Tuesday, March 24, 2009

Elsewhere




Author: Garielle Zevin
Year Published: 2005
Publisher: Farrar, Straus and Giroux
ISBN#:
9780374320911
Pages: 275
Media Type: Book
Classification : Fiction
Subjects: Death, Future life
Reader's Annotation:

Fifteen-year-old Liz Hall is looking forward to earning her driver's license, graduating high school, and attending college. However, on the way to help her best friend shop for a prom dress, Liz is killed by a hit-and-run driver. Liz awakens on a cruise ship bound for the afterlife- a place called "Elsewhere".

Plot Summary:
Liz is a victim of a hit-and-run driver. Unfortunately, she passes away. When she wakes up she is in a place that she can only be dreaming about. The place is called Elsewhere. Everything there is kind of like Earth, but at the same time not like it at all. People on Elsewhere get younger instead of older. However, it’s still like Earth in the sense that you have friends, family, and a job. Betty is Liz’s grandmother whom she never met until now. Liz meets other people who became her great friends. Liz may have thought at the beginning of her arrival to Elsewhere that she’d never get used to this new “life” but as time goes on, she learns to loves it.

Reading Level: 4.3
Interest Level:9-12
Author Website:
http://www.memoirsofa.com/

Monday, March 23, 2009

The Alchemist


Author: Paulo Coelho

Year Published: 1993
Publisher: Harper Collins
ISBN#: 0061122416
Pages: 197
Media Type: Book
Classification: Fiction
Subject: Fables

Reader's Annotation:
Timeless and entertaining, exotic yet simple, this fable breaks down the steps in the journey we all take to find the most meaningful riches in our lives. Santiago, an Andalusian shepherd boy who dreams about finding a treasure in the pyramids of Egypt, shows how along the way we learn to trust our hearts, read seemingly inconspicuous signs, and understand that as we look to fulfill a dream, it looks to find us just the same...if we let it.
In this book it is stated again and again that each of us has our own Personal Legend, a quest; "When you pursue your personal legend the universe will conspire with you to make it happen." You will follow Santiago on his adventure and during the process be challenged to think about your goals and dreams and what you would have to do to pursue them.

Plot Summary:
The Alchemist is the story of a young shepherd named Santiago who is able to find a treasure beyond his wildest dreams. Along the way, he learns to listen to his heart and, more importantly, realizes that his dreams, or his Personal Legend, are not just his but part of the Soul of the Universe. When Santiago meets Melchizedek, a strange wise man who claims he is a king from a far-off land, he decides to seek his treasure. Santiago sells his sheep and embarks to Africa to pursue his dream.

Santiago continues on to the Pyramids. Once there, Santiago is attacked by robbers. Asked what he is doing there, Santiago replies that he had a dream of a treasure buried at the base of the Pyramids. One of the robbers laughs at him, and says that he has had the exact same dream, except that in his the treasure was buried in Spain. Santiago realizes that the treasure was back in Spain the entire time. The story then jumps forward in time and finds Santiago digging a hole at the base of the tree where he had had his first dream. Sure enough, he finds a trunk full of gold–enough for him and Fatima to live happily for a long time.
Reading Level: 6
Interest Level: 9+
Author Website:http://www.paulocoelho.com.br/


Ender's Game


Author: Orson Scott Card
Year Published: 1977
Publisher: TOR Books
ISBN#: 0765342294
Pages: 324
Media Type: Book
Classification: Fiction
Subject: Siblings, Genetic engineering, War games
Reader's Annotation:
The alien Buggers threaten humanity with extinction, and Earth's ultimate savior may be one small boy. Andrew "Ender" Wiggins thinks he is only playing computer games, but he is really commanding Earth's last great fleet.

Plot Summary:
Aliens have attacked Earth twice and almost destroyed the human species. To make sure humans win the next encounter, the world government has taken to breeding military geniuses -- and then training them in the arts of war... The early training, not surprisingly, takes the form of 'games'... Ender Wiggin is a genius among geniuses; he wins all the games. He is smart enough to know that time is running out. This book tells a futuristic tale, yet it is only a prediction of what the modern world would look like. In Ender's Game, the book illustrates the hardships of gifted children who are isolated in order to develop prowess. Unlike his brother, Ender does not take pride in destroying others and commits this action because he is often pushed into situations which demand physical defense. Ender wins every battle and in the end destroys the enemy’s home world.


