Anno, Mitsumasa

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Anno's magic seeds

1992
The reader is asked to perform a series of mathematical operations integrated into the story of a lazy man who plants magic seeds and reaps an increasingly abundant harvest.

Anno's math games II

1997
Picture puzzles, games, and simple activities introduce the mathematical concepts of abstract thinking, circuitry, geometry, and topology.

Topsy-turvies

pictures to stretch the imagination
1968

Anno's flea market

1984
Depicts the treasures and trash of a flea market, one Saturday morning in the town square, as men, women, and children buy and sell everything imaginable.

Topsy-turvies

more pictures to stretch the imagination
1989
Optical illusions form structures in which curious little men can go up stairs to get to a lower place, hang pictures on the ceiling, and walk on walls.

Socrates and the three little pigs

1986
A wolf's attempt to figure out in which of five houses he is most likely to find one of three little pigs introduces such mathematical concepts as combinatorial analysis, permutations, and probabilities.

Anno's sundial

1987
Explains how the earth's movements around the sun and the resulting movement of shadows have been used to tell time. Includes illustrations that pop up or fold out to demonstrate how sundials work.

Anno's magic seeds

1999
The reader is asked to perform a series of mathematical operations integrated into the story of a lazy man who plants magic seeds and reaps an increasingly abundant harvest.

Upside-downers

pictures to stretch the imagination
1988
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.

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