Sing Me a Fable
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Sing Me a Fable

Sing Me a Fable
Sing Me a Fable — the storybook

Where every song tells a story

Twenty-six fables in rhyme — one for every letter, and every little flaw a child can grow out of.

26 fables26 songssing alongages 3–10

FREE The Angry Boar is free to sing — tap the boar on the wheel. The other twenty-five open with the QR code printed in the book.

A

Aggression

The Angry Boar

A
The Angry Boar

The Angry Boar is free to sing — no QR code needed. The rest open with the QR codes printed in the book.

Colours

Meadow

© 2026 Mihai Mike Baron · build 2026-09-02_H

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← All the fables

Sing along with the words as they light up.

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All the songs

Free for everyone. Sing-along opens with the QR codes printed in the book.

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The Book

Sing Me a Fable — the storybook

Twenty-six fables, one for each letter and each little flaw, written in rhyme by Mihai Mike Baron. Every fable has a song. Scan the QR code on a fable's first page and the words light up so a child can sing it back.

Nothing here asks for a name, an email or an account. Progress stays on the device.

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About the Author

Mihai Mike Baron

Mihai Mike Baron

Canadian-Romanian writer, living between Montreal, Florida and Romania.

Get the book, karaoke & the card deck

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Games

Ten games, in the order a child grows into them. The first three need no reading at all. Nothing is timed, nothing is scored against another child, and nothing is saved anywhere but on this device. Tap one to play.

← All the games

1

Find the Letter

Ages 3–5 · no reading

How to play. A big letter appears. Below it, three animals. Tap the animal whose fable begins with that letter — the boar for A, the swan for B. A right answer sends up the balloons and brings the next letter. A wrong one dims that animal and lets the child try again; nothing is lost and nothing ends.
For the grown-up: say the letter out loud each time. The child learns the letter by the animal, not by the shape.
A

← All the games

2

Whose Song Is This?

Ages 3–6 · no reading

How to play. Press Play the mystery song and eight seconds of one fable's song plays. Then tap which of the three animals is singing. Press play again as many times as you like — listening twice is not cheating, it is the game.
For the grown-up: this is ear training. A child who has heard the songs a few times recognises them long before she can read their names.

← All the games

5

Match the Flaw

Ages 6–8 · early reading

How to play. A single word appears — one of the twenty-six flaws from the book, a different one each time. Tap the animal whose fable is about it. The word is the hard part, so the animal it belongs to is the reward: the child ends up knowing what the word means because she knows the story.
For the grown-up: if she hesitates, tell her the fable in one sentence rather than defining the word.
Boastfulness

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7

Finish the Moral

Ages 7–10 · reading

How to play. A fable's moral appears with one word missing from the end of each line. Tap the word that completes the rhyme. Both lines have to rhyme, so the ear decides even when the meaning does not.
For the grown-up: read the couplet aloud with a pause where the gap is. Children find the rhyme by hearing it, not by reasoning about it.

← All the games

4

Memory Pairs

Ages 4–8 · no reading needed

How to play. Twelve cards face down: six animals and their six letters. Tap two cards to turn them over. If the animal and the letter belong to the same fable they stay up; if not, they turn back. Clear all six pairs and the balloons go up.
For the grown-up: name the animal and the letter every time a card turns over. That is where the learning happens, not in the matching.

← All the games

6

Which Fable Am I?

Ages 6–10 · reading

How to play. A moral appears on its own, with no title and no picture to give it away. Three animals sit below it. Tap the one whose fable ends with that lesson.
Why it is the hardest of the three quizzes: the child has to hold the whole story in mind, not just a word. Get it right and that animal is collected below — a sticker shelf that fills as she plays.
For the grown-up: if she is stuck, read the moral aloud twice. Hearing it as a rhyme is usually enough.

← All the games

8

Words That Hurt, Words That Help

Ages 6–10 · drag and drop

How to play. Eight speech bubbles, two baskets. Drag each line into the basket where it belongs: Words that hurt or Words that help. On a phone, tap the bubble first and then tap the basket — no dragging needed.
Every line is real. The hurtful ones are what the animals actually say in the fables — the hyena mocking, the goose scolding, the boar claiming the forest. The kind ones are taken from the morals. Nothing here was written for the game.
For the grown-up: when a bubble lands, name the animal who said it. The child learns that words have owners and consequences.

