Notice, Think, Wonder
Study a strange little alien, then sort your ideas into what you notice, what you think and what you wonder.
100 free one-page printables that get kids noticing, wondering, planning and reflecting with a pencil. Each sheet mixes drawing boxes with short writing prompts and one of Kevin Coulston’s characters, so it works for early readers and confident writers alike.
Study a strange little alien, then sort your ideas into what you notice, what you think and what you wonder.
A mystery shadow. Use clues to guess who it belongs to, then draw what you think it really looks like.
Pick one object. Draw a tiny part of it huge, then draw the whole thing small in its place.
A cartoon velociraptor and a robot T. rex. Sort what they share and what makes each one special.
Find ten small details in one character. The last few are the hardest and the most interesting.
A monkey is up to something. Use clues in the picture to predict what happens next, then draw it.
Look up and find animals, monsters and faces hiding in the clouds. Draw them before they float away.
Write as many questions as you can about one elephant, then pick the best one to explore.
Feel an object hidden in a bag, describe it, draw your guess, then reveal and draw the real thing.
Four characters, one doesn’t belong. Or does it? Find more than one answer and explain each.
Give an everyday object a face and a voice. What would your pencil, shoe or lunchbox say?
Draw the outside of something, then imagine the inside. Robots, backpacks, eggs and volcanoes welcome.
Shrink down to the size of an ant and draw the playground (or your desk) the way a tiny creature sees it.
Hunt the room (or the yard) for things of every color, then draw the most surprising find.
Make crayon rubbings of six textures, guess what each one is from and describe how it feels.
Draw the same place in the daytime and at night, then list everything that changes.
Show today’s feelings as weather: sunny, cloudy, stormy or something brand new.
Draw the same character four times: happy, worried, grumpy and proud. Eyebrows do most of the work!
Design a robot whose only job is to be kind. Label its parts and decide who it helps first.
Grow a garden of things you’re thankful for, then write a short thank-you note to one person.
Pick the calm-down tricks that work for you, draw your calm place and name who can help.
Design a friendly monster that gobbles up worries, then feed it one of yours.
What goes into a great friend? Write the recipe with amounts, then draw you and a friend.
Design a trophy for something you worked hard at, and write what it took to get there.
It’s the new kid’s first day. Imagine how they feel and plan three ways to help.
A week of small kind acts. Color a square for each one you do, and draw your favorite.
Write a real, specific compliment for five people, link them into a chain and draw one of them smiling.
List ten small things that make you smile, from warm socks to a good joke, and draw your favorite.
Two friends disagree. Name the problem, how each one feels and the ideas that could fix it fairly.
Design a badge for a time you were brave, even a little bit, and write how you did it.
Collect ways to greet people (words, waves, languages) and draw a friendly hello.
Pick a color for each feeling, explain why, and make a picture in today’s feeling color.
Make four coupons for kind things you will do, then cut them out and give them away.
Pick two animals, mix them into one new creature, then give it a name, a home and a special skill.
Write the recipe for a food monster: ingredients, amounts and steps. Then draw what comes out of the oven.
Feed a big “what if?” into the machine and draw the world that comes out the other side.
Three squiggles, three new characters. Turn each line into something nobody else would think of.
Invent a pet that could live on another planet. What does it eat, breathe and play with?
Every hero needs a sidekick. Invent one with a power, a weakness and a costume.
Spot an everyday problem, invent a gadget to fix it and explain how it works step by step.
Plan the treehouse of your dreams: the rooms, the way in and the one secret feature.
Today everything is the opposite. Draw your school on Upside-Down Day and write its new rules.
Make up a brand-new holiday: when it is, what it celebrates, the food and the decorations.
Mash two vehicles together, choose a character to drive it and decide where it goes.
Design a sneaker with a special power. Name it, label it and write the ad.
Plan a city at the bottom of the sea: where people live, how they travel and who their neighbors are.
Invent a brand-new ice cream flavor, draw the cone and write a slogan that makes people try it.
Design the wildest ride in the park: the track, the cars, the height rule and the safety plan.
A door appears in your classroom. Draw what’s on the other side and write the rules of that world.
A wild animal is your pet for one day. Plan its schedule from breakfast to bedtime.
Before you draw: choose your idea, shapes and colors. After you draw: look back and set a goal.
Name something you can’t do yet, then plan the small steps that get you to the top.
