Don’t Try This At Home: How to Win a Sumo Match, Catch a Great White Shark, Start and Independent Nation, and Other Extraordinary Feats (for Ordinary People) by Hunter S. Fulghum. Broadway Books, 2002.
Interest Level: Ages 12 and up, Grades 7 and up
Synopsis: Ever wondered what it took to win a sumo match or smuggle secret document out of the country or break into Fort Knox? This book can tell you how! People are willing to try dangerous things all the time, so why not learn how to do them for yourself? While many of the activities could result in both physical injury and jail time, reading about them can broaden your horizons of the silly and outlandish feats not to be attempted by ordinary people. Includes instructions for swimming the English Channel, going over Niagara Falls in a barrel, sinking a submarine, borrowing the Mona Lisa, meeting aliens at Area 51, and much more.
The book is largely humorous and the author is careful to give a warning to the reader about the risks involved with each of the feats detailed, presenting them in hypothetical situations. While some of the feats are normal (swimming the English Channel), others border on the ridiculous (starting an independent nation). In fact, quite a few make use of basic science that we learn in school but seem to have no practical application (besides chemistry = cooking). Mostly, I delighted in the random knowledge of how to do things that, truth be told, don’t necessarily appeal to me on a ‘I feel a need to do X’ level. But, the facts in the book can definitely be fun conversations – seriously, how many people do you know that could tell you how to win at jousting or rappel off the Eiffel Tower – or research for your next creative writing project. Chances are, people will be impressed.
Enigmatic Events by Gary L. Blackwood. Marshall Cavendish/Benchmark, 2006.
Interest Level: 5th through 8th Grades
Synopsis: We all learn about historical events in school, but what about the unsolved history? Gary L. Blackwood’s book details some of history’s lesser known and somewhat controversial mysteries which includes the lost colony of Roanoke, the Salem witch trials, the disappearing crew of the Mary Celeste, the Tunguska event, and the Hindenburg explosion. The explanation of events is by no means exhaustive, but it gives the reader a taste of the mystery and encourages them to find out more and draw their own conclusions. The book is part of a series that includes Debatable Deaths, Legends or Lies?, and Perplexing People.
I remember learning a little bit about some of the events in the book, like the lost colony, the Salem witch trials, and the disappearance of the dinosaurs, but not in enough detail to make it really memorable. Other events, like the
Hindenburg explosion are sort of mentioned in passing; and I am sure I’ve never heard of the
Mary Celeste and her disappearing crew, nor the Tunguska event. What I liked was that the book provided a background of the event and provided some evidence for its cause, but not a full explanation. This leaves the reader free to draw their own conclusions and find out more. There is also a bibliography at the end of suggestions for finding out more and other books that deal with the events in each of the chapters. What I didn’t like was that the chapters were so short – just as we are getting into the story, it just sort of ends. I might have liked to see some other explanations offered, but I suppose that is what self-investigation is for. Despite this, it is a short and informative read designed to spark an interest in unusual happenings.
The Outdoor Adventure Handbook by Hugh McManners. DK Publishing, Inc., 1996.
Interest Level: 3rd through 6th Grades
Synopsis: This book is a great companion for those outdoorsy types who like to camp, hike, or might enjoy roughing it in the great outdoors. It provides lots of tips and color illustrations for everything the reader needs to have their own outdoor adventure. The author provides pointers for how to tie knots, choose a campsite, what to bring and how to pack it, make a fire, provide first aid, sterilize water, cook meals, and much more. At the end, there is a useful index of addresses and phone numbers for the reader to write and find out more about how to best prepare themselves for an adventure outdoors.
McManner’s Handbook gives the reader some great tips for how to survive a camping trip, whether one is experienced or not. Color illustrations and step-by-step instructions detail all of the suggested activities, making each page informative, but very busy. The pictures of younger children may be off-putting to older readers, who may prefer to check out the more adult outdoorsman books. Some of the ideas and suggestions for resourceful supply alternatives may seem advanced, but the novelty of being able to make one’s own camping equipment is cool even if not always useful. Regardless, the suggestion to explore the intricacies of camping in the wilderness and other outdoor fun.
So, You Wanna Be a Writer?: How to Write, Get Published, and Maybe Even Make it Big! By Vicki Hambleton and Cathleen Greenwood. Beyond Words Publishing, 2001.
Interest Level: Ages 9-12; 5th through 9th Grade
Synopsis: Wondered what it is like to be a writer? Considered making writing your career or maybe just want to submit a story to a magazine? This is the book for you. It gives you tips on how to get started with your stories, conquering writer’s block, decide what kind of stories to write, what to do if you want to get published, and what to do after a publisher says ‘yes’ or ‘no’ to your book/story. The index of resources for writers and glossary of commonly used terms is especially helpful in getting your ideas out of your head, onto the paper, and into the world for other people to read and enjoy. It also includes mini-interviews with famous authors like Michael Crichton, Joanna Cole, Todd Strauser, and others, as well as interviews with kid authors about how they got started, what they like to write, and their advice for other kids looking to get published.
We all learn some basic writing skills in school, and we might have been called upon to write creative stories or essays every so often – but what if you want to do more with your writing? This book offers lots of encouragement and helpful tips for those looking to get their name out there or even if they just want to hone their craft. Some of the best advice offered is to keep reading and writing, and to never throw anything away – everything can be used! I was also impressed with the ending chapters on sending proposals and what happens after a publisher says ‘yes’ or ‘no’, since this is the area with which most kids looking to get published are the least familiar. There is a new edition coming out in the next year that is likely to have revised information and even more tips on how to get started and keep going toward that dream.
You Can Do a Graphic Novel by Barbara Slate. Alpha Books, 2010.
Interest Level: Grades 7 and up
Synopsis: Graphic novels have become the next big thing in literature – they’re hip, they’re cool, and they have pictures! Plus, anyone can do one. Wait, what? Barbara Slate, who has worked with both DC, Marvel, and Disney making comics offers some tricks of the trade with how you can get started making your own graphic novel. Can’t write or draw that well? Find a partner to work with that will help you bring your story or drawings to life. Confused about how to outline the plot? Just use some of the basic elements you used in school to write stories, only with a little more flair. Want to get published? There’s stuff about that in the book too! No matter who you are or your level of ability, making graphic novels can be a fun, rewarding experience that definitely doesn’t get taught in school. If you have a great story but don’t want it to be just a plain old book, try making it a graphic novel.
Slate’s experience, stories, and tips for readers about how to get started on a graphic novel was fun and engaging, almost bordering on a graphic novel in itself. Like I learned all through school, writing is a messy process and Slate’s advice can help make the process a little more organized. She even goes through the sort of creative process – things like how to get started, how to be inspired by everyday things and people, how to combat writer’s block, and how you should never throw any of your ideas away. Even if all of your ideas don’t fit into one chapter or story, save them for another to help you get inspired. I like that she encourages the reader to use visual elements as guides for how to set things up with drawing their characters, creating a style, and the overall layout. The book also includes some student examples at the end from the workshops she teaches on how to write graphic novels. Slate doesn’t sugar-coat the process and make it seem easier than it is, but she does make it an engaging, fun, hands-on, all-stops out creativity outlet for kids looking to get their ideas on to paper and out there to read.