CAR |
Trackers Series (age 10+) by Patrick Carman math/science/technology ... mystery ... adventure Publisher comments: In the 21st century landscape of bits and bytes, everyone leaves a digital footprint ... even the most advanced cyber criminals. And that's where the Trackers come in. Four tech-savvy kids armed with high-tech video cameras and esoteric coding skills, the Trackers can find almost anyone, anywhere. Told through a collage of videos, text, and websites, Trackers #1 follows Adam, Finn, Lewis, and Emily as they become entangled in a high-tech, high-stakes game of cat and mouse with Shantorian, the world’s most dangerous hacker. At least, that's who they think they're tracking. title: Trackers |
HOR |
The Alex Rider Series (age 10+) by Anthony Horowitz brilliant protagonist ... math/science/technology ... mystery ... action ... adventure They told him his uncle died in a car accident. Fourteen-year-old Alex knows that's a lie, and the bullet holes in his uncle's windshield confirm his suspicions. But nothing prepares him for the news that the uncle he always thought he knew was really a spy for MI6 ... Britain's top secret intelligence agency. Recruited to find his uncle's killers and complete his final mission, Alex suddenly finds himself caught in a deadly game of cat and mouse. title: Stormbreaker title: Point Blank: An Alex Rider Adventure |
CRO |
New World
(age 10+) by Gillian Cross adventure ... spooky ... math/science/technology Fourteen-year-old Miriam agrees to test a new computer game in utmost secrecy but finds that it is more than she bargained for. |
LAT |
Carry On, Mr. Bowditch
(age 10+) by Jean Lee Latham brilliant protagonist ... voyages/journeys ... math/science/technology ... historical Readers today are still fascinated by "Nat," an eighteenth-century nautical wonder and mathematical wizard. Nathaniel Bowditch grew up in a sailor's world ... Salem in the early days, when tall-masted ships from foreign ports crowded the wharves. But Nat didn't promise to have the makings of a sailor; he was too physically small. Nat may have been slight of build, but no one guessed that he had the persistence and determination to master sea navigation in the days when men sailed only by "log, lead, and lookout." Nat's long hours of study and observation, collected in his famous work, The American Practical Navigator (also known as the "Sailors' Bible"), stunned the sailing community and made him a New England hero. |
PAU |
The Time Hackers
(age 10+) by Gary Paulsen adventure ... science fiction ... math/science/technology You ever open your locker and find that some joker has left something really weird inside? Seventh-grader Dorso Clayman opens his locker door to find a dead body. Thirty seconds later it disappears. It's not the first bizarre thing that has appeared in his locker and then vanished. Something's going on. Somebody has decided to make Dorso and his buddy Frank the target of some strange techno-practical jokes. The ultimate gamesters have hacked into the time line, and things from the past are appearing in the present. Soon, the jokes aren't funny anymore, they're dangerous. Dorso and Frank have got to beat the time hackers at their own game by breaking the code, before they get lost in the past themselves. |
ENZ |
The Number Devil: a Mathematical Adventure
(age 10+) by Hans Magnus Enzensberg math/science/technology ... fantasy ... humor In twelve dreams, Robert, a boy who hates math, meets a Number Devil, who leads him to discover the amazing world of numbers: infinite numbers, prime numbers, Fibonacci numbers, numbers that magically appear in triangles, and numbers that expand without. As we dream with him, we are taken further and further into mathematical theory, where ideas eventually take flight, until everyone...from those who fumble over fractions to those who solve complex equations in their heads...winds up marveling at what numbers can do. |