Wednesday, November 17, 2010
Product Information:
If 'tweens are looking for a way to fight boredom, or need a great work out, this game is perfect! Carnival Games, which allows four players to participate. After users have created their characters, they go straight to the beginning of the carnival and select a direction they would like to take (each direction has a selection of games that vary each way). The best aspect of this game is that players are literally playing their favorite carnival games by holding their remote. For example, if players want to play shooting games, they will hole their remote just they would at the ally. Or, if players want to play ring toss games, they would position their remotes as if they were throwing a ring. The one game, that really gets the hear rate going, is the game that tests your strength (players use their remotes to pump up pressure and then slam their invisible sledgehammer on a target). The graphics are not the best, but what makes this game challenging is that the remote connection can be rather sensitive so if players overshoot their target, or throw something too hard, they will not win the game.

When players run out of turns, they will collect raffle tickets, which can be used in the carnival store to buy new outfits and other stuff for their characters. They can also open up additional games, which adds to the variety that is already available. This game is another great family game, but also fun for 'tweens who want to play with their friends after school or any other occasion.

Ages: 
All ages

Video Game Platform: 

Nintendo Wii

Number of players:

1-4 players

Carnival Games

Posted by Deborah Takahashi
Product Summary:
As one of the first video games for the Nintendo Wii, Mario Kart sold out immediately and was on back order for several months. When I purchased this game, I went bananas for it! Players have several options as to what courses, characters, and vehicles that they would like to use during the game. Plus, Mario Kart can be played with a special wheel, game controller, and nun chuck. When players finish choosing their characters thye can also choose what kind of race they would like to play (Battle or one on one racing). Mario Kart allows up to flour players to participate in races, which makes this an excellent friends and family game.

The graphics in this game are just stunning. When players reach the race track that takes place in outer space, the colors and the track, itself, is just amazing especially on a high definition television. The sound effects and the music is as cute as can be, especially "Moo Moo Meadows." The game does take a few trials to understand the rules and the functions, but once players know when to use the prize cubes they collect then the competition is on! 'Tweens will definitely enjoy unlocking all kinds of prizes and vehicles as they conquer each course, and ultimately, the entire game.

Ages: 
All ages

Video Game Platform: 
Nintendo Wii

Number of players: 
1-4 players

Mario Cart

Posted by Deborah Takahashi
Tuesday, November 16, 2010
Goodstein, A. (2007). Diaries Go Digital. In Totally wired: what teens and tweens are really doing online. New York, NY: Saint Martin's Griffin.

In chapter two, Goodstein provides a very thought provoking discussion about online journals and how 'tweens utilize this media to not only update the world about their life but express themselves. One issue, which gives me the chills, is that teens with serious problems are turning to these tools rather than to responsible adults. Goodstein states that there are no online psychologists that are monitoring online journal sites and if parents are totally unaware of blogs incidents of depression, suicidal thoughts, and violence go unchecked (p.47). 

Teens are literally sharing every aspect of their lives on the internet where many strangers can infiltrate their worlds and wreak psychological havoc on that 'tween. As 'tween librarians, we can provide our patrons and their parents that provide information on how to use blogs, what information should be shared, and, if the 'tween is a victim of cyberbullying, depression, and anxiety, we just tell them to seek help from a parent or an adult. We can teach parents how to use the tools, but, ultimately, we have to stress that it is vital that parents talk to their children before a 'tween decides that suicide maybe the best solution for their misery. Not only is this a parent's worst nightmare, but getting a call from another parent that says their child posted a suicide letter on their blog would a lot more unecessary pain.

On the other side of the argument, blogs are also an amazing way for a 'tween to demonstrate their creativity. Not only do 'tweens have the ability to customize their blogs, they can post their artwork, music, poetry, and anything else creative for others to see. Moreover, blogs, if used correctly, can be a great way for a 'tween to market their ideas and gain a following. Despite all the negative ideas about 'tweens and technology, it also has its advantages that allow 'tweens to explore who they are and gain confidence. The quiet 'tween, who most may not know, could easily become the most popular person on Blogger or Facebook simply because they post amazing blogs that inspire others to subscribe to their feeds. A lot can be accomplished on the web as long as the users are actually using it as a means to becoming smarter and better people.

