________________ CM . . . . Volume XXIII Number 29 . . . . April 7, 2017

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Get into Cartooning. (Get-Into-It Guides).

Vic Kovacs.
St. Catharines, ON: Crabtree, 2017.
32 pp., pbk., hc., & html, $9.95 (pbk.), $21.56 (RLB).
ISBN 978-0-7787-2644-9 (pbk.), ISBN 978-0-7787-2638-8 (RLB), ISBN 978-1-4271-1789-2 (html).

Subject Heading:
Cartooning-Juvenile literature.

Grades 3-5 / Ages 8-10.

Review by Gail Hamilton.

*** /4

   

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Get into Chess. (Get-Into-It Guides).

Rachel Stuckey.
St. Catharines, ON: Crabtree, 2017.
32 pp., pbk., hc., & html, $9.95 (pbk.), $21.56 (RLB).
ISBN 978-0-7787-2645-6 (pbk.), ISBN 978-0-7787-2639-5 (RLB), ISBN 978-1-4271-1790-8 (html).

Subject Heading:
Chess-Juvenile literature.

Grades 3-5 / Ages 8-10.

Review by Gail Hamilton.

** /4

   

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Get into Dioramas and Models. (Get-Into-It Guides).

Janice Dyer.
St. Catharines, ON: Crabtree, 2017.
32 pp., pbk., hc., & html, $9.95 (pbk.), $21.56 (RLB).
ISBN 978-0-7787-2646-3 (pbk.), ISBN 978-0-7787-2640-1 (RLB), ISBN 978-1-4271-1791-5 (html).

Subject Heading:
Models and modeling-Juvenile literature.

Grades 3-5 / Ages 8-10.

Review by Gail Hamilton.

*** /4

   

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Get into Knitting. (Get-Into-It Guides).

Janice Dyer.
St. Catharines, ON: Crabtree, 2017.
32 pp., pbk., hc., & html, $9.95 (pbk.), $21.56 (RLB).
ISBN 978-0-7787-2647-0 (pbk.), ISBN 978-0-7787-2641-8 (RLB), ISBN 978-1-4271-1792-2 (html).

Subject Heading:
Knitting-Juvenile literature.

Grades 3-5 / Ages 8-10.

Review by Gail Hamilton.

** /4

   

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Get into Minecraft. (Get-Into-It Guides).

Vic Kovacs.
St. Catharines, ON: Crabtree, 2017.
32 pp., pbk., hc., & html, $9.95 (pbk.), $21.56 (RLB).
ISBN 978-0-7787-2648-7 (pbk.), ISBN 978-0-7787-2642-5 (RLB), ISBN 978-1-4271-1793-9 (html).

Subject Heading:
Minecraft (Game)-Juvenile literature.

Grades 3-5 / Ages 8-10.

Review by Gail Hamilton.

**½ /4

   

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Get into Photography. (Get-Into-It Guides).

Rachel Stuckey.
St. Catharines, ON: Crabtree, 2017.
32 pp., pbk., hc., & html, $9.95 (pbk.), $21.56 (RLB).
ISBN 978-0-7787-2654-8 (pbk.), ISBN 978-0-7787-2643-2 (RLB), ISBN 978-1-4271-1794-6 (html).

Subject Heading:
Photography-Juvenile literature.

Grades 3-5 / Ages 8-10.

Review by Gail Hamilton.

*** /4

   

excerpt:

The skewer is the opposite of a pin. In the skewer, you threaten a high-value piece. By forcing that piece to avoid capture by moving, you expose the piece it was protecting. Like the pin, the skewer can only be performed with a rook, bishop, or queen. The skewer often involves the king. When the king is in check, it must move. This may expose the queen or a rook.

A skewer is absolute when it involves a king that must move to get out of check. In a relative skewer, the threatened piece does not have to be move. (From
Get into Chess.)

Six titles comprise the "Get-into-It Guides" series which introduces readers to a variety of interests or hobbies. Most of the books begin with a brief history of the featured topic, followed by a list of supplies needed for the activity. The majority of each title is devoted to the "how to" of the activity, itself, with basic step-by-step instructions. As the books unfold, more complicated steps are added as well as variations on the specific theme. There are plenty of text boxes, including one entitled "Did You Know?" which provides topic-related trivia. Though the series is designed for elementary school children, the vocabulary varies too much from the simple to the more advanced, and some of the explanations are just too complicated for the target audience. The text is enhanced with abundant illustrations, but the loud, vivid colours and the busy and crowded layout of the books have a jarring effect. Perhaps the strongest criticism of the series is that, while readers will find the explanations of some of the activities, such as cartooning and making dioramas and models, easy to comprehend, other activities, such as knitting and playing chess, are best learned by doing, and preferably, with tutelage from someone who has experience in that specific activity. A table of contents, a glossary and a brief list of books and websites (some of which have videos) are included.

      Get into Cartooning teaches readers how to draw figures, beginning with simple shapes, starting with the face, then the body, and finally, how to show emotion using facial expression and body language or movement. Topics in this book include backgrounds, perspective, adding humour, dialogue and captions, and going from a single panel to a multi-panel cartoon, all the while considering layout, and finally, to the creation of an entire comic book. There are tips for drawing Manga-style, but the book could have shown a few examples of different styles of cartooning. In the section on humour, there are a couple of questionable inclusions: the first is a photograph of a boy holding a computer keyboard and a hotel keyboard (in this day and age will kids even know what a hotel keyboard is?); the second is a politically incorrect (at least, to this reviewer) cartoon of a man in a straightjacket with an accompanying riddle, "Why did they lock the watchmaker in the mental hospital? Because he laughed around the clock."

      Chess, the world's most popular board game, is the world's oldest board game still played today. Get into Chess explains the chessboard layout and proper chess notation and helps readers to identify the pieces and their movements. From opening tactics to the middlegame and the endgame, moves are described in file and rank terms, one example of which is the "fork", a classic move in which one player's piece threatens two of the opponent's pieces. There are tips for how to get out of check and a double-page spread that tests the reader's chess skills. This title is a great example of information overload and is far too complicated, especially for a child who is just "getting into" chess. Chances are that the child will quit reading long before getting to the end of the book.

      Get into Dioramas and Models contains a lot of practical suggestions for how to create a stabilized outer shell for a diorama, how to set the pieces inside, and how to select materials. There are tips on making the setting authentic to the historical period and making objects to scale. Instructions for paper maché are provided along with how to create water features, trees, figures and other objects. The emphasis in this title is on dioramas more so than on stand-alone models. This would be a useful book