Any book that sounds like a failed show on Netflix or has a page on “how to use this book” in it, can’t be entertaining, it’s probably needlessly complex or not interesting for young readers. Note: I prefer using the term young readers, as opposed to children or students because the latter will imply to them that it’s studious and not fun, while the former infers that they’re young and might not know certain things. Name That Thing! is a puzzle book that’s smarter than most elementary school ages, has a presentation that’s agreeable to anyone and information that runs the gamut from general trivia to world flags and food from around the world. With any luck, Netflix is working on a game show with the same premise.
Name That Thing! Stretch your Brain Power with 20 Picture Quizzes has each quiz taking shape over a four-page period. The first two list the things that you’ll be naming, like reptiles, sports, spacecraft, flavors, gemstones, flowers, mythical creatures, sports, countries or flags. It then offers a list of written clues that describe the thing.
On the page that’s opposite that, young readers or those puzzle curious, will see illustrations of the 20 things that were described with a number beside it. It’s an illustration of four marbles, scientist Ted Fujita, a paramedic, a Springer spaniel, lorikeet, bearded dragon, topaz, Cassini-Huygens or a leaf from a Gingko, known as the living fossil.
Now, on a separate sheet of paper, those puzzlers can write which number corresponds with each description. It’s tempting, it’s oh, so tempting just to used a pencil to draw a line from the picture to the clues, but don’t. If you do it’ll take away the challenge for others who engage in the book after you, and if you’re incorrect it’ll be embarrassing. But, this is a children’s book, or one meant for young readers and you’re an adult, surely you won’t make a mistake. You will, and it’s OK that this book is smarter than you. Name That Thing! exists somewhere between the puzzle and reference book world where few things dwell. They’re either too referency to be entertaining or too flashy to be considered smart.
And because you’ll make mistakes, think that this one is that one or whatever, the answers to the clues are on the next two pages. Look, there’s an illustration of Alice Ball working on the Ball Method to treat leprosy. I see the person playing a sitar, a purple flower that comes from the Latin word “to wash”, and an illustration of that half-human, half-goat creature that comes from the Roman god Faunus. If you know every answer in Name That Thing! on the first attempt you need to audition for Jeopardy or get to your local trivia night ASAP.
Name That Thing! has a great presentation that lends itself to being loved. The cover has a thick cardboard feel with the main title being slightly indented into it. The result are 13 letters and one punctuation mark that are impossible not to touch. Other scientists, young readers and puzzlers are probably trying to figure out why it’s so infectious and challenging to resist, but are getting distracted by running their fingers in the letters and then getting happily lost in the illustrations.
The book ends with a challenge of sorts to young readers and young puzzlers to make their own puzzles where they name things. This is the kind of activity that you’ll see clever kids doing in upper elementary and lower middle school. However, in practice, it’s an activity and study guide that works for any age and any subject. The book is more entertaining than studious but imparts so much knowledge in an effortless manner that anybody who gets in the way of it will learn something and have fun. Name That Thing! is appropriate for ages seven and up.
Name That Thing! Stretch Your Brain Power With 20 Picture Quizzes is by Gareth Moore and is available on Magic Cat Publishing, an imprint of Abrams Books.
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