannabe, top contender in our rapidly growing, competitive, word-game, social networks. The wordlists, organized in Mentafile(TM) format, are coded with peg-words assigned to each letter of the alphabet. This type of iconic coding-organization can make letter-management, and identification of 7-letter words within scrambled arrays, effortless, almost as though one has an app that automatically brings bonus-words to mind as one plays off letters "on-the-way" to one of the Central Seven Six-Letter Stems. For example, in a board game, where letters must be unscrambled to reveal hidden words, one might hold, in alphagram order, the following seven letters; ADNRSTU. For those accomplished with Vol. 2, Set 2 of the AIWGMB, the identification of the five-letter stem, RNAST, and the letter, D, within ADNRSTU, would be instantaneous, along with the mental search for the story and illustration of "She STRANDS the drunk on a TUNDRA'S plain." Alternatively, one might hold ADNRSST, which would immediately bring up the word STRANDS from that story. STANDER, the only other possibility for a 7-letter RNASTD word would show up with the holding of ADENRST, the only bonus word featured in the drunk file of RNEAST, one of the Central Seven Six-Letter Stems of Vol. 1, Set 1. Therefore, with no E, R or S in the hand, one skilled in the use of The AIWGMB would know, with valuable certainty, that no 7-letter bonus words were available for play. But the fun's not over. It really begins when we add to our search the thirty four, 8-letter RNASTD words of RNAST, RNEAST and INRAST. Having learned to "read" alphagrams from the flashcards connected to the stories and Illustrations of this series, we now watch our opponents shrink in terror as we unleash our knowledge and skill at finding and playing one of these 8-letter winners!
This edition of The Amazing Illustrated Word Game Memory Books (The AIWGMB, Vol. 2, Set 1) introduces readers to the first seven of 21 five-letter-stems that are an essential part of Mentafile(TM), on-the-way, word-game strategy as described in Volume 1, Sets 1 and 2 of The AIWGMB. Amusing, emotionally charged, coded short-stories, illustrations and flash cards of the five-letter-stems that complement the Central Seven and Auxiliary Seven six-letter-stems of Volume 1, act to greatly expand one's photographic-memory and flash-card recall of key seven and eight-letter game-words, i.e., those especially useful in SCRABBLE(R), JUMBLE(R), WORD TOWER, etc. Readers are also invited to play A Game Within the Game where they test their ability to quickly create short stories and sketches from computer-generated, accurately defined, word lists. One never knows where the words will lead, and the five-letter-stems, with their frequently long lists of esoteric, little-used words, can take one's mind to some exceedingly bizarre, surprisingly memorable places. For example, when one adds a second A and another letter to the five-letter-stem REAST, official game-word programs will assign the following interesting list of seven-letter words: ABATERS (reducers of intense occurrences), ABREAST (side by side), CARATES (tropical skin disease), GASTREA (primitive microbe), TEARGAS (tearing gas), KARATES (martial arts), AEROSAT (air-control satellite), ERRATAS (typing errors). To play A Game Within the Game, one uses all of the defined seven-letter words and the game's universal iconic code for the letter "A" (men's ties, ties into something, or ties someone up). When the reader has made their story emotionally charged, used as few extraneous words as possible, and made a rough sketch to illustrate their story, they compare results with the author's for a surprising, fun way to reinforce one's photographic recall. See, for example, page 291.