Gr 6–8—The term
nerd, once an insult, has taken on new life. In this set, tweens can explore a variety of game-based activities, from role playing to video and board gaming. In addition to the history, science, terminology, and tactics behind each game, associated groups and societies, organized events, tournaments, and the online community's role of garnering followers are also described. Tips on becoming an active participant, costs, safety concerns, and the skills and equipment needed to get started are included. Clear photographs depict a variety of ages, genders, races, and ethnicities engaged in each activity.
VERDICT Sure to strike a chord with middle schoolers, and a great selection for maker and gaming spaces.
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