Everybody Hurts

Posted by Deborah Takahashi
Goodstein, A. (2007). Meet a Totally Wired Tween. In Totally wired: what teens and tweens are really doing online. New York, NY: Saint Martin's Griffin.

In chapter one, "Meet a Totally Wired Tween," Goodstein introduces a variety of information and statistics that define a wired 'tween. In this particular article, the following statement really got me interested:
[...] today's teens and twentysomethings [are characterized] as being special, sheltered, confident ("with high levels of trust and optimism), team oriented, achieving, pressured, and conventional. They are "the largest, healthiest, and most cared-for generation in American history"(Goodstein,p.19). When I read this statement, and being a 27-seven-year old woman, and currently work with many teens and 'tweens, I have noticed a few similarities between my upbringing and theirs. However, despite the the 13-15 year age difference, the one thing that sets people my age and adolescents apart is technology.

I actually remember the first time my family got AOL dial-up service and man, did I love being on the internet. At fifteen, I was in chat rooms, playing games, and surfing the internet for whatever I could find; my only joy coming home from school was to get on the internet and chat with friends from all over the country. Today, 'tweens not only have high-speed internet, they have cell phones, iPads, laptops, and PSP's that can not only jump on the internet, but play music and stream movies. Moreover, they have unlimited text messaging and video chat that lets them contact anyone wherever they are...they don't necessarily have to wait to go home and jump on a computer. With these advances, parents are not only to provide their children with the new and coolest toys, but at cheaper rates than ever before (just because an iPod is $200, non-brand names sell MP3 players at $25). Moreover, with the demand for new technologies, and their use in this world, it has become mandatory to own some of the devices not only for necessity, but convenience and social status.

With all of this technology at their hands, 'tweens can spend hours upon hours learning how to do new and different things without help from their parents; for some odd reason, the young people today are born with this innate ability to use, create, and handle all new forms of technology. With this advantage over the parental units, they have gain an independence that they can easily use to their advantage for good things as well as bad. It is amazing to hear and learn how easily these techno savvy 'tweens can bypass filters, hack their iPhones, illegally download software/music, and infiltrate social networking sites. As the "most cared for" generation, 'tweens have many opportunities to change this world since they are not only catered to by the media and commercial enterprises, but so much research has been done, in regards to early development, that 'tweens are more well rounded then previous generations.

So how exactly can libraries keep up with these highly intelligent and motivated 'tweens? Get to know them, their interests, and interact with them. They may walk around like they know everything and anything, but, in reality, they need guidance to learn how to decipher and utilize information that will help them develop the critical thinking skills they will need to become productive members of society. Yes, all of this research has been done on how 'tweens grow and behave, but it's our jobs, as adults and mentors, to help mold those behaviors.
Monday, November 15, 2010
Raugust, K. (2005). The Wireless Frontier. Publisher's Weekly, 252(12), 19-20. Retrieved November 15, 2010, from Library Literature and Information Science Full Text.

Raugust states (2005): "[...] publishers are starting to experiment with cell phones as alternative means of distributing content, generating revenue and promoting print titles [...] Publishers targeting teens and tweens view cell phones as a marketing channel first, although paid content delivery can be part of the package"(p.19).  This article was written over five years ago and, not surprisingly, this experiment is not a common practice where teens and tweens are not only able to access anything they want, via media, but publishers can now overload 'tweens inboxes with promotional materials. Honestly, just when we thought that spam in our email isn't enough, we are now getting spammed via text messages.

In this article, entitled Wireless Frontier, Raugust discusses the use of cellphones as a marketing tool. In hind sight, this method of promotion sounds great because not only can readers get updates about their favorite books, they can get additional information that may appeal to their interests. However, and this article points this out, is that with the million and one different cell phone, clients who wish to use this method to market goods not only need to be aware of the many barriers that make this tool more burdensome than productive: "Publishers want to get into wireless in part to gain an understanding of this complex and confusing market and how it can be exploited beyond generating revenue and marketing their brands. Each carrier, platform, operating system, and handset have different specifications, essentially requiring publishers to create a unique application for each phone and each carrier, a costly proposition that raises quality control issues"(p.19)

So how does this affect 'tweens? With the iPhone 4 and Androids, 'tweens can have unlimited access to applications that can not only provide them with their daily horoscope, but allow them to access consumer sites where they can purchase all they want and when they want. Moreover, 'tweens can actually build their own library collections with a simple app and download a variety of books for free or for a minimal price (which is usually charged to mom and dad's cell phone account). With the reliance on the type of media, literacy, itself, has transformed where children are learning their letters, sounds, motor skills, and comprehension skills by playing with a smartphone that requires competency to access certain features (navigating the main menu, reading instructions, listening to sounds, and playing with buttons).