Reading Level: 5
Interest Level: 9+
Awards Won: Hugo and Nebula Awards , ALA Best Book For Young Adults
Author Website:http://www.hatrack.com/

Graphic Novel Adaptation of Ender's Game (pictures)



The Curious Incident of the Dog in the Night-Time



Author: Mark Haddon
Year Published: 2003
Publisher: Random House Adult
ISBN#: 1400032717
Pages: 226
Media Type: Book
Classification: Fiction
Subject: Autism, England
Reader's Annotation:
The 15-year-old narrator is an autistic boy named Christopher Boone who is obsessed with (among other things) Sherlock Holmes. When a neighbor's dog is killed, he decides to track down the real dog-killer. As the events are filtered through the mind of an autistic, they take on their own logic--and are often hilarious. Eventually, by his own eccentric methods, Christopher uncovers truths that are profoundly disturbing, and in the process is forced to extend himself well beyond his usual boundaries.

Plot Summary:
Christopher Boone, the autistic 15-year-old narrator of the book, relaxes by groaning and doing math problems in his head, eats red-but not yellow or brown-foods and screams when he is touched. Strange as he may seem, other people are far more of a conundrum to him, for he lacks the intuitive "theory of mind" by which most of us sense what's going on in other people's heads. When his neighbor's poodle is killed and Christopher is falsely accused of the crime, he decides that he will take a page from Sherlock Holmes and track down the killer. As the mystery leads him to the secrets of his parents' broken marriage and then into a journey in which he find his place in the world.

Christopher must fall back on deductive logic to navigate the emotional complexities of a social world that remains a closed book to him. Christopher is a fascinating case study and, above all, a sympathetic boy, but too open-overwhelmed by sensations. He filters out his surroundings. Christopher can only make sense of the chaos of stimuli by imposing arbitrary mathematical patterns. Though Christopher insists, "This will not be a funny book. I cannot tell jokes because I do not understand them," this novel brims with touching, ironic humor. The result is an eye-opening work in a unique and compelling literary voice that every reader will enjoy

Reading Level:5
Interest Level: 9+
Awards Won:A New York Times Notable Book for 2003
Author Website:http://www.markhaddon.com/home_alternative.html

Wednesday, March 18, 2009

The Chronicles of Narnia: The Lion, the Witch and the Wardrobe




Author: C.S. Lewis
Year Published: 1950
Publisher: HarperCollins
ISBN#: 0-064471047
Pages: 206
Media Type: Book
Classification: Fiction
Subject: Imaginary place
Reader's Annotation:
Four children are sent to the countryside of England during the war to avoid the air raids. They go to live with an old professor who has no wife, only a housekeeper. While there, the children find an old wardrobe that if walked through, leads them to a magical place.


Plot Summary:
This novel tells the ultimate story of good versus evil as the children fight an evil witch with the help of a unique lion, Aslan, to save the creatures of Narnia from perpetual winter. Narnia ... the land beyond the wardrobe, the secret country known only to Peter, Susan, Edmund, and Lucy ... the place where adventure begins. Lucy is the first to find the secret wardrobe in the professor's mysterious old house. At first, no one believes her when she tells of her adventures in the land of Narnia. But soon Edmund and then Peter and Susan discover the Magic and meet Aslan, the Great Lion, for themselves. In blink of an eye, their lives are changed forever. It is a story that continues to draw in new readers with its simplicity, pure heroism, and Christian values.

Reading Level: 5
Interest Level: 4-9
Author Website:
http://cslewis.drzeus.net/

The Chronicles of Narnia:The Magician's Nephew




Author: C.S. Lewis
Year Published: 1955
Publisher: HarperCollins
ISBN#: 0064471101
Pages: 221
Media Type: Book
Classification: Fiction
Subject: Imaginary place
Reader's Annotation:
The story of how Aslan created Narnia and gave the gift of speech to its animals. This book focuses on the adventures of Polly and Digory.

Plot Summary:
The Magician's Nephew begins with a brief summary of the time period during which the story occurs. During this time in London lived a young girl named Polly Plummer. Polly lives in row housing. One day, while she is in her garden, a grubby faced young boy pokes his head over the wall from the garden next door. The boy is Digory, a name which Polly makes fun of and begins to comment on his dirty face when she remembers her manners. The subtle hint at his appearance causes Digory to burst out at Polly, telling her that he was forced to leave the luxuries of living in the country to live in London which he calls "a beastly Hole." He tells Polly that his father is in India, his uncle is mad, and that his mother is sick. Polly is inclined by Digory's emotional outburst to comfort him.