Words that hurt

Words that help

← All the games

3

Connect the Stanzas

Ages 4–8 · counting to 13, no reading needed

How to play. Thirteen numbered dots, and nothing else — the drawing is hidden. Tap 1, then 2, then 3, and a line follows. When the last dot joins back to the first, the animal appears inside the shape you just drew.
Tapping out of order does nothing except make the dot you need jump, so a child cannot get it wrong, only later.
Every fourth dot brings a verse. At 4 the fable begins, at 7 the boar boasts, at 10 he falls, at 13 he calls for help — and the picture is revealed with its moral.
For the grown-up: count out loud together, and ask before the last dot: who do you think it is? The shape gives it away a moment before the drawing does.

Join the dots from 1 to 13. Who is hiding?

The Angry Boar

Start at dot 1

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10

Card Play

Ages 4–10 · away from the screen

A real deck of fifty-four cards — the twenty-six animals, each twice, with the flaw it is famous for and the virtue that answers it, printed large enough to hold in a small hand.

Go Fish. “Do you have the Boar?” Ask for animals instead of numbers, and when you lay a pair down you say its flaw out loud. Nothing to draw from is called the pond, so a miss is “sing to the pond”. The youngest at the table can play it without knowing a single letter.

Name the Flaw. Snap, but on the numbers: turn cards into the middle and when two share a rank the first to slap it must say the flaw out loud. Say the virtue as well and you take one card more. It gets the vocabulary of the whole book into a child’s mouth in about ten minutes.

The Alphabet Race. War, with the alphabet deciding instead of the rank: the animal whose letter is nearer to Z takes the pair, so the Zebra beats the Boar. Children learn the order of the alphabet by winning with it.

Twelve games come with the deck — all of them, with the rules in full, are on the card games page.

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Start Here

This is not an alphabet book that happens to have animals in it. It is an alphabet of character — one small flaw for every letter, one virtue that answers it, and four different ways for a child to take it in.

What this package is for

Every child arrives with the same twenty-six habits waiting to be shaped: the shouting, the boasting, the not sharing, the not waiting. You cannot argue a four-year-old out of any of them.

But you can sing her the story of a swan who bragged until the lake went quiet. That is what this package does. Each flaw is given an animal, a story, a song and a picture — and then, quietly, the virtue that answers it.

Nothing here lectures. The moral is two rhyming lines a four-year-old repeats without being asked, and by the time she can repeat it she has already understood it.

The alphabet of character

Twenty-six flaws, and the twenty-six virtues that answer them. The flaws are what the fables are about; the virtues are printed on the cards, so the child holds the remedy in her hand rather than reading it off a chart.

AAggression→Gentleness
BBoastfulness→Humility
CCowardice→Bravery
DDeceit→Playing fair
EEnvy→Gratitude
FFrivolity→Focus
GGreed→Sharing
HHaughtiness→Modesty
IImpatience→Patience
JJealousy→Good-heartedness
KKnow-it-all→A good listener
LLying→Truthfulness
MMeanness→Kindness
NNagging→Encouragement
OObsession→Balance
PPessimism→Positivity
QQuarrelsomeness→Cooperation
RRudeness→Politeness
SSelfishness→Generosity
TThievery→Honesty
UUngratefulness→Appreciation
VVanity→A kind heart
WWastefulness→Saving
XeXcess→Self-control
YYelling→Calm voice
ZZealotry→Open-mindedness

This is the spine of the whole package. Every song, every colouring page, every game and every card comes back to one of these twenty-six pairs. See all twenty-six fables →

What you have

The storybook — Sing Me a Fable. Twenty-six fables in rhyme, six painted pages each: the animal alone, four verses, and a moral. The flaw is named on the first page in gold, so a child learns the word and the picture together.

The card deck — 54 cards. A real playing deck. Every face carries the fable letter, the flaw, and the virtue that answers it, plus a code that opens that fable’s song. Character practice disguised as Go Fish. See the deck →

The colouring book — Color Me a Fable. Not in the box: yours to download and print at home, using the last two words printed on the back cover of your storybook — a page, a fable, or all 156 pictures, as many times as you like. It is not on sale separately and it is not free: only people who bought the package can open it.

What is free, and what is yours

Free to everyone, forever. All twenty-six songs. Ten games. Twelve kindergarten activities. Twenty-six poster pages to print and colour. One complete colouring fable. Two arcade games. One complete sing-along — The Angry Boar. No account, no e-mail, no subscription.

Yours because you bought the package. The other twenty-five sing-alongs, opened by the codes printed beside each fable in your storybook — and the other twenty-four arcade games together with the whole of Color Me a Fable, all 156 pictures, opened by the last two words on your back cover.

