SKU: 11411501606

First Fun : Dot To Dot

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Description

First Fun : Dot To DotIntroducing **First Fun: Dot To Dot**, the ultimate activity book for young learners! Designed for kids ages 4 6, this delightful book features over 50 simple and engaging animal dot to dot drawings that will spark creativity and fun in every young artist. Watch as your child connects the dots to reveal frolicking unicorns, prowling lions, and other captivating scenes that make learning an enjoyable adventure. Each page of this paperback edition,

Introducing **First Fun: Dot To Dot**, the ultimate activity book for young learners! Designed for kids ages 4-6, this delightful book features over 50 simple and engaging animal dot-to-dot drawings that will spark creativity and fun in every young artist. Watch as your child connects the dots to reveal frolicking unicorns, prowling lions, and other captivating scenes that make learning an enjoyable adventure. Each page of this paperback edition, published by Fox Chapel Publishing, combines vibrant illustrations with educational exercises, ensuring your child not only has fun but also develops essential skills through play.

Alongside the dot-to-dot challenges, **First Fun: Dot To Dot** includes fill-in-the-blank prompts and alphabet tracing to foster literacy and numeracy. By practicing counting, problem-solving, and fine motor skills, children will be thoroughly engaged while they think, draw, and laugh. This beautifully illustrated 64-page book, measuring 203 x 254 mm, provides a rich source of entertainment and educational value—perfect for parents looking to enhance their child's learning journey!

Get ready to embark on an exciting adventure filled with fun and learning—order **First Fun: Dot To Dot** today! Your little ones will love exploring the world of dot-to-dot!

**Delivery Information**: Enjoy fast shipping options and reliable delivery service to ensure you receive your order promptly. Celebrate your child’s creativity and educational growth with this must-have activity book!

First Fun : Dot To Dot
Author: Edward Miller Publisher: Fox Chapel Publishing
Bind: paperback
Dimensions: 203 x 254 mm
Pages: 64
Publication Date: 15-03-2022
The perfect first puzzle book for kids, First Fun: Dot-to-Dot is filled with more than 50 simple animal dot-to-dot drawings and vibrant illustrations that children ages 4-6 will love! From frolicking with unicorns to prowling with lions, each dot-to-dot page is designed to entertain and engage kids while they learn through play. Also included are fill-in-the-blank prompts, alphabet tracing, and other educational exercises for kids to practice counting, problem-solving, and more. Featuring a variety of fun scenes and engaging activities that will pique their interest while they think, draw, count, write, and laugh, this must-have activity book for kids offers page after page of exciting challenges! Author and illustrator Edward Miller is an acclaimed artist and children's author of several books, including I Know an Old Lady, The Tooth Book, The Monster Health Book, and several others.
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SKU: 11411501606

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NS
Natrona Heights, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Tinkerer
Lowell, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Grantham, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Battle Creek, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Draper, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025

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