Sunday, November 21, 2010


Plot Summary:
In this amazing remake of the classic cartoon series, Sam Whitwicky's life changed the moment he got his first Chevy Camero. A long time ago, an ancient race called Autobots were at war with the Decepticons. When Optimus Prime defeated Megatron, the leaders of the Decepticons, the Autobots were nearly wiped out. Many, many years later, the Decpeticons have finally tracked down their fallen leader after learning that the key to the master's whereabouts lay with a hormonally charged teenager--Sam Whitwicky

One night, as Sam was sleeping, his car took off and he followed it. The moment he found his car, and a brief trip to jail for trespassing, Sam meets the Autobots for and learns about their culture and why they need a device called the "All Spark" cube. This particular cube has the power to turn any piece of machinery into a lethal weapon and that is why the Decepticons have invaded Earth to find it.  If  the Autobots are unable to stop Megatron, and destroy the cube, then Earth will be enslaved and everything that Sam loves, especially his soon-to-be girlfriend, will cease to exist. This movie is full of lots of action, comedy, drama, and suspence. 'Tweens will not only go crazy for the special effects, but enjoy the ending where we all know that good always conquers evil.

Genre:
Tween Movies

Rating: PG-13

Transformers

Posted by Deborah Takahashi
Plot Summary:
Jack Canfield, author of the well known "Chicken Soup for the Soul" series, bring 'tweens with their own collection of stories, which they can relate to. In the introduction of this collection, is a note meant for 'tweens readers that not only guide them through these stories, but encourage them to take refuge in these tales when there is no one to talk or confine in. Moreover, this collection aims to provide 'tween readers with anecdotes and situations that will not only help them survive adolescence, but take joy in the small things that make all of the bad stuff get away.
This collection contains eleven sections that provide stories on the following themes: "Achieving Dreams," On Friendship," "On Family," "On Love," "On Death and Dying," "On Attitude and Perspective," "Overcoming Obstacles," "On Choices," "On Tough Stuff," "On Changes," and "Eclectic Wisdom." Clearly, with this diverse selection of themes, readers will not only learn a thing or two, but probably find a story that will not only capture their attention, but help them sort through their own problems.

Genre:
Tween Anthologies

Books Similar to Chicken Soup for the Preteen Soul:
Reading/Interest Level:
Ages 9 & up
Thursday, November 18, 2010
Plot Summary:
If there are two things in life that Nina loves it is: sweets and looking for her prince charming. One day, as Nina, was enjoying a yummy piece of cake, a small jewel lands on the top of her cake resembling a piece of candy. As Nina dives into her dessert, she swallows the drop, which turns out to be a jewel called the "Crystal Pearl."  Immediately after eating the jewel, two boys from the wizard world come out of nowhere in pursuit of this jewel. When they find location of the jewel, all they see is a Nina. Completely unaware of what is going on, Nina finally realizes that she swallowed the jewel these boys are looking for. Unfortunately, this capture of this jewel is part of a final examination that the boys, Zero and Ichi, must collect in order to become wizards. However, with this mix-up, a potion to extract the jewel will require a lot of time, which Zero is not happy with. Just when everything seemed to be okay, Nina is being pursued by other wizards and they are not as friendly as Ichi and Zero. In order to protect Nina, and the jewel, Zero and Ichi vow to protect Nina until the potion is made. In this delightful tale, Nina will finally have the chance to see who is truly her prince charming: Zero or Ichi.

Genre:
Tween Shojo Manga

Books Similar to Mamotte! Lollipop
Reading/Interest Level:
Ages 10 & up

Mamotte! Lollipop By Michiyo Kikuta

Posted by Deborah Takahashi
Plot Summary:
Alex Rider is an average fourteen year old guy who lives with his Uncle Ian (Alex's parents are gone). One day, when Alex returns home, he is told that his uncle was killed. Confused, and upset, Alex cannot fathom why anyone would want to do this to a banker until he sees the bullet holes in his uncle's car. Although people were telling him he was involved in an accident, he realized that accidents don't involve gun shots. When Alex starts putting things together, officials from the British government reveal to him that that his uncle wasn't a banker at all, but a spy. 

Alex Rider's mission is to investigate Sayles Enterprises., which have recently created a super computer called "Stormbreaker." Now that Ian is dead, Sayles Enterprises is now under investigation for this murder and ties to countries with bad intentnions. Unfortunately, Alex has been chosen to lead these investigation by posing as an honor student who will be accepting the "Stormbreaker" donation, which is being donated to every school in the area. Just like 007, Alex must go behind enemy lines to think out the truth with some really gadgets. Plus, Alex must put his fear and anger aside in order to bring justice to those who are responsible for his uncle's death. Stormbreaker is the first installment of the "Alex Rider" series where 'tweens will enjoy the nonstop action, plot twists, and the suspenseful ending.

