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The book The Library Card is about four kids who each have some problem in life that the library card solves. During the course of the four short stories, the library card changes each of their lives for the better. The main character of the first section, Mongoose, struggles with peer pressure from his friend Weasel.
The Childcraft series was originally created in 1934 by W. F. Quarrie & Company, then publishers of the World Book encyclopedia. The series' title was Childcraft – The How and Why Library. Childcraft was created as a sort of encyclopedia for young children. With simple texts and illustrations, the volumes were designed to make learning fun.
In 1999 Pyramid magazine named Once Upon a Time one of The Millennium's Best Card Games [16] and also as one of The Millennium's Most Underrated Games. [17] Editor Scott Haring stated "the game's just as good for kids as it is for adults." [16] Once Upon a Time was chosen for inclusion in the 2007 book Hobby Games: The 100 Best.
Frontispiece to The How and Why Library, 1909 "Once upon a time" is a stock phrase used to introduce a narrative of past events, typically in fairy tales and folk tales. It has been used in some form since at least 1380 [1] in storytelling in the English language and has started many narratives since 1600.
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Books Unbanned is a United States library program that issues library cards nationwide from regional libraries in order to give electronic access to the library's digital and audio collections to teens and young adults living in U.S. locations where books are being challenged.
DC Zoom original logo. In 2017, DC Comics announced that a new untitled young readers imprint would launch in 2018. [3] Abraham Riesman, for Vulture, highlighted a shift in audience for graphic novels that didn't have to do with either Marvel or DC Comics; Riesman wrote that "shift was the result of decisions made by librarians, teachers, kids'-book publishers, and people born after the year 2000.
The International Children's Digital Library was initially launched in November 2002 under the direction of University of Maryland Computer Science professor Dr. Allison Druin and in collaboration with researchers from other fields, such as information studies, art, psychology, and education, in order to better understand children's online habits and to encourage a love of reading and ...