Both of those keys are printed, and printed only in the book you bought. They are not sold separately, not e-mailed, and not recoverable from an order number.

The first ten minutes

1. Open singmeafable.com on any phone or tablet. No account, no e-mail, no password. Let a child tap the wheel of animals and press play.
2. Point a phone camera at the small square code under any fable’s title and the sing-along opens, the words lighting up in time with the music. Those codes exist only in the printed book.
3. Turn the storybook over and read the last line on the back cover. Its final two words open your colouring book.

Your colouring book

Go to color.singmeafable.com, type the last two words printed on the back cover of your storybook, and the whole of Color Me a Fable opens — not a sample, all twenty-six fables. Without the word the address opens nothing.

Print a single page, one fable’s six pages, or the entire book. As many times as you like. A spilled glass of paint, a page torn in half, two children who both want the fox — none of it costs anything. Print it again.

Why colouring is where character starts. A child too young to read spends twenty minutes inside a picture of the boar who charged before he looked, and comes out knowing what the story was about. She has met the flaw before she can name it.

✎ Colour the whole book

The two words are printed on your storybook’s back cover and nowhere else — not in the e-mail, not on the receipt. If the book is a gift, the word goes with it.

The website, button by button

Fables — the wheel of twenty-six animals. A child who cannot read yet taps the boar, not the word Aggression.
Songs — all twenty-six, free to everyone, no code needed. A moral sung is a moral remembered.
Karaoke — the sing-along. Twenty-five open with the code printed beside that fable in your storybook; The Angry Boar is free so you can see how it works first.
Games — ten of them, each drilling a different piece of character. Nothing is timed and nothing is scored against another child.
Arcade — quicker games, one per fable, for the minutes between things. All twenty-six are built; two are free and the rest open with your two words.
Cards — the deck and its twelve games. Name the Flaw and Find the Virtue are character games outright.
Colour & Draw — one whole fable free for anyone; the rest open with your word.
Kindergarten Play — twelve activities for a room of children, several with no screen at all.

▶ Open the Arcade

How character builds, age by age

Too young to read — she meets the flaw. She colours the boar mid-charge and the swan mid-boast. Nobody explains anything. The song plays while she works, and the picture does the remembering for her.

Learning to read — she names it. The rhymes hand her words a reading primer never does: boastful, ungrateful, quarrelsome, wasteful. Each arrives attached to an animal she has already coloured, so the word has a face before it has a definition. This is the step most character teaching skips, and it is the one that lasts.

Reading well — she judges it. She finishes the moral’s rhyme before the screen does, decides which words hurt and which help, and plays a card game where naming the flaw is how you win. Now she is not being told what is right; she is working it out and saying it aloud.

One package, three stages, and twenty-six words for behaviour that most children never get given at all.

For the grown-up

Three things make this work, and none of them is the screen.

Name the flaw out loud. When the hyena mocks, say the word: that is meanness. Children cannot manage a feeling they have no name for, and twenty-six names is a large vocabulary for a five-year-old.

Ask before you tell. Show the painting with your thumb over the title and ask what this animal is like. A guessed answer sticks; a given one does not.

Let the virtue be hers. The cards print the remedy under the flaw so the child holds it rather than hears it. When she names a virtue in someone else — a brother who shared, a friend who waited — that is the whole thing working.

If something will not work

The code will not scan. Type it instead: singmeafable.com followed by a slash and the flaw in small letters — for example singmeafable.com/aggression.
The words are refused. It is two words, typed with no space between them, from the last line on the back cover — not from the last page. Capital letters and the full stop make no difference.
A song will not play. The first play needs an internet connection.

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Colour & Draw

The same animals, drawn in clean black outlines with plenty of white to fill in. Print a page, hand out the crayons, and let a child colour the boar while his song plays.

One fable, free to everyone. The Angry Boar’s six pages, ready to print.

⇩ Download the free fable — 6 pages

PDF · print at home, A4 or Letter

Twenty-six posters, free to everyone. The big letter and the animal from every fable, A to Z, ready to print.

★ The free poster pack

The whole book, for readers of the book. All twenty-six fables — one colouring page for every illustration — live at color.singmeafable.com. It opens with the last two words printed on the back cover of your storybook. There you can print a page, a fable, or the whole book at home — as many times as you like, so a spilled glass of paint costs nothing.

1. Go to color.singmeafable.com
2. Type the last two words on the back cover of your book
3. Print a page, a fable, or the whole book at home

✎ Colour the whole book

Why colouring first. A child too young to read spends twenty minutes inside the picture and comes out knowing what the fable is about. That is the first step of the journey, before the words and long before the singing.