Curiosity does get the better of her and she asks about Mr. Ketterly (Digory's uncle). Digory explains that he is very odd, talking of strange things, and even crying out in his secret room upstairs. Polly offers several explanations about what his case may be and thus began the friendship of Digory and Polly.

The key action begins when the two decide to explore the attic space in the row houses in which the two live. Polly had discovered that she could access the under-roof areas with a small effort and had created a secret "cave" for her amusement. Digory and Polly ended up in in Digory's Uncle's room where all the trouble starts.

There was a strange humming noise that fills the room. Digory suggests they leave since they have apparently entered someone's home. In the table were some rings. Polly asks about the rings but before Digory could insist upon leaving, the lanky, frightening form of Uncle Andrew rises from a chair. The children are speechless and become more alarmed when Uncle Andrew rushes across the room and bolts the door shut. The two children began backing toward the attic door through which they had come, but Uncle Andrew darts to that door, blocking their escape.

Just as Digory yells out to Polly not to touch the rings, she touches one of them and vanishes, leaving Digory and Andrew alone in the room. Since she had no way of returning, Digory would have to go after her carrying a green homeward ring. He puts two green rings into his pocket and picks up his yellow ring. There was nothing else he could have done.

Uncle Andrew and the study vanished and Digory could feel himself rushing through empty space. There he finds Polly.After a short time the two decide to try going home. Digory is anxious to try a different world and sets off but is wisely stopped by Polly who points out that they should mark the home pool so they will not be lost later. This they do. After some confusion about which ring to use (green is always used to leave the Wood), the two leap into a nearby pool and descend into the unknown.

They arrive in the new world and first notice the strange reddish light about them. Digory takes responsibility for waking Jadis- The Witch. Digory tells her that it was Uncle Andrew's doing.Jadis insists upon being taken to England at once. When they arrive in Andrew's study, the old magician is in awe of what the children have brought with them. Digory was afraid that the witch is loose in London.

The story then goes through a lot of sequence of events as Digory and Polly got Jadis back to the Woods and into an unknown world where they meet the Lion -Aslan for the first time.

As the Lion sings, various plants begin to grow, starting first with grass, then trees. The Lion's song continues to produce more plants, flowers and the sort. It was Polly who first notices that the song and the life growing around her are interconnected. The Lion breathes on his chosen and commands them to awake and be speaking beasts.

From the trees and waters, various living creatures emerge and hail the Lion, Aslan, declaring their awareness of His command. Among the chosen is Strawberry, the cab horse. Aslan gives the creatures Narnia as their own, commanding them to be gentle to the dumb beasts or they themselves would cease to be Talking Beasts.

At Aslan's command, the animals pull aside and Digory approaches, asking if Aslan would help his mother. Aslan looks away and asks the animals if this is the boy who did it. Aslan then turns to Digory and commands him to explain how the witch came to Narnia. The whole story comes out and Digory is told that he must undo what has been done.

Near the river, a tree has grown from the apple which Digory planted. Aslan tells Digory that the tree will keep the witch out of Narnia, but she will remain in the north growing stronger in her evil magic. The day after Digory buried the apple core, he and Polly met to dispose of the rings. They buried them in a ring around the small tree which was already sprouting from the apple core Digory had planted.

As time passed, things continued to improve for Digory. After the death of a wealthy family member, his father returned from India and the family moved to a large house in the country. Digory and Polly always remained friends. In Narnia, all lived in peace.

The lamppost which the witch had accidentally planted burned brightly through the generations until it was happened upon years later by a young girl in another story. The area was called Lantern Waste. The apple Digory planted grew into a large tree and provided good fruit, though not magical fruit, for many years until the tree was blown over in a storm. Digory, now a grown man and a learned professor and owner of the Ketterly's old house, could not bear to see the tree cut into firewood so he had the tree cut into timbers which he had fashioned into a wardrobe to be put in his old house in the country.