After reading this article, I though it was pretty clever of Random House to create an electronic text messaging list that alerts "Sisterhood of the Traveling Pants" fans the release day of "Girls in Pants." Not to mention, girls can send "Sisterhood-isms" to their friends just for the fun of it. By utilizing these services, in conjunction with a product, publishers can not only make a profit on the book, itself, they can say other things such as t-shirts, notebooks, jewelry, etc. that promotes the title (has anyone seen the "Twilight" section at Borders? 'Tweens have more power than ever with the use of technology to not only stay in touch with trends, but shape consumerism as we speak. No wonder publishers have jumped on the bandwagon! They need money and what better way to get it by flooding the iPhone and Android app markets with apps that will entice 'tweens to purchase certain goods with just one touch.

The Wireless Frontier

Posted by Deborah Takahashi
Wednesday, November 10, 2010
Plot Summary:
Train Hartnett, ex-Chronos assassin, also known as "Black Cat" has left his life of violence by becoming a bounty hunter (Sweeper).With his partner, Sven Volfoid, the two set out to bring justice to criminals. One day, while on a job, Sven and Train come upon a job that involves an elite crime boss' plan to rid the world of Chronos in the form of a genetically engineered girl named Eve. Somehow, Even manages to and wonders among humans. Eve is a human girl whose body is manipulated with something called Nano technology. Sven realizes that this girl is not just an ordinary girl, but a human weapon. Rather then letting her become a weapon, Sven and Train take Eve under their wings in search for answers as to why she was created. However, the past that once haunted Train is about to change his life forever. With the creation of Eve, and the rise of a new threat called the "Apostles of the Star," Train, Sven, and Eve must battle powerful beings they have never known and make alliances with people they have never met or desire to be near.  Moreover, Train must face the demons that have been haunting him and prove that he is not a killer, but a man who has control over his life and his destiny.

Genre:
Shonen

Books Similar to Black Cat: 

Reading/Interest Level:
12 & up

Black Cat

Posted by Deborah Takahashi
Plot Summary:
Just when we all though high school was rough, try being a poor person attending a rich academy where the guys and girls have way too much time on their hands. Haruhi, a scholarship student, attends Ouran High School Academy in hopes of achieving  a top knotch education. However, Haruhi has trouble fitting in since she does not care for frivolity, fashion, or being popular. One day, while trying to find a quiet place to stumbles upon the Music Room, which was supposedly abandoned, but is actually teh headquarters of the Ouran High School Host Club, where six gorgeous boys are paid to entertain the ladies of the school. The moment Haruhi realizes that she is in the wrong place, the boys unleash their charm, which, leads to a misunderstanding and an expensive accident; while tryin to escape, Haruhi breaks a very expensive vase and is in debt to the Host Club. In order to pay her debt off, she is forced to become their errand dog. Unfortunately, when the boys find out she is actually a girl, who makes a rather cute boy, she is now the newest host in the Ouran High School Host Club. 'Tweens will this story since it is packed with humor, love, outrageous schemes, and wonderful lessons that make all of us unique and special.

Genre:
Teen Humor Manga, Teen Romance Manga

Book Similar to Ouran High School Host Club:
Rating/Interest Level: 
Grades 8 &up

Ouran High School Host Club

Posted by Deborah Takahashi
Sunday, November 7, 2010
Product Summary:
Nintendo has not brought a classic back to life, but added lots of new futures fans, new and old, will love. In this game, players will not only tackle just the first Mario Brothers game, but all three at once. With newer graphics, characters, and worlds, Super Mario Brothers will not only entertain video game aficionados, but really challenge those who will not accept failure. In this new edition, players must be able to strategize and plan their next moves very carefully. Moreover, to really discover all of the bells and whistles of this game, players are encouraged to re-try levels they have already played to not only gain more practice, but earn more chances of earning prizes and lives. The levels, as they progress, are not easy so if a duo decides to tackle the higher worlds, they need to be in sync with each other. Regardless of who is playing, beginner or expert, players will spend many hours conquering new worlds and enjoying the silliness of the characters and the villains.