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Fables

Twenty-six fables in rhyme, one for every letter and every small flaw a child grows out of.

Each fable runs six painted pages: the animal alone on its title page, four verses, and a moral at the end. A is the Angry Boar who charges before he looks; H is the Show-Off Pufferfish who puffs until nowhere is left to hide; Z is the My-Way Zebra who will not bend.

On this site every fable has its own page, reached by tapping its animal on the wheel. There you can play its song, and open its sing-along if you have the book.

★ Open the wheel

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Karaoke

The words light up in time with the music, on the same painted page the child is holding.

How it works. Each fable's first page carries a printed code. Scan it with a phone and that fable's sing-along opens — the verse appearing line by line as it is sung, so a child who cannot read yet follows the highlight and sings anyway.

What you need. The book. The songs themselves are free to everyone, here on the site; the sing-along is what the printed code opens.

Try it now, free. The Angry Boar's sing-along is open to everyone, with no code.

▶ Sing the free fable

No phone to hand? The last two words on the back cover of the book open every sing-along on this device — the same two words that open the arcade and the colouring book.

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Arcade

Quick games, for the minutes between things.

The faster games — the ones a child plays standing up, waiting for dinner, with one thumb. All twenty-six are built, one for every fable, and each plays in about two minutes.

The Angry Boar and The Boy Who Cried Wolf are free to play. The rest open with the last two words on the back cover of Sing Me a Fable — the same two words that open the colouring book.

▶ Open the Arcade

★ The quieter games

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Kindergarten Play

Twelve activities built on the twenty-six fables, for a room of children at free play with a grown-up watching. Most need nothing but the songs and a bit of floor. None of them is measured in minutes: each one lasts one song, one fable, or one coloured page, and stops there. A child who leaves halfway has still finished something.

With the songs

1

Act the Animal

Ages 3–6  ·  Group whole group  ·  Lasts one song per animal, as many as the room wants

You need: one song playing out loud, and room to move

Play a fable's song. While it plays, every child moves as that animal — the boar charging low and heavy, the swan gliding with its chin up, the hare darting and stopping. When the song ends, everyone freezes. Ask one child, not the whole group: what did this animal do wrong? Then play the next.

What it teaches: the flaw becomes something in the body before it is a word. A child who has stomped as the boar understands anger differently from one who has been told about it.

If it stalls: move yourself. Children copy the adult in the room long before they copy each other.

2

Sing It Back

Ages 4–7  ·  Group whole group  ·  Lasts one song, played twice

You need: one song, and a hand on the volume

Play a song through once so the room knows it. Play it a second time and turn the sound down at the last line of each verse, letting the children finish it. Turn it back up for the next verse. By the third verse most of the room is waiting for the gap.

What it teaches: rhyme and rhythm, and the confidence of finishing something out loud in a group.

If it stalls: sing the missing line yourself the first time, then hand it back. One demonstration is usually enough.

3

Whose Song Is This?

Ages 3–6  ·  Group whole group or two teams  ·  Lasts one clip per turn — stop after any turn

You need: the Games page on a shared screen, and the sound up

Open Whose Song Is This? on the board or a tablet held up. Play the eight seconds. Instead of tapping, the children point or call the animal's name; the grown-up taps the answer. With two teams, alternate who answers and let the other team judge.

What it teaches: listening, and the animal names — twenty-six new nouns without a single flashcard.

If it stalls: play the clip twice before asking. Listening twice is not cheating; it is the whole exercise.

Away from any screen

4

The Alphabet Line

Ages 4–7  ·  Group up to twenty-six children  ·  Lasts one round of the alphabet, three if they ask

You need: twenty-six paper letters, one per child, and the list of animals

Give each child a letter to hold. Call the animals in order — boar, swan, sheep, fox — and the child holding that letter steps forward, says the letter out loud, and steps back. Second round: call the flaw instead of the animal. Third round: call neither, and let them line up in order on their own.

What it teaches: letter recognition tied to a picture and a story, and turn-taking with a clear cue.

If it stalls: run the first round holding your own letter alongside them, and go slowly enough that the quietest child gets their turn without being prompted twice.

5

The Kind and Unkind Wall

Ages 4–8  ·  Group whole group  ·  Lasts a few lines, one fable at a time

You need: two large sheets on the wall, one marked with a smile and one with a frown

Read a line from a fable aloud — the hyena mocking, the goose scolding, the boar claiming the whole forest — and the children point to the side it belongs on. Then read a line from a moral: be gentle, and they'll want to stay. Ask what makes the difference. Every line used here is in the book, so nothing is invented for the exercise.

