Gr 2–5—What does it take to turn a daydream, an idea, or a vision into a tangible creative product? To shake a story or an image out of the brain and get it down on paper? The books in this series give kids realistic and manageable activities and exercises for initiating a project, getting past common creative barriers, and sharing their output with family and friends. Advice is given in clear, simple language, with lots of action prompts: "Try not to use the same words all the time. Write down any great new words you hear in your notebook." However, the page design, which mimics a scrapbook (torn edges, tape, doodled dots), is cluttered and distracting. Similarly, stock photos and illustrations in a variety of styles make the books look confusing—why is there a picture of Voldemort in a book about student filmmaking? Each book closes with step-by-step instructions for an activity that will send readers on their way inspired.
With the suggestion of keeping an invention journal for inspiration and collecting thoughts and pictures, this is a simple guide to the process of taking an idea through to an innovation. Full-color photographs complement the well-organized text, which uses appropriately challenging words and concepts and offers journaling prompts throughout. Back matter includes a guided board gamecreating activity. Reading list. Glos., ind.
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