Shapes, Levels and Balances – Infants 2 PE

Gymnasts make amazing shapes and balances. Let us see what shapes your body can make!

Body shapes

  • long and thin like a pencil
  • wide like a star
  • curled like a ball
  • twisted like a corkscrew

Levels and pathways

Make your shapes at a high level (on tiptoe), a middle level (kneeling or bending) and a low level (on the floor). Move along a straight, curved or zigzag pathway.

Balances

Can you balance on 4 body parts (two hands, two feet)? On 3? On 2? On 1? Hold still for 3 seconds. Then transfer your weight by rocking, rolling, stepping or sliding into a new balance.

The stork stand

  1. Stand tall on one leg.
  2. Place the other foot against the inside of your standing knee.
  3. Hands on hips. Look at one spot in front of you.
  4. Hold for 10 seconds! Then try the other leg.

The side roll (pencil roll)

  1. Lie on your back on a mat, body long and straight like a pencil.
  2. Stretch your arms above your head, legs together.
  3. Keep your body stiff and roll sideways onto your tummy, then onto your back.
  4. Roll in a straight line to the end of the mat.

⚠️ Warm up first, use a clear space with no furniture or hard edges, and have a grown-up nearby. Rolls must be done on a mat or soft grass.

TRY ITMove and balance

Choose a game.

Let’s practise

Try each one. Then tap Show answer to check.

1. Name three body shapes.

Show answer

For example long and thin, wide, curled, twisted.

2. Name the three levels.

Show answer

High, middle, low.

3. Name three pathways.

Show answer

Straight, curved, zigzag.

4. How long should you hold the stork stand?

Show answer

10 seconds.

5. How does your body look in a side roll?

Show answer

Long, straight and stiff like a pencil.

Quick check

1. Can you balance on 3 body parts? Which ones?

Show answer

For example two hands and one foot.

2. Name one way to transfer weight.

Show answer

Rocking, rolling, stepping or sliding.

3. Why look at one spot in a balance?

Show answer

It helps you stay steady.

Words to know

Say these words with a grown-up. Can you use each one in a sentence?

shape · level · pathway · balance · transfer weight · stork stand · side roll

Try it at home

  • Practise the stork stand while brushing your teeth (hold the sink with one hand at first).
  • Make up a sequence: a shape, a roll, a balance. Show your family.
  • Walk a zigzag pathway across the yard.

For parents and teachers

After this lesson, your child should be able to:

  • make shapes at different levels and move along different pathways
  • balance on 1–4 body parts and transfer weight
  • perform the stork stand and side roll with good form

Warm up first, use a clear space with no furniture or hard edges, and have a grown-up nearby.

Previous: Infants 2 lessons (all subjects)
Next: Run, Jump, Throw and Catch

© 2026 Vedesh Kungebeharry. All rights reserved.

Equal and Not Equal – Infants 2 Maths

A balance is like a see-saw. When both sides have the same, it stays level. Today we learn what equal means.

A balance scale with two pans
A balance. The heavier side goes down. When both sides are the same, it is level. Photo: Nikodem Nijaki, CC BY-SA 3.0, via Wikimedia Commons.

Equal means the same as

If I have 4 marbles and you have 4 marbles, we have the same number. 4 is equal to 4. We write the equals sign like this: =

4 = 4

If I have 5 and you have 3, they are not equal. The balance tips down on my side.

Make it balance

On the left are 2 red balls and 3 green balls. How many blue balls do we need on the right?

🔴🔴🟢🟢🟢  ⚖️  🔵🔵🔵🔵🔵

2 and 3 make 5. So we need 5 blue balls. We write: 2 + 3 = 5.

Now take 2 away from 6. We have 4 left: 6 − 2 = 4.

TRY ITMake it balance

Put blue balls on the right pan until both sides are equal.

Let’s practise

Try each one. Then tap Show answer to check.

1. Is 7 equal to 7?

Show answer

Yes. 7 = 7.

2. Is 3 + 1 equal to 5?

Show answer

No. 3 + 1 = 4, and 4 is not equal to 5.

3. 1 red and 4 green on one side. How many blue to balance?

Show answer

5 blue.

4. 6 red and 2 green on one side. How many blue to balance?

Show answer

8 blue.

5. Fill the box: 5 + 5 = ☐

Show answer

10.

6. Fill the box: 9 − 3 = ☐

Show answer

6.

Quick check

1. What does the sign = mean?

Show answer

“Equals” or “is the same as”.

2. One pan has 6 apples. The other has 4 apples. Which side goes down?

Show answer

The side with 6 apples. They are not equal.

3. Make it equal: 3 + ☐ = 7

Show answer

4.

Maths words

Say these words with a grown-up. Can you use each one in a sentence?

equal · not equal · the same as · equals sign (=) · balance · level · altogether

Try it at home

  • Make a coat-hanger balance with two cups on strings. Put the same number of beans in each cup. Is it level?
  • Share 10 sweets so that two people have an equal number.
  • Write number sentences with the = sign, like 2 + 2 = 4.

For parents and teachers

After this lesson, your child should be able to:

  • make equal and unequal groups and check by counting or with a balance
  • use the words “equal”, “not equal” and “the same as”
  • solve simple balance problems (for example 2 red + 3 green = how many blue?)
  • write addition and subtraction number sentences with the = sign

Encourage reading = as “is the same as”. This avoids the common idea that = just means “write the answer next”.