What it teaches: that words have owners and consequences, which is the whole point of the twenty-six fables.

If it stalls: start with the most obvious line you can find. Children need one certain answer before they risk an uncertain one.

6

Who Am I

Ages 4–8  ·  Group small groups of four to six  ·  Lasts one animal per child

You need: nothing, or the animal cards if you have them

One child is told an animal quietly, or holds a card to her forehead without looking. The others act it out — no words, no sounds — until she guesses. Then she picks who goes next. Works with any number, and needs no reading at all.

What it teaches: reading a body instead of a face, and waiting for a turn that is coming.

If it stalls: whisper the animal to two children instead of one, so the shy child has a partner in the middle.

7

The Moral Circle

Ages 5–8  ·  Group whole group, seated  ·  Lasts one moral, once round the circle

You need: the book, or the moral read from the site

Read a fable's moral once. Go round the circle and let each child say what it means in their own words — not repeat it. Nobody is corrected; the next child simply says theirs. After six or seven children the room has usually arrived somewhere better than the original sentence.

What it teaches: that a lesson can be said more than one way, and that their own words count.

If it stalls: give your own version first, deliberately a plain one, so the bar is low.

8

Freeze the Flaw

Ages 4–7  ·  Group whole group  ·  Lasts one song per flaw

You need: two songs and a clear floor

Name a flaw before the music starts — boastfulness. While the song plays, everyone moves as a boastful animal would. On the freeze, everyone must hold a boastful pose. Change the flaw, change the song. Grumpy, frightened, greedy, vain: each one moves differently, and children discover that themselves.

What it teaches: vocabulary for feelings, learnt through the body rather than through definitions.

If it stalls: pick flaws with obvious shapes first — boastful, frightened, greedy — and leave the abstract ones like ungratefulness out entirely.

With the colouring pages

9

Colour and Tell

Ages 3–7  ·  Group any number, at tables  ·  Lasts one coloured page each

You need: one printed colouring page per child, crayons

Print a page for each child — the same fable, or let them choose. While they colour, play that fable's song quietly in the background. When a child finishes, she holds hers up and says one sentence about what the animal did. The picture does the remembering for her, so even the child who cannot speak in front of the group manages one line.

What it teaches: the story arrives without reading, and a first experience of presenting something they made.

If it stalls: do not wait for everyone to finish. Take the sentences as they come, and let the slow colourers keep going while others speak.

10

The Wall of Twenty-Six

Ages 4–8  ·  Group whole class, over weeks  ·  Lasts one fable at a time, across a whole term

You need: a large sheet with twenty-six squares, and the colouring pages

Draw a grid of twenty-six squares on a big sheet and label them A to Z. Each time the class finishes a fable — sung, coloured, acted — one child's page goes into that letter's square. The alphabet fills up across a term. On the last day the wall is the whole book, in the children's own colours.

What it teaches: the shape of the alphabet as a journey with an end, and a record of work that belongs to the whole room rather than to one child.

If it stalls: let the children choose whose page goes up, by any rule they invent. The choosing turns out to matter more than the picture.

With the book

11

Guess the Flaw

Ages 4–8  ·  Group whole group  ·  Lasts one fable

You need: the book, held up with a thumb over the title

Show a fable's first page — just the painting, with the title covered. Ask what this animal is like. Let three or four children answer before you uncover the word. Then read the fable and see whether the room was right.

What it teaches: reading a picture, and the habit of guessing before being told — which is what makes the answer stick.

If it stalls: start with the loudest paintings: the boar mid-charge, the pufferfish fully puffed, the yak in mid-bellow.

12

The Quiet Corner

Ages 3–8  ·  Group one or two children  ·  Lasts one song

You need: a tablet with headphones, one song

Not a group activity — a place to put a child who needs out. One song, headphones, and the wheel of animals to tap through. Three minutes of the boar's song and a look at twenty-six faces is often enough to bring a child back to the room.

What it teaches: self-settling, and that the songs belong to them and not only to the group.

If it stalls: sit with them for the first song. Independence in a three-year-old usually starts with company.

✎ Get the colouring pages   ★ Open the games

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Contact

A wrong link, a missing song, a class that wants to sing all twenty-six — anything at all.

singmeafable@gmail.com

For school and library orders, or for review copies, write to the same address and say which you need.

Finish the moral

Tap the word that rhymes.