Look at a friend’s drawing like a museum critic: describe it, praise it, ask a question and give it a title.
Draw the same thing today and again in a few weeks. Compare them and spot what improved.
Put a goal in the middle and map out everything that will help you reach it.
A quick 3-2-1 after any art lesson: three things learned, two liked, one question.
One small sketch a day for five days. Track the minutes and see what changes by Friday.
Collect your best tricks for getting unstuck, then draw yourself using one.
Some mistakes turn into the best ideas. Draw one before and after, and what it taught you.
After a group project: rate how the team listened, shared and helped, and plan one thing to do better.
Look back on the week: the best moment, the tough moment and something to look forward to.
Choose your best piece of art from the term and explain what makes it your best.
Draw how your drawings changed: a scribble from when you were little, up to the art you make now.
Kind, useful feedback in three parts: two things that worked and one wish for next time.
Check that your supplies, body and brain are ready before a lesson, and draw your ready-to-go desk.
Before a topic, write what you know and wonder. After, write and draw what you learned.
Find what helps you concentrate and what pulls you away, then draw your best work spot.
A character goes somewhere new. Tell what happens in a beginning, a middle and an end.
You’re on vacation on a planet nobody has visited. Draw the view and write home about it.
Invent a character and fill in their passport: photo, name, home, favorite food, superpower and biggest fear.
Pretend you’re a reporter. Ask a character four questions and imagine how it answers.
Plan a story that climbs to an exciting top and slides down to a happy (or funny) ending.
Write to yourself ten years from now and draw what you think you’ll be doing.
Pick a place or a season and write one line for each sense. Then draw it.
A monster has gone missing! Make a poster so good that anyone could spot it.
Be a reporter: write a headline, draw the news photo and answer who, what, where, when and why.
A longer comic with room for a twist: six panels, speech bubbles and a surprise ending.
Take a fairy tale you know, change one thing and see how the whole story changes.
Draw a map of where a story happens, with a dotted path showing the character’s journey.
A velociraptor meets a unicorn. Fill the speech bubbles with their conversation.
Make the cover for a book you’d love to write: title, picture, author name and the blurb on the back.
A partner game: one describes a secret monster, the other draws it. Then compare!
Turn the first letter of your name into a monster, then describe it with words that start with that letter.
Count the circles, triangles and rectangles hiding in a robot, then build your own character from shapes.
Draw an animal in its habitat and label the four things it needs: food, water, shelter and space.
Draw a monster on squared paper, then count how tall and wide it is and how many squares it covers.
Ask your classmates a question, tally the answers and draw a bar graph of the results.
Plant a seed and draw it four times as it grows. Measure it and write what changed.
Only half of this robot is here. Draw the missing half so both sides match like a mirror.
Draw the weather every day for a week, record the temperature and find the pattern.
Continue the shape patterns, then invent a pattern parade of your own.
Predict which objects will float, test them in water and draw what surprised you.
Draw groups of bugs, dots or monsters to show different ways to make 10.
Build a bridge from one sheet of paper. Predict how many coins it will hold, test it and improve it.
Trace the shadow of the same object three times in one day and find out how and why it moves.
Pick six animals, record their legs, body covering and home, then sort them into groups.
Draw four things you do every day and show each time on a clock face.
You have $10 to spend at the art supply shop. Choose wisely, add it up and count the change.
Draw the four stages of an animal’s life cycle around a circle: frog, butterfly or chicken.
A thinking sheet is a single printable page that asks a child to think something through on paper: look closely at a picture, name a feeling, plan a drawing, invent a creature or explain an idea. Drawing comes first, so kids who aren’t confident writers can still show what they think. Older kids add sentences, labels and lists.
Every sheet here is original to FirstArtBooks and links to free drawing lessons and books on the same theme.
Slow down, look closely and ask good questions.
Name feelings, practice kindness and say thank you.
Mix ideas together and make something new.
Plan a drawing, look back on it and keep growing.
Turn drawings into comics, postcards and characters.
Count, measure and explore with a pencil.
All sheets are US Letter, print well in black and white, and are free for home and classroom use. More for teachers: the lesson plan builder, early-finisher cards, the drawing guides and Story Studio for story writing.
12 printable pages: six step-by-step lessons, a grid activity, draw-and-write sheets and teacher notes, sent with your welcome email. After that, new classroom printables by email.