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Thirteen-year-old Natalie lives a double life. By day, she’s an average eighth grader at Golden Trails Middle. At night, she’s Gnat112, a streamer for her favorite video game, Alienlord. But when the new girl moves in next door, will Natalie's double life be revealed? Natalie has a secret. She's a gamer. By day, Natalie is an average eighth grade student. At night, she's Gnat112! Living a double life is hard . . . and keeping a secret from your friends is even harder. In this illustrated middle grade book (the first of an all-new series, Gamer Girls), Natalie and her three BFFs learn to navigate the gamer world together, one girl at a time. This series is a great read for gamers and gamer enthusiasts of all kinds. Plus, there's the occasional middle school drama . . . if only Natalie could battle math teachers like video game aliens!
From an entertainment writer, “an enjoyable read for anyone interested in pop culture, with particular relevance to those working to overcome struggles.” (Booklist) What does it mean for a woman to be strong—especially in a world where our conception of a “hero” is still so heavily influenced by male characters like Batman, Spider-Man, and Superman? Geek Girls Don’t Cry outlines some of the primary traits heroic women can call upon, like resilience, self-acceptance, and bravery, pulling in stories from real-life women as well as figures from the pop-culture pantheon. Written by Andrea Towers, who has worked for Marvel Entertainment and written about superheroines for such outlets as Entertainment Weekly, Geek Girls Don’t Cry also includes interviews with the creators of our favorite fictional heroines, who discuss how they came up with their inspiring characters and how their creations continue to inspire them. “In a market flush with biographical anthologies of awesome, powerful, and sometimes unknown women, Towers’ book stands out. She puts the creative in creative nonfiction as she takes the biographical details of fictional female characters and associates them with various real-life issues to empower and comfort readers.” —Booklist
Presents information about video games, including their history and how they are designed and constructed.
Ayla loves climbing. But she prefers to climb indoors, with all her safety harnesses in place and soft mats to land on. Her climbing partner and best friend, Lissy, is much more adventurous and loves the outdoors. When Lissy starts hanging out with Carlos, the new thrill-seeking guy in town, Ayla wants to keep an eye on her and finds herself tagging along on a weekend climbing trip up Black Dog Mountain. But things go very wrong when Lissy and her dad, the only adult in the group, are badly injured high on the side of the mountain. Suddenly the risks of climbing become very real. Ayla and Carlos need to figure out how to get help, and every decision they make could have catastrophic consequences.
When tree climbing is banned at her townhouse complex, Bree assumes the role of activist and advocate in her community.
Katie loves being the best dancer in her dance class, so when Mattie joins the class and begins to outshine her, Katie is jealous.
When Nick and Kia are invited to former Toronto Raptor Jerome "Junk Yard Dog" Williams' basketball camp in Washington, DC, they quickly discover that this is no ordinary summer hoop camp. This is a basketball boot camp that focuses on discipline and hard work. Jerome and Johnnie's father, "Sergeant Push-up" to the campers, is the no-nonsense camp director. When scrimmages begin, Nick and Kia fall victim to the antics of their teammate Jamal, a talented but troubled player who tries to win games on his own. Only after some hard lessons-and some tough losses-do the three youngsters learn that it takes everyone on the team to accomplish real success.
Mallory is in Washington, D.C., with her fourth grade class. She can't wait to see the famous monuments and museums. But from the moment she sets foot in the nation's capital, there's one thing she doesn't see much of . . . her best friend. Mary Ann is spending so much time with the new boy in their class, she's forgotten all about being partners with Mallory. And when Mallory wanders off to wiggle her loose tooth, her tooth isn't the only thing that is lost! Will Mallory's trip to Washington turn out to be one she'll always remember or something she'd rather forget?
A headstrong girl. A stray cat. A wild boy. A man who plays with fire. Eleven-year-old Zoë trusts no one. Her father left before she was born. At the death of her irresponsible mother, Zoë goes to live with her uncle, former surgeon and famed metal sculptor Dr. Henry Royster. She's sure Henry will fail her as everyone else has. Reclusive since his wife's death, Henry takes Zoë to Sugar Hill, North Carolina, where he welds sculptures as stormy as his moods. Zoë and Henry have much in common: brains, fiery and creative natures, and badly broken hearts. Zoë confronts small-town prejudice with a quick temper. She warms to Henry's odd but devoted friends, meets a mysterious teenage boy living wild in the neighboring woods, and works to win the trust of a feral cat while struggling to trust in anyone herself. In this ALA Notable Children's Book and Kirkus Reviews Best Children's Book of the Year, Zoë's questing spirit leads her to uncover the wild boy's identity, lay bare a local lie, and begin to understand the true power of Henry's art. Then one decisive night, she and the boy risk everything in a reckless act of heroism.
"Sam's vacation at her cousins' is nothing like she'd expected, and she's often left to her own devices. A chance discovery gives her a sense of self-worth and a memory that will last forever. By the award-winning author of 'White Jade Tiger'" Cf. Our choice, 1996-1997.