Download Free The Galaxy Is Rated G Book in PDF and EPUB Free Download. You can read online The Galaxy Is Rated G and write the review.

Through spaceships, aliens, ray guns and other familiar trappings, science fiction uses the future (and sometimes the past) to comment on current social, cultural and political ideologies; the same is true of science fiction in children's film and television. This collection of essays analyzes the confluences of science fiction and children's visual media, covering such cultural icons as Flash Gordon, the Jetsons and Star Wars, as well as more contemporary fare like the films Wall-E, Monsters vs. Aliens and Toy Story. Collectively, the essays discover, applaud and critique the hidden--and not-so-hidden--messages presented on our children's film and TV screens.
This A to Z children's pictorial covers topics such as the planets, craters, comets, orbits, and telecopes. Each word related to our galaxy or to space is introduced with a simple poem for younger readers and also includes detailed expository text for older readers.
In 1940, Hans Augusto Rey and Margret Rey built two bikes, packed what they could, and fled wartime Paris. Among the possessions they escaped with was a manuscript that would later become one of the most celebrated books in children’s literature—Curious George. Since his debut in 1941, the mischievous icon has only grown in popularity. After being captured in Africa by the Man in the Yellow Hat and taken to live in the big city’s zoo, Curious George became a symbol of curiosity, adventure, and exploration. In Curious about George: Curious George, Cultural Icons, Colonialism, and US Exceptionalism, author Rae Lynn Schwartz-DuPre argues that the beloved character also performs within a narrative of racism, colonialism, and heroism. Using theories of colonial and rhetorical studies to explain why cultural icons like Curious George are able to avoid criticism, Schwartz-DuPre investigates the ways these characters operate as capacious figures, embodying and circulating the narratives that construct them, and effectively argues that discourses about George provide a rich training ground for children to learn US citizenship and become innocent supporters of colonial American exceptionalism. By drawing on postcolonial theory, children’s criticisms, science and technology studies, and nostalgia, Schwartz-DuPre’s critical reading explains the dismissal of the monkey’s 1941 abduction from Africa and enslavement in the US, described in the first book, by illuminating two powerful roles he currently holds: essential STEM ambassador at a time when science and technology is central to global competitiveness and as a World War II refugee who offers a “deficient” version of the Holocaust while performing model US immigrant. Curious George’s twin heroic roles highlight racist science and an Americanized Holocaust narrative. By situating George as a representation of enslaved Africans and Holocaust refugees, Curious about George illuminates the danger of contemporary zero-sum identity politics, the colonization of marginalized identities, and racist knowledge production. Importantly, it demonstrates the ways in which popular culture can be harnessed both to promote colonial benevolence and to present possibilities for resistance.
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
For three decades, Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The secret to the longevity is simple—every two years, the book is completely rewritten to ensure that it contains the latest developments in mass media, computers, consumer electronics, networking, and telephony. Plus, the book includes the Fundamentals: the first five chapters explain the communication technology ecosystem, the history, structure, and regulations. The chapters are written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 16th edition includes: First-ever chapters on Virtual/Augmented Reality and eSports. Updated user data in every chapter. Overview of industry structure, including recent and proposed mergers and acquisitions Suggestions on how to get a job working with the technologies discussed. The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources.
2019 PRISM Award Winner! “The answer is no, Lyra,” my mother utters her favorite—I swear—phrase. No means I have to travel with them to another planet—again. No means leaving all my friends fifty years in the past. Thanks, Einstein. Seventeen-year-old Lyra Daniels can’t truly blame Einstein or her parents for their impending move across the Milky Way Galaxy. It’s all due to the invention of the Q-net, which made traveling the vast distances in space possible—with one big caveat: the time dilation. But that never stopped Lyra's ancestors from exploring the Milky Way, searching for resources and exoplanets to colonize. What they didn’t expect to find is life-sized terracotta Warriors buried on twenty-one different exoplanets. ... Make that twenty-two. As the Galaxy’s leading experts on the Warriors, Lyra's parents are thrilled by the new discovery, sending them—and her—fifty years into the future. Her social life in ruins, she fills her lonely days by illegally worming into the Q-net. The only person close to her age is the annoyingly irresistible security officer who threatens to throw her into the brig. After the planet they just left goes silent—meaning no communications from them at all—security has bigger problems to deal with than Lyra, especially when vital data files go missing. But that's just the beginning, because they’re not as alone as they thought on their new planet... and suddenly time isn't the only thing working against them.
In one complete volume, here are the five classic novels from Douglas Adams’s beloved Hitchhiker series. Now celebrating the pivotal 42nd anniversary of The Hitchhiker’s Guide to the Galaxy, soon to be a Hulu original series! The Hitchhiker’s Guide to the Galaxy (Nominated as one of America’s best-loved novels by PBS’s The Great American Read) Seconds before the Earth is demolished for a galactic freeway, Arthur Dent is saved by Ford Prefect, a researcher for the revised Guide. Together they stick out their thumbs to the stars and begin a wild journey through time and space. The Restaurant at the End of the Universe The moment before annihilation at the hands of warmongers is a curious time to crave tea. It could only happen to the cosmically displaced Arthur Dent and his comrades as they hurtle across the galaxy in a desperate search for a place to eat. Life, the Universe and Everything The unhappy inhabitants of planet Krikkit are sick of looking at the night sky– so they plan to destroy it. The universe, that is. Now only five individuals can avert Armageddon: mild-mannered Arthur Dent and his stalwart crew. So Long, and Thanks for All the Fish Back on Earth, Arthur Dent is ready to believe that the past eight years were all just a figment of his stressed-out imagination. But a gift-wrapped fishbowl with a cryptic inscription thrusts him back to reality. So to speak. Mostly Harmless Just when Arthur Dent makes the terrible mistake of starting to enjoy life, all hell breaks loose. Can he save the Earth from total obliteration? Can he save the Guide from a hostile alien takeover? Can he save his daughter from herself? Includes the bonus story “Young Zaphod Plays It Safe” “With droll wit, a keen eye for detail and heavy doses of insight . . . Adams makes us laugh until we cry.”—San Diego Union-Tribune “Lively, sharply satirical, brilliantly written . . . ranks with the best set pieces in Mark Twain.”—The Atlantic
Read along with Star Wars! Have you ever stopped to think about how there is nobody else in the galaxy who is exactly like you? This empowering picture book celebrates young heroes-in-the-making and features illustrations that follow Rey on her own hero's journey. Follow along with word-for-word narration.