Reading Level: 5
Interest Level: 4-9
Author Website:http://cslewis.drzeus.net/

Tuesday, March 17, 2009

Star Wars :Dark Empire



Author (s) : Kennedy, Cam ; Veitch, tom
Year Published:1995
Publisher:Dark Horse Comics
ISBN#:1569710732
Pages:184
Media Type:Book, Graphic Novel
Genre: Sci-Fi, Action, Graphic Novel
Reading Level:6
Interest Level:Young Adult (YA)
Reader's Annotation:
Six years after the Battle of Endor, the fight for freedom rages on. Darth Vader is dead, but a reborn Empire -- under a mysterious new leader -- strikes back at the struggling Rebel Alliance. Massive World Devastators, more powerful and unstoppable than the Death Star, ravage entire planets, while the ruthless heirs of Jabba the Hutt place a monumental price on the heads of Princess Leia and her husband, Han Solo. Along with Lando, Chewbacca, Artoo, Threepio, and other old allies, Han and Leia struggle to protect the future for their unborn child. But their greatest foe may be their closest friend: Luke Skywalker...

Plot Summary:
After the Battle of Endor, the destruction of the Empire's second Death Star, and the defeat of Emperor Palpatine and Darth Vader, the war for control of the galaxy still rages on. The former Rebels have been forced to evacuate Coruscant after a successful invasion by resurgent Imperial forces. But when the Empire's "leaders" begin to fight over the right to govern, civil war breaks out and gives Luke Skywalker, Lando Calrissian and Alliance troops an opening to carry out a daring raid on Coruscant itself. But the mission goes awry and Skywalker and Calrissian crash-land their captured Star Destroyer at the heart of the Imperial City.

But when Han Solo and his wife Leia, accompanied by Chewbacca and C-3PO, attempt to rescue Luke and Lando, they are taken aback by Luke's refusal to go with them back to the secret Alliance base known as Pinnacle. Instead, he allows himself to be whisked off by a dark side storm, leaving his twin sister and her husband to wonder if the burdens of being a Jedi Master are too heavy for Luke to bear alone.Later on though, Luke does go too far into the darkside and Leia has to save him, like Luke did with Vader. Luke also did it to understand his father better, he needed to know why his father became Darth Vader.

Author(s) Website (if any):http://www.hollywoodcomics.com/veitch.html

Superman:The Doomsday Wars




Author: Dan Jurgens
Year Published: 1999
Publisher: DC Comics
ISBN#: 1563895625
Pages: 142
Subject: Superheroes, Superman
Genre: Action, Graphic Novel
Media Type: Book, Graphic Novels
Reader's Annotation:

In Superman: The Doomsday War (1998), Doomsday's mind is under the influence of Brainiac and Superman fights two of his most powerful enemies, in order to rescue Lana Lang's newborn child.

Plot Summary:
This book has interwoven plots, including the birth of Pete Ross and Lana Lang Ross' premature child, an early lesson in responsibility for young Clark and the return of Brainiac. Superman is transporting the infant Ross child to a critical care hospital when Doomsday attackes him. The now eloquent monster gloats over the downed hero.Following the time altering events of Zero Hour, a previously unknown henchman of Brainiac's transported to the end of time and snatched Doomsday away after Superman and Waverider left. Plans to make Doomsday's body a receptacle for Brainiac's mind (his body having been damaged in the first issue) are interrupted when the monster awakens. With insufficient time to destroy Doomsday's mind as originally intended, Brainiac is forced to take control and override him. Needing to create a new body without Doomsday's controlling but simplistic mind,

Brainiac/Doomsday decides to use the Ross infant as host for Doomsday tissue and Brainiac's mind. In the end, Superman thwarted Brainiac's plot by driving him out of Doomsday's body via the use of a telepathy-blocking 'psi-blocker'. He then lured Doomsday to the moon, where he placed Doomsday in a kind of stasis with four Justice League teleporters; perpetually transporting between those four booths, Doomsday would never be more than 25% integrated, and thus unable to 'think' of a plan to escape.

