An endangered giant panda has been kidnapped from the Wolong Nature Reserve in China. Can Jack find the panda and rescue it before the evil Scorpion Gang sells it for profit?
Deep inside China's famous Wolong Nature Reserve, an endangered Giant Panda named Ling has disappeared, and for his seventh mission, Jack is paired with a surly, sixteen-year-old park assistant named Fong to help track the panda down. As a member of the evil Scorpion Gang, Fong and a partner Wong have been posing as assistants to steal Ling, and several other rare creatures from the reserve to sell on the black market. Now Jack must infiltrate the ruthless gang's Beijing headquarters, overrun with menacing teenage thieves, and rescue Ling and the other animals before they, and maybe Jack, disappear forever.
An endangered Giant Panda has been kidnapped from the Wolong Nature Reserve in China. Can Secret Agent Jack Stalwart find the panda and rescue it before the evil Scorpion Gang sells it for profit? Time is running out . . .
Jack finally receives a coded message from his brother Max, possibly detailing his whereabouts. But duty calls, and Jack is whisked away to the sweltering savannah of Kenya before he can decipher it. Once there, a wise and kind Masai chief alerts Jack to a series of elephant killings where the corpses have been robbed of their tusks. Jack must find the malevolent ring of poachers responsible before more of these endangered species are destroyed.
In The Caper of the Crown Jewels, Jack is summoned to solve a matter of grave national importance: the theft of the Crown Jewels of the British Empire from the Tower of London. Arriving on the scene, he is greeted by a traditional Tower guard- a Yeoman Warder (or Beefeater)- who explains what's missing: The Imperial State Crown, the Sovereign's Orb, and the Sovereign's Scepter with the cross containing the finest-cut diamond in the world, the Star of Africa. Jack identifies Ivan the Incredible and his assistant, Jazz, as the thieves immediately--but puzzling out how they did it is stickier. The famous Tower has the most advanced security in the world, and even using his impressive gadgets (the Encryption notebook, Heli-Spacer, Rock Corer, and Rope Tornado) Jack is flummoxed by how the jewels were spirited out. However, Jack can conjure up more than gadgets--he foils the evil magicians with some powerful mojo of his own, dispels an invisibility enchantment, and narrowly avoids the executioner's block before restoring the jewels to the crown and earning the gratitude of the Queen herself!
Deep inside China's famous Wolong Nature Reserve, an endangered Giant Panda named Ling has disappeared, and for his seventh mission, Jack is paired with a surly, sixteen-year-old park assistant named Fong to help track the panda down. As a member of the evil Scorpion Gang, Fong and a partner Wong have been posing as assistants to steal Ling, and several other rare creatures from the reserve to sell on the black market. Now Jack must infiltrate the ruthless gang's Beijing headquarters, overrun with menacing teenage thieves, and rescue Ling and the other animals before they, and maybe Jack, disappear forever.
This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015. The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.
Destination: Russia. On the eve of the first manned mission to Mars, Secret agent Jack Stalwart learns that the mission's chief rocket engineer has disappeared. When he finds out that engineer is his father, Jack vows the kidnapper will live to regret it. Can Jack keep his cool to save the day?
This book assists the busy professional with ready-to-use materials to present entertaining, educational, and age-appropriate programs that introduce young learners to countries and cultures around the world. The result of a collaboration of children's librarians and educators with over 70 years' combined experience, Travel the Globe: Story Times, Activities, and Crafts for Children, Second Edition offers the busy librarian, teacher, or media specialist with ready-to-use resources that introduce children to countries and cultures around the world. It provides recommended books, stories, action rhymes, fingerplays, games, and activities that can be used to plan a series of programs or a single activity that are both entertaining and educational. The book is organized alphabetically by country, with simple, low-cost craft ideas included in each chapter. All crafts use low-cost supplies and are simple to prepare and execute. At least two craft projects are included in each chapter: one for preschoolers, with suggestions for additional simplification; and another designed for children in kindergarten through third grade. The wide variety of resources within makes this book a valuable investment, as it will be useful year after year with new presentations and activities.