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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
title: Shantorian
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JOH
Alex Rider Graphic Novels (age 10+)
by Antony Johnston
brilliant protagonist ... math/science/technology ... mystery ... action ... adventure
Presents a graphic novel adaptation of Anthony Horowitz's novels in which fourteen-year-old Alex Rider is coerced to continue his deceased uncle's dangerous work for Britain's intelligence agency, M16.
title: Stormbreaker
title: Point Blank
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HOR
Alex Rider: the Gadgets (age 10+)
by Anthony Horowitz
brilliant protagonist ... math/science/technology ... mystery ... action ... adventure
As fans of teen spy Alex Rider know, nothing is more fun or mind-boggling than the gadgets that time and again help free him from tight spots. Such as the Game Boy that doubled as a Geiger counter in Skeleton Key. Or the CD player with the fast-spinning saw blade in Point Blank that helped free Alex from a steel-barred window. Now, for the first time, readers everywhere can glimpse the secret files and blueprints that detail each gadget. It's almost as much fun as actually owning these techno-toys...
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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
title: Point Blank
title: Skeleton Key
title: Eagle Strike
title: Scorpia
title: Ark Angel
title: Snakehead
title: Crocodile Tears
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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.
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CRA
Dead Man's Hand (age 10+)
by Jordan Cray
realistic ... math/science/technology ... adventure ... mystery
Catalog: While on a brief vacation in Key West, sixteen-year-old Annie and her stepbrother Nick do an internet search that inadvertently involves them in a dangerous murder mystery.
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BRU
Code Talker: A Novel About the Navajo Marines of World War Two (age 10+)
by Joseph Bruchac
adventure ... math/science/technology ... war ... historical
Publisher comments: The United States is at war, and sixteen-year-old Ned Begay wants to join the cause, especially when he hears that Navajos are being specifically recruited by the Marine Corps. So he claims he's old enough to enlist, breezes his way through boot camp, and suddenly finds himself involved in a top-secret task, one that's exclusively performed by Navajos. He has become a code talker. Now Ned must brave some of the heaviest fighting of the war, and with his native Navajo language as code, send crucial messages back and forth to aid in the conflict against Japan. His experiences in the Pacific, from Guadalcanal to Iwo Jima and beyond, will leave him forever changed.
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STE
First Light (age 10+)
by Rebecca Stead
math/science/technology ... fantasy ... adventure ... mystery
Peter is thrilled to join his parents on an expedition to Greenland, where his father studies global warming. Peter will get to skip school, drive a dogsled, and-finally-share in his dad's adventures. But on the ice cap, Peter struggles to understand a series of visions that both frighten and entice him. Thea has never seen the sun. Her extraordinary people, suspected of witchcraft and nearly driven to extinction, have retreated to a secret world they've built deep inside the arctic ice. As Thea dreams of a path to Earth's surface, Peter's search for answers brings him ever closer to her hidden home. Rebecca Stead's fascinating novel is a dazzling tale of mystery, science and adventure at the top of the world.
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SKU
Mysteries in Our National Parks Series (age 10+)
by Gloria Skurzynski
math/science/technology ... survival ... action ... nature ... mystery
In the first of these fast-paced adventures, the Landons trail a wounded wolf in Yellowstone National Park. The park is abuzz with rumors of a wolf attack. Meanwhile, a killer stalks the woods. Unaware of the danger, Jack and Ashley are more concerned about rebellious teenage foster child, Troy Haverson. From the opening moments at Old Faithful through 48 action-packed hours, the tension builds: What is lodged in the wolf's radio collar? And what is the meaning of the Native American story of Sin-a-Wavi? A heady mix of suspense, adventure, and moments of tenderness lure readers into this story of kids discovering the natural world.
title: Wolf Stalker
title: Cliff-Hanger
title: Deadly Waters
title: Rage of Fire
title: The Hunted
title: Ghost Horses
title: Over the Edge
title: Valley of Death
title: Escape From Fear
title: Out of the Deep
title: Running Scared
title: Buried Alive
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BER
The Puzzling World of Winston Breen (age 10+)
by Eric Berlin
mystery ... enterprise ... math/science/technology
Winston Breen finds puzzles everywhere, even on pizzas, and solving them is what he does best. But when his sister uncovers mysterious wooden strips with words and letters that even Winston can't figure out, the entire family is obsessed. It turns out the strips are part of a scavenger hunt that a town patriarch set up for his children. If all four sets are put together, they will lead to a ring worth thousands of dollars. Cooperating seems like a no-brainer to Winston, but to solve the puzzle, the group has to overcome mysterious threats, mutual mistrust, 25-year-old clues, and participants who will do anything to keep the treasure for themselves.
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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.
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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.
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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.

Sat Aug 25 11:55:25 2012
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