The Galaxy Is Rated G

The Galaxy Is Rated G

Author: R.C. Neighbors

Publisher: McFarland

Published: 2011-08-31

Total Pages: 294

ISBN-13: 0786488018

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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.


G Is for Galaxy

G Is for Galaxy

Author: Janis Campbell

Publisher:

Published: 2006-12-15

Total Pages: 0

ISBN-13: 9781585363353

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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.


Curious about George

Curious about George

Author: Rae Lynn Schwartz-DuPre

Publisher: Univ. Press of Mississippi

Published: 2021-11-15

Total Pages: 165

ISBN-13: 1496837355

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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.


Crash Course in Gaming

Crash Course in Gaming

Author: Suellen S. Adams

Publisher: Bloomsbury Publishing USA

Published: 2013-11-25

Total Pages: 140

ISBN-13: 1610690478

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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.


The Video Movie Guide 2001

The Video Movie Guide 2001

Author: Mick Martin

Publisher:

Published: 2000

Total Pages: 1602

ISBN-13: 9780345420992

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Presents brief reviews of more than nineteen thousand films and other videos that are available at rental stores and through mail order, arranged alphabetically by title; also includes actor and director indexes.


Star Wars: The Rise of Skywalker: The Galaxy Needs You

Star Wars: The Rise of Skywalker: The Galaxy Needs You

Author: Lucasfilm Press

Publisher: Disney Electronic Content

Published: 2019-12-17

Total Pages: 52

ISBN-13: 1368055303

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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.


Year's Best SF 10

Year's Best SF 10

Author: David G. Hartwell

Publisher: Harper Collins

Published: 2009-10-13

Total Pages: 516

ISBN-13: 0061757764

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A banner year for speculative fiction has yielded a crop of superb short form SF. Now the very best to appear over the past twelve months has been amassed into one extraordinary volume by acclaimed editors and anthologists David G. Hartwell and Kathryn Cramer, offering bold visions of days to come that are bright, triumphant, breathtaking, and strikingly unique. Once more, celebrated masters of the field join with exciting new voices to sing of explorations and invasions, grand technological accomplishments, amazing flights into the unknown, horrors and miracles, and the human condition. Welcome to amazing worlds that could be -- and, perhaps, sooner than you have ever dared to imagine. New tales from: Gregory Benford Terry Bisson James Patrick Kelly Pamela Sargent Jack McDevitt Gene Wolfe and more