Ages:
All ages

Video Game Platform:
Nintendo Wii

Number of players:
1-4 players

New Super Mario Brothers

Posted by Deborah Takahashi
Plot Summary:
In Frell, every little girl is bestowed a gift by her fairy godmother. For Ella, her fairy godmother, Lucinda, is probably the last person who should be granting gifts, simply because her gifts are usually very terrible. Instead of gifts of beauty or song, Ella gets the gift of obedience where she must abide by every command. Growing up has always been difficult, but, despite her unwanted gift, she has a voice and opinion of her won. One day, Ella's mother passes away, suddenly, and her father remarries to an awful woman who has two horrible daughters. One day, during a class debate, Hattie, the worst of the worst, discovers that Ella is completely unable to disobey so she plays some nasty tricks on her. After fleeing a protest at the rally for Prince Charlton (Char), she actually runs into Char who is instantly attracted to her simply because she isn't obsessed with her.

In order to rid herself of her gift/curse, she runs away with a book that happens to be her aunt's boyfriend; he was turned into a book due to a botched spell and serves as Ella's guide to find Lucinda. On the way, Ella meets an elf named Slannan who is discriminated against by Char's uncle, which eventually leads to her being captured by ogres, who are also repressed by the royals. Prior to becoming Ogre stew, Char, again, saves her life and eventually learns that the kingdom he is about to rule is not what it seems. Moreover, Char's uncle isn't exactly the hero that Char thinks he is; in fact he is the one that Char should fear the most. Through their journey, Ella, Char, and Slannan learn some great lessons in having faith and trust in others even in the most akward situations. The movie is full of comedy where good prevails over evil and, in the end, all we all really need is love.

Genre:
Tween Movies

IMDB Rating:                 

Rating: PG

Ella Enchanted

Posted by Deborah Takahashi
Saturday, November 6, 2010
Plot Summary:
In this wonderful re-telling of Lewis Carroll's "Alice in Wonderland," Tim Burton goes beyond the cartoons and creates a story that most have have never known. Alice Liddell is on her way to be engaged to a man she does not love, or really like. Alice has a wild imagination, just like her father's, so this marriage is the only means of security for her and her mother. However, before the moment of fate, Alice sees a white rabbit in a waist coat, tapping at his pocket watch, Alice follows him through a tree trunk and falls down a hole to Wonderland. This movie is visually stunning and viewers will love the many characters Alice meets such as: Tweedle Dee, Tweedle Dumb, the March hare, the Door Mouse, and the one and only Mad Hatter (played by Johnny Depp).

According to the Wonderland prophecy, Alice will return to slay the Red Queen's (Helena Bohnman Carter) Jabberwocky to restore the White Queen's (Anne Hataway) as ruler of Wonderland. As the White Queen's champion Alice must remember her true self in order to save Wonderland from the tyranny of the Red Queen or Wonderland will continue to live in darkness. However, Alice cannot confirm that she is the one since this place seems to be but a dream and must outrun villains and outsmart an evil queen to realize that she is capable of anything she puts her mind to.

Genre:
Tween movies

Rating:
PG

IMDB Rating: 

Alice in Wonderland

Posted by Deborah Takahashi

Plot Summary:
Teens who are interested in learning the art of Crochet can definitely learn a thing or two from this easy to use guide. Complete with step-by-step instructions, pictures demonstrating various techniques, charts, graphs, and tips to add flare to projects, or make the process easier, this guide will help all of those who want to make scarves, hats, purses, pillows, accessories, and clothing for themselves or for others.

There are also additional resources that teach 'tweens how to measure for custom fits, special stitches, and other tools. There is also a list of resources readers can consult for additional information such as: books, magazines, websites, and yarn companies. This guide is also useful for the clueless adults so 'tweens, older sibilings, and/or parents can read this book together and practice crocheting.

