"Where in the world is Carmen Sandiego? Doing her best to stop VILE, of course. And this time she needs you to travel around the world as part of her team! But what will you find in each of the ten places you visit? How will you speak with the people you meet? What landmarks might VILE be targeting? And are there any other dangers you should know about? At every stop, you'll have to search for VILE -- and so much more. From France to Indonesia, Morocco to Ecuador, the United States to the United Arab Emirates, buckle up because the world's greatest thief is about to send you on the adventure of a lifetime."--Page 4 of cover.
In this original story inspired by the new Netflix animated series "Carmen Sandiego, " a special clue-decoding wheel built into the front cover allows readers to hunt for long-lost pirate's treasure alongside the world's greatest thief.
"From the bustling streets of New York City to the cobblestones of Seville and the silver mines high in the Andes Mountains of Bolivia, Carmen is off on another quest to stop VILE in this heart-pounding caper full of twists and turns! For centuries, the magnificent Throne of Felipe has stood with two empty spaces beside its famous silver arrow--spaces where the silver castle and lion should have been. And now, with the recent discovery of the silver castle within a secret vault in Seville, Spain, the hunt is on for the third silver icon. With all three pieces in the place, the throne will be enormously valuable--making it a hot item on VILE's radar. Now it's up to Carmen and crew to find the silver lion before VILE does, and protect the throne from winding up in the wrong hands--Amazon.com
In this exciting graphic novel based on the Netflix series starring Jane the Virgin's Gina Rodriguez, Carmen Sandiego's globe-trotting capers introduce kids to the geography, culture, and history that is baked into every adventure Where in the world is Carmen Sandiego? Headed to the island nation of Indonesia for her next caper But just what is the mysterious lady in red after this time? Adventure awaits in this action-packed graphic novel starring the world's greatest thief.
Join Carmen Sandiego and decide where in the world to go next in this globe-trotting, daring caper Stop VILE from stealing the superior jetpack technology you've developed and using it for nefarious deeds. With twenty possible endings, your adventures can take you all over the world--or out of the game. Which will you choose? In this choose-your-own-caper set in the world of Carmen Sandiego, you are unwittingly working as a technician developing a highly maneuverable jetpack for VILE. The prototype is almost complete when Carmen sneaks into your lab to steal it. That's when she tells you about VILE and their dastardly deeds. You decide to help Carmen try to keep this cutting-edge technology away from anyone who'd use it as the ultimate thieving tool. Or do you? Twenty different possible endings keep readers coming back for more adventures with Carmen Sandiego
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.
Education Networks is a critical analysis of the emerging intersection among the global power elite, information and communication technology, and schools. Joel Spring documents and examines the economic and political interests and forces —including elite networks, the for-profit education industry, data managers, and professional educators — that are pushing the use of ICT for online instruction, test preparation and tutoring, data management, instructional software packages, and more , and looks closely at the impact this is having on schools, students, and learning. Making a distinction between "mind" (as socially constructed) and "brain" (as a physiological entity), Spring draws on recent findings from comparative psychology on the possible effects of ICT on the social construction of the minds of students and school managers, and from neuroscience regarding its effect on students’ brains. Throughout, the influence of elite networks and powerful interest groups is linked to what is happening to children in classrooms. In conclusion Spring offers bold suggestions to change the course of the looming technological triumph of ICT in the "brave new world" of schooling.
Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.