Genre:
Tween Adventure

Books Similar to Stormbreaker
Reading/Interest Level:
Grades 6 & up

Stormbreaker by Anthony Horowitz

Posted by Deborah Takahashi
Wednesday, November 17, 2010
Plot Summary:
Esperanza (Hope in Spanish) is not the average 'tween. Not only is she wealthy, she have ever known what it is like to have to earn her luxuries. Her father, a prosperous rancher, not only loves his daughter, but is a kind and generous man. Esperanza also has two step-uncles, whom she is not fond of, but the day of her twelfth birthday brings tragedy instead of joy. When Esperanza's father does not return home that night, her fate was sealed the morning when a wagon brings the body of her father home. Moreover, in these times, women were not allowed to own land so when the bank threatens to leave Esperanza, her mother, and her housekeeper destitute, Tio Marco, a very bad man, offers to marry Esperanza's mother in order to keep the ranch.

Rather than becoming the wife of a terrible man, Esperanza and her mother flee Mexico and come to California in search of better life. However, their exodus could not come at worse time since the US is suffering from the Great Depression. Having no choice in the matter, Esperanza must work as one of the many migrant farmers who worked for pennies just to stay alive, especially when her mother gets sick and she is the sole provider for her family. Frustrated and dissatisfied with her circumstances, Esperanza trudges on without the luxuries, Esperanza learns humility and sacrifice through hard work and faith that everything will be all right and that hope will rise above it all.

Genre:
Historical Fiction

Books Similar to Esperanza Rising:
Reading/Interest Level:
Grades 4 & up

Esperanza Rising by Pam Muñoz Ryan

Posted by Deborah Takahashi
Plot Summary:
This guide is essential for any 'tween and teen collection simply because it is just awesome. Fans, and avid players, of Guitar Hero, and musicians, will appreciate this songbook since it includes  the guitar tab for all of the songs from Guitar Hero III: Legends of Rock. From Social to Distortion to Black Sabbath to Guns and Roses, 'tweens have been introduced to some of rock's greatest bands, which will inspire them to not only take up real guitar lessons, but learn to play the music that has shaped the world and continues to remain a rock legend.

The guitar tab music includes music notes and tabs that makes playing a lot easier for beginners. Once guitarists become more skilled they can tackle the real action as they move from rhythm to lead guitar sections. When I first laid eyes on this book, I was impressed not only with the collection of songs, but was extremely happy that the entire score was included rather than an abridged version, which allows guitarists to improve their skills.

Genre:
Tween Nonfiction

Books Similar to Guitar Hero III: Legends of Rock Songbook:   
Reading Level/Interest Level:
Anyone who can read guitar music
Plot Summary:
'Tweens who want to get in touch with their inner geek will not only find many easy projects to work on, they will be able to build these "toys" in the comfort of their own homes. Before young scientists begin their projects, it is imperative that they read the section on safety. Although these projects are simple, and small, they do require assembly that involves tools that could smash,cut, and burn young fingers.

Once readers become familiar with safety procedures, they are several different projects they can work on in the following areas: chemistry, aerodynamics, electricity and magnetism, computers and electronics, mathematics, and biology. Most of these projects require regular household items, which are easy to find; however, the more complex projects require specific tools that may take a few days to find and a little more money to purchase. Besides this element, this book is very well written with simple instructions and photographs to help tweens build their very own hydrogen cells, homemade ice cream, and computer-controlled radio transmitter.

Genre:
Tween Nonfiction

Books Similar to Return of Gonzo Gizmo:

Reading Level/Interest Level:
Grades 5 & up

Return of Gonzo Gizmos by Simon Field

Posted by Deborah Takahashi
Home - Beacon Street Girls. (n.d.). Retrieved November 17, 2010, from http://www.beaconstreetgirls.com/
As one of the more popular, tween girl series, Beacon Street Girls (BSG), has a website that not only contains information on the books, but there are a variety of interactive games and tools that help developing young girls. 

According to BSG: "The mission of the company is to provide the kind of positive role models and empowering messages that help girls believe in themselves, whatever their challenges. The BSG brand crosses socio-economic barriers and provides problem-solving tools within an entertaining format that girls can apply to their own lives"(para.1). After searching this website, 'tween girls not only have a community they can belong to, but play games, download free stuff, post reviews on their favorite BSG book, win prizes, learn more about their favorite characters, and explore the world these fabulous girls live. Moreover, girls can join the BSG clubs, which focus on sports, academics, science, and art.  

Beacon Street Girls

Posted by Deborah Takahashi
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

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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!
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