Genre:
Tween Nonfiction

Books Similar to Get Hooked:
Reading/Interest Level:
Grades 5 & up

Plot Summary:
This is the ultimate guide in helping 'tweens, and teens, create, manage, advertise, and market their very own bands on a very small budget. Of all of the DIY guides, this one is hilarious and highly relevant to the ambitious teen who want nothing more then to be super cool. Moreover, this guide also helps 'tweens and teens choose the right members for their bands and, not to mention, lots of instruction on how to be the baddest lead singer ever!

Complete with illustrations, sarcasm, and a little nudge here and there, 'tweens are given guidelines that will help them build a band from the ground up starting with "The Basics" (forming a band, songs and recording, putting music out, merchandise, and stage etiquette). Then the final section, entitled "Touring," helps teens get on the road and by providing advice on packing, booking gigs, promoting the band by visiting local hangouts, money management,getting enough to eat, and relaxing when the tour is over. 'Tweens who read this guide will not only get great advice, but a stage manager that is compact, doesn't talk back, and won't cost them a third of their earnings each time they perform. I definitely recommend this guide to the ambitious 'tween who wants to have fun and get his or her music out in the world.

Genre:
Tween Nonfiction

Books Similar to Punk Rock Etiquette:
Reading/Interest Level:
Grades 7 & up
Product Summary:
CrunchyRoll.com is absolutely cool! 'Tweens and teens can access Anime episodes absolutely for free, which can be watched on any Apple device such as: iPods, iPads, and iTouch. Moreover, fans can subscribe to RSS feeds and add the site on Facebook for instant updates. There is a premium membership that includes high definition episodes, no commercials, and access to new episodes. Users are not at all obligated to subscribe to purchase this membership. However, certain aspects of the site require a user account that requires users to be ages 13 years old and up. Again, this won't deter most users since accounts are required for leaving comments, participating in the discussion forum, and access to the premium account holder forum.

Crunchyroll.com is really easy to use where users just have to select the topics in the top header or they can perform a search. A lot of entertainment can be found on this site such as listening to popular Japanese artists, play games, and reading the latest newsletter. There is a section that includes Japanese and Chinese dramas, which some teens may dig. Just like any website, parental supervision should be demonstrated; this site does contain older Anime selections, but there is nothing obscene posted. For those Anime clubs on a small, or non existent budget, will enjoy the shows on this site and there are plenty of episodes for teens.  


CrunchyRoll.com

Posted by Deborah Takahashi

Tohru Honda is no stranger to tragedy. As a young girl, she lost her father to pneumonia and, just recently lost her mother in a car accident. Tohru used to live with her grandfather and his family, who didn't approve of her mother and decided that it was time to remodel the house, leaving Tohru to fend for herself. In order to pay for her school, she works late a night to cover the expenses, but, rather than taking her grandfather's mother, she decides to live in a tent in the woods until the house is finished remodeling. What Tohru doesn't realize is the land she is living on belongs to the Sohma family, who happens to be the most prominent and mysterious family in the area.

One day, as she leaves for school, Tohru comes across a beautiful home with tiny zodiac figurines out on the deck. Tohru didn't see anyone so she decided to take a look at them and started reminiscing about the stories her mother told her about the Zodiac animals and how the cat, the member of the zodiac, is always left out and excluded. Just when she comes to, she meets Yuki Sohma, and his cousin, Shigure, face-to-face. Completely alarmed, she is quick to apologize, but Yuki addresses Tohru as someone he knows well. However, on the walk home, Yuki sees Tohru on their land and follows her to the tent she has been living in. After explaning why she is living in a tent, Thoru begs Yuki to let her stay there until she can find a place to live. During all of the craziness, Tohru faints due to a fever living out in the outdoors, but in order to catch her, Yuki must touch her, which is a no-no...members of the Sohma family who touch the opposite sex turn into animals, which is known as the Zodiac curse.

When Tohru awakens, she is at the Sohma house and all of her things have been neatly placed in the room. Since Tohru needed a place to live, the Sohma's offer her a housekeeper/cook job in exhange for housing, which she reluctantly takes until Kyo comes running in and Tohru bumps into him revealing their secret. Not knowing what to do, Tohru promises to keep it a secret and finds herself entangled in a world of curses and secrecy. Moreover, the characters she will meet will not only change her, but change them forever. This story is incredibly sweet and powerful that coveys the power of love and the human spirit.

Genre:
Tween Shojo

Manga Similar to Fruits Basket:
  • Kitchen Princess
  • Mamotte! Lollipop!
Rating:
Teen

Fruits Basket by Natsuki Takaya

Posted by Deborah Takahashi
Plot Summary:
Kagome Higurashi is an average middle school student who finds herself traveling between dimensions through a magic well that takes her back to feudal Japan. As she travels through a land she does not know, she sees a beautiful boy stuck to a tree. However, there something different about this boy. He appears to be human, but his hair is white as snow and he has dog ears. When Kagome removes the arrow that is holding him to the tree, the boy is awakened and, to Kagome's suprise, calls her Kikyo. Little does Kagome know, but she is a reincarnation of a powerful priestess who was tragically killed by a demon, whom she loved and despised. The demon that killed her is the same one that she managed to trap to a tree with a magical arrow and his name is InuYasha. Kagome is able to calm InuYasha down and explain to him who she is and then a demon comes out of nowhere and manages to cast a spell on a Kagome extracting a jewel from her body, which happens to be the source of Kikyo's power: The Shikon Jewel. However, as the jewel is released from Kagome, it explodes into tiny shards and disperses throughout the country.

As she recovers in the home of a woman named Kaede, who is Kikyo's younger sister, Kagome learns of the bad blood between Kikyo and InuYahsa. Moreover, she learns that the reason he wants the crystal, which is to turn into a full fledged demon. InuYasha is actually a half-demon who, with the rise of a full moon, transforms into a regular human, but has the strength of twenty men. In this amazing series, Kagome and InuYasha must team up to gather the shards of the crystal to keep from demons harnessing it's power to do great evil, but grant InuYasha's goal of becoming a full demon. Along the way, the duo meets other characters whose fates are tied to the jewel (Miroku, Sango, and Shippo) and villians (Naraku and Sesshomaru) who want to destroy InuYasha. 'Tweens will love this series for it's memorable characters, twisted plots, and comedy.

Genre:
Shonen

Series Similar to Inuyasha:
  • DragonBall Z by Akira Toriyama
Rating:
Tween/Teen

InuYasha by Rumiko Takahashi

Posted by Deborah Takahashi
Plot Summary:
No matter who you are, or how old you are, we all want to be pirates. Based of the famous Disneyland ride, Captain Jack Sparrow dazzles audiences with his quirky personality and absurd problem solving methods. In this story, a boy named Will Turner, the local blacksmith, leads a decent life thanks to the Governor Turner and his daughter, Elizabeth, who rescued him from a shipwreck. Elizabeth is not like most young  ladies who desire marriage and a family; she longs for adventure. Moreover, Elizabeth and Will are very much in love with each other, but their marriage would be very smart and Governor has other plans for his daughter--Commodore Norrington has his eyes on Elizabeth. What used to be a quiet life changed when Elizabeth falls from a ledge, due to a constricting bodice, and is saved by Captain Jack Sparrow.

In the opening scene of the movie, viewers see a shipwreck and a young Will floating on a piece of broken plank wearing a medallion. Elizabeth takes this amulet to protect Will (she did not want people thinking he is pirate), but what we don't realize is that Will is not just an ordinary blacksmith and Jack Sparrow is not just any Pirate captain. This is the first installment of a rip-roaring adventure on the high seas that entails a lot comedy, romance, and just plain awesome explosions and sword fighting.  

Genre:
Tween Movies

Rating:
PG-13 

IMDB Rating:
Oz, F. (Director). (1995). The Indian in the cupboard [Motion picture]. [United States]: Columbia Pictures.

Based on a beloved Children's classic, by Lynne Reid Banks, young 'tweens will go an adventure as an average boy, named Omri, receives a cupboard that has the power to bring life to inanimate objects. For his birthday, Patrick gives Omri an Indian Brave figurine that reminded him of Omri. At his birthday party, his older brother gives him a cupboard to store his toys,but there is no key to lock it. Omri's mother, who collected keys as a child, lets him pick through her collection to find one that fits. Eventually, Omri finds a very special one, which belonged to his great grandmother, that not only fits, but is part of the magic that brings an plastic Indian to life. When Omri speaks to the Indian, not only is real, but he has a life that he was abruptly taken from.

Little Bear believes Omri is a great spirit who can do magic and decides to stay with him. Omri is not only excited that his Indian is alive, but plans many adventures for him and Little Bear. However, Omri does not realize that Little Bear is no longer a toy, but a person who has needs and relies on Omri for everything. Morover, when Omri tells Patrick about he cupboard, he is in for a lot more chaos than he bargained for when Patrick puts his Cowboy in the cupboard and his brother's pet rat gets loose in the house. This movie does change a few elements of the story (Little Bear is a lot nicer), but, otherwise, a great re-telling of the story.

Genre: Adventure , Family, Comedy
Rating: PG 
IMDB rating: 

Indian in the Cupboard (1995)

Posted by Deborah Takahashi
Monday, October 25, 2010
Faris, C. (2009). Betwixt and Between: Tweens in the Library. Children and Libraries, 7(1), 43-45. Retrieved October 25, 2010, from Library Literature and Information Science Full Text.

The million dollar question of the day is: Where do the 'tweens fit in the library. More importantly, where do they fit in this world? Crystal Faris (2009), in Betwixt and Between: Tweens in the Library, sheds light on the various methods advertisers, publishers, and libraries utilize to entice 'tweens to purchase, read, and patron their establishments.  Moreover, through studies and experiments, we, as librarians, can learn a few marketing tips to bring 'tweens into the library.

According to Faris, "[d]emographic studies of those in the age group from 8 to 14 appear to have a main focus on attracting attention of tweens in order to sell them a product or gain a positive feeling that will influence a future purchase"(2009,p.43). Furthermore, "[t]weens (defined as ages 10 to 13) enjoyed being "in the know," that is, feeling that they were a part  an in-group that understood what was happening in an advertisement"(p.43). Clearly, 'tweens are looking for ways to not only fit in with their peers, but convey their awareness of the current trends by buying specific electronics, clothes, or listen to certain kind of music. In many ways, 'tweens are more concerned with they way others think about them rather than what they think of themselves; hence, the insecurities.  Advertisers are highly aware of this fact so when they target 'tweens, they are focusing on their need to have these items through creative marketing.  For publishers, in comparison to advertisers, they are actually struggling with the term 'tween."

After reading this article, I never, ever would have imagined anyone opposing the term "tween," when the editorial director of Pleasant Company said: "From letters we receive and time we spend with girls, it's our view that girls aren't ever 'between' girlhood and adolescence. They're in one or the other depending on the day (or the hour!) (Faris, 2009, p.44).  When I read this quote, I laughed so hard simply because there is so much truth to that statement. When I think about all of the advertising, especially towards young girls, I can see how the term "tween" maybe inappropriate; one moment you see ads for sexy skinny jeans and then next you see Hannah Montana posters. In many ways, advertising for young girls is practically an oxymoron. With publishing, it's also the same when you see a young girl who still plays with Bratz Dolls holding the "Candy Apple" series in one hand and asking for "Twilight." Is there really a label for young girls between the ages 10-14, or, in some cases, 8-14?

Since there is a lots of mixed opinions about the word "tween," what do libraries do. After reading this article, the best place to start is at the bottom by getting to know the young people through dialogue. Although young people are often pretty shy when it comes to talking with adults, address topics that may gain their interest. For example, ask them about their dream library space. What ind of furniture will there be and what technology be available. Building a rapport with these boys and girls is essential in gaining their honest opinions. Moreover, start observing them when they are in the library: "Asking questions of 'tweens, observing their use of the library, and participating in formal research studies all have importance in the understanding the population and providing excellent library service"(Faris, p.44).

So how do we get 'tweens in the Library? Easy. Ask them what they want and meet those needs. Who would have thought being a 'tween would be so dang complicated and intimidating for adults.

Is a 'Tween, really inbetween?

Posted by Deborah Takahashi
Hagar, B. (2007). And knowing is half the battle, when entering the zone: Nonfiction rescouces for 'Tweens and Young Teens (S. B. Anderson, Ed.). In Serving young teens and 'tweens (pp. 31-64). Westport, CA: Libraries Unlimited

According to Brenda Hagar (2007), "[The Sense Making Model] of new information truly fits into a young teenager's situation. Their information gap, or barrier (information need) is then bridged by the uses or helps (the information they receive, no matter what format)"(Anderson, p.33). When I read this passage, in Serving Young Teens and Tweens, I started to think about this process and it's daily application in serving 'tweens.

A great example of this process is the Reference Interview. When a 'tween gathers all their courage to approach the reference desk, they either know exactly what they want or they are not sure.  Whatever the case, clearly the 'tween needs help, but doesn't know exactly how to pose their question(s). With the Reference Interview, we can easily deduce what exactly what he or she is looking for by posing the right questions.

Let's imagine that a 'tween is looking for information about the Trojan War, particularly the reason behind the war. When he comes to the reference desk, he immediately asks for a book on the Trojan War. This is where our work begins: digging for the real question and showing 'tweens how to access that information. By clarifying what they are looking for by asking  questions (i.e, what aspect of the war or do they need information about a specific character) they will learn how to  not only formulate specific questions, but, by demonstrating to them how to get that information (i.e., using a database, website, or the catalog) they will store that information for later use. 'Tween are like sponges that are ready and willing to access all kinds of information from all kinds of sources. However, what I have personally noticed, is that 'tweens need to taught how to properly evaluate information and apply it appropriately.

Clearly, 'tweens now how to "Google," but do they know how to tell the difference between a commercial site and a respectable site? Depends. If the 'tween has been properly taught how to access these sites with criteria, and caution, they should have very few problems with evaluating these sources. Despite their innate ability to use the world wide web, they still need the skills to not only get the information for their reports, but build learning skills that help them succeed in the future: "Our job as librarians is to to make sure they know what their options are and encourage them to be selective about where the information is coming from"(2007, p.51).

Lastly, Anderson (2007) also states that "[...] younger teens are at the this stage of being able to branch out from their younger reading to the more developmentally appropriate and challenging texts that will prepare them for the future, emotionally and cognitively"(p.33).  By demonstrating, rather then doing the work for teens, our job, as librarians, is to be proactive by demonstrating research skills and helping them to formulate the right questions.

The "Sense Making" Model and 'Tweens

Posted by Deborah Takahashi
Sunday, October 24, 2010
Plot Summary:
In this tale, is a society with no war and no pain. When children reach a certain age, they will be trained to do the trades that will become their occupation for life. Each family unit consists of a mother, father, and two children that are very different from what we know. In fact, children are actually manufactured and placed in appropriate homes by the government. Furthermore, people in this society are unable to feel emotions. Jonah has finally become of age and is ready to take on his life's responsibility. The job that is passed down to him is an unusual job, which is to be the next Giver. As the Giver, he will be the only living archive of the past, including images of war, hope, love, and ability to see colors. However, with these feelings and knowledge, Jonah is struggling with moral issues like why emotions have been suppressed and how society has evolved without war and peace. However, Jonah's ultimate trial is when a sickly child is born and brought into his home. He becomes attached to the tiny infant, which is something he never felt before. Sadly, due to the child's state, he is scheduled for termination, conducted by Jonah's father. When Jonah discovers his father's role in society, he is devastated.  Jonah struggles with all of the emotions, images, questions, and thoughts about life that he realizes that he can no longer be controlled by society and live a life void of beauty, anger, love, and sadness. After realizing what kind of world this is, he decides to runaway with the tiny infant. As they travel, through the hard winter,Jonah passes on his feelings to the child to keep the warm with a simple touch. Like the Giver before him, all of these memories are passed down through touch and when the sun appears, Jonah feels hope as he sees a town just ahead of him.

Genre:
Tween Science Fiction

Reading Level/ Reading Interest:
Grades 5-8


Books Similar to The Giver:
Awards: 
  • Newberry Award (1994)

The Giver by Lois Lowry

Posted by Deborah Takahashi

Adult Books for Teens

For All Ages

Search This Blog

About Me

My Photo
Deborah Takahashi
Pasadena, CA, United States
My name is Deb and I am a Librarian who absolutely loves to read and recommend books to teen and tween readers. In this blog, you will find reviews on a variety resources ranging from books, movies, video games, and much more. Please feel free to leave any feedback, especially book recommendations!
View my complete profile
Powered by Blogger.

Copyright © Kazumi Reads -Black Rock Shooter- Powered by Blogger - Designed by Johanes Djogan