Reading Level: 5
Interest Level: 9+
Author Website:http://www.lambiek.net/artists/j/jurgens_dan.htm

Dark Knight Returns














Author: Frank Miller
Year Published: 1996
Publisher: DC Comics
ISBN#: 1563893428
Pages: 197
Subject: Batman
Genre: Fantasy, Action
Media Type: Graphic Novel
Reader's Annotation:
Batman returns to crime fighting after a 10-year retirement. Bruce Wayne, is now an old man as far as crime fighters go. He’s in his late 40s. Batman has disappeared from the scene. Police Commissioner Gordon is due for retirement in few months time. Crime in Gotham City slowly spirals out of control. Batman is forced (or perhaps unconsciously compelled) to come of our his self-imposed retirement. The City Mayor and the new police commissioner is up in arms against Batman. Reactions from the citizens of Gotham City are mixed. Some view his return as something overdue while some feel he’s part of the problem. The Joker also returns to the scene later on. There’s even a new Robin, but not quite the Robin we’re familiar with.

Plot Summary:
It is ten years after an aging Batman has retired and Gotham City has sunk deeper into decadence and lawlessness. Now as his city needs him most, the Dark Knight returns in a blaze of glory. Joined by Carrie Kelly, a teenage female Robin, Batman takes to the streets to end the threat of the mutant gangs that have overrun the city. And after facing off against his two greatest enemies, the Joker and Two-Face for the final time, Batman finds himself in mortal combat with his former ally, Superman, in a battle that only one of them will survive. Government dispatches Superman to take down Batman after he makes Gotham City safe. However, Oliver Queen (Green Arrow) who is now a one-armed revolutionary, warns Batman of the Government’s plans. Batman begins preparing for his battle against Superman and is equipped with a powerful suit of armor, sonic blaster, a mysterious pill and synthetic kryptonite which he had spent years developing. Batman and Superman engage in a powerful battle, and, when Queen shoots Superman using an arrowhead loaded with Batman's synthetic Kryptonite, Batman emerges the winner. However, Batman dies of a heart attack shortly after. Bruce Wayne’s secret identity as Batman quickly becomes public knowledge, but his accounts have been emptied and his stocks and funds have already been sold off. His body was claimed by "a distant cousin, his only living relative" (which is actually Carrie Kelly in disguise). With the Batcave and Wayne Manor destroyed, there is no solid evidence as to how he carried out his dual lives, or of Batman's methods.At the funeral, Superman hears a heart beat inside the coffin and, after looking at Carrie, winks at her and leaves. Carrie later digs up Bruce’s body; it is revealed that he faked his death with the pill. Bruce Wayne now begins a new life, leading Robin, Green Arrow, and his new army through unexplored tunnels beyond the Batcave.

Reading Level: 6
Interest Level: 9+






Bend it like Beckham (Movie)



Director: Gurinder Chadha
Year Released: 1 August 2003
Media Type: Movie
Run Time : 112 min
ISBN: 9786307894764
Genre:Comedy,Drama, Romance, Sport
Viewer's Annotation:
The daughter of orthodox Sikh parents rebels and runs off to Germany to make a name for herself in soccer.

Plot Summary:
A comedy about bending the rules to reach your goal. Bend It Like Beckham explores the world of women's football. The Bhamra family have been settled in Great Britain for several years. They have two daughters, Pinky and Jessminder. While Pinky is in the process of getting married, Jessminder is preparing to play football - which is not acceptable to her parents. But Jessminder knows she is good at the sport, and she does receive considerable encouragement. Her parents are clearly uncomfortable with their daughter running around in shorts, chasing a big ball, instead of being clad in a traditional salwar khameez, and learning to cook East Indian recipes. Jessminder must now decide what's important for her. To make matters worse, a football tournament is arranged on the very day of her sister's marriage. In the end, it all works out as Jessminder was able to do both - play in the biggest soccer game of her life and attend her sister's wedding.

Awards Won:
(2004) Pyongyang Film Festival
Music Prize
(2002) British Comedy Awards
Best comedy film
(2003) ESPY Awards
Best Sports Movie ESPY Award
(2004) GLAAD Media Awards
Outstanding Film - Wide Release
(2002) Locarno International Film Festival
Audience Award - Gurinder Chadha
(2002) London Film Critics Circle Awards
British Best Newcomer - Keira Knightley
(2002) International Film Festival of Marrakech
Special Jury Award - Gurinder Chadha
(2003) National Board of Review of Motion Pictures
Special Recognition
(2002) Sydney Film Festival
PRIX UIP- Gurinder Chadha
(2003) The Comedy Festival
Film Discovery Jury Award - Gurinder Chadha

Movie's Website: http://www.foxsearchlight.com/benditlikebeckham/