Previous: Patterns That Repeat and Grow
Next: Adding to 20

Attributions to media used in this post:

Balance scale IMGP9755.jpg – Nikodem Nijaki – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Elements and Principles of Visual Design for Games and Interfaces (With Gestalt Examples)

Visual design is the practice of arranging images, text, colour and space so that a screen is both attractive and easy to understand. It uses elements of visual design – the basic building blocks such as line, shape, direction, size, texture, colour and value – and principles of visual design – the rules for combining them, such as unity, Gestalt, space, balance, hierarchy, contrast, scale, dominance and similarity.

In Unit 1 we used many of these ideas for artwork in Colour Theory, Texture, Composition and Layout. Here we apply them to interactive screens: menus, HUDs, icons and game worlds that players must read quickly while they play.

The seven elements of visual design

ElementWhat it isHow games use it
LineA mark joining two points; can be straight, curved, thick or thin.Borders around panels, paths leading the eye to a door, speed lines.
ShapeA closed area: geometric (squares, circles) or organic (natural, irregular).Round shapes feel friendly (coins, hearts); sharp shapes signal danger (spikes).
DirectionThe way a line or shape appears to point or move.Arrows and diagonal compositions suggest where to go next.
SizeHow big or small something is.Big buttons for important actions; large enemies feel powerful.
TextureHow a surface looks or feels (rough, smooth, shiny).Wood grain on a menu panel, rough rock that tells you a wall is climbable.
ColourHue, saturation and brightness.Team colours, red for damage, gold for rewards (see the next post).
ValueHow light or dark a colour is.Bright important objects stand out from darker backgrounds.

The principles of visual design

Unity

Unity means all parts of a design look like they belong together: the same fonts, icon style, colour palette and corner shapes. A cartoon game with one realistic, photographic button breaks unity.

Gestalt

Gestalt (German for “whole form”) describes how our brains group separate parts into a whole. Key Gestalt principles are proximity (things close together belong together), similarity (things that look alike are related), closure (we complete missing parts of a shape), continuity (we follow smooth lines and curves) and figure–ground (we separate an object from its background).

Black shapes and partial circles arranged so that the viewer perceives complete triangles and 3D forms
Figure 1 – Gestalt reification: our brains “see” complete shapes – a triangle, a sphere and other forms – even though only parts are drawn. Image: Slehar at English Wikipedia, Public domain, via Wikimedia Commons.
Animated illusion in which three black pac-man shapes and angles create an imaginary white triangle
Figure 2 – An animated Kanizsa triangle. As the parts move, your brain keeps seeing a white triangle that is not actually drawn – a powerful example of closure. Image: Sergejpinka, CC BY-SA 2.5, via Wikimedia Commons.

Space

Space (or white space / negative space) is the empty area around and between elements. Space gives the eye room to rest and makes grouped items clearer. Crowded HUDs are hard to read in the middle of the action.

Balance

Balance is the distribution of visual weight. Symmetrical balance (mirror image) feels calm and formal, which suits title screens. Asymmetrical balance (different items with equal weight) feels dynamic and modern.

Hierarchy

Hierarchy shows the order of importance. The player should notice the most important thing first (for example “Play”), the second most important next, and so on. Size, colour, value and position all create hierarchy.

Contrast

Contrast is the difference between elements – light and dark, big and small, warm and cool. High contrast makes text readable and makes collectables pop out of the background. Accessibility guidelines recommend strong contrast between text and its background.

Scale

Scale is the size of objects compared with each other and with the player. A tiny hero next to a huge castle creates a sense of adventure; giant text creates drama.

Dominance

Dominance is when one element clearly takes the lead as the focal point. Every screen should have one dominant element. If everything shouts for attention, nothing is noticed.

Similarity

Similarity means elements that share colour, shape or size are seen as a group. In games, all collectable items might share a glow, and all enemies might share a red outline, so players learn the rules at a glance.

The Nielsen Norman Group explains how Gestalt principles help people make sense of interfaces in this short video:

Example

Consider a level-select screen that shows 12 levels. A designer applies the principles like this:

  • Proximity and similarity: the 12 level buttons are the same round shape and sit together in a grid, so players understand they are all levels.
  • Contrast and value: unlocked levels are bright; locked levels are dark grey with a padlock.
  • Dominance and hierarchy: the next level to play is larger and gently pulses, so it is the first thing players see.
  • Space: there is plenty of room between the grid and the “Back” button, so no one taps the wrong thing.
  • Unity: the buttons use the same wooden texture and font as the rest of the game.

Exercise

  1. Take a screenshot (or sketch) of a game menu. Label at least five of the seven elements of visual design on it.
  2. Find examples of proximity, similarity and closure in a game, an app or a logo. Explain how each helps the viewer.
  3. Redesign a cluttered screen: list what you would remove, group, enlarge or recolour, and name the principle behind each change.
  4. Create a simple title screen wireframe that uses symmetrical balance, then a second version that uses asymmetrical balance. Which suits your game better, and why?

Next: Colour Theory for Game Design and Animation: Meaning, Harmony, Contrast and Colour-Blind Accessibility

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 1: Introduction to Interactive Design – Specific Objective 9 (“identify the basic elements of visual design”); Specific Objective 10 (“outline the principles for creating a visual design”).

Attributions to media used in this post:

Reification.jpg – Slehar at English Wikipedia – Public domain (via Wikimedia Commons)

KaniszaTriangle move.gif – Sergejpinka – CC BY-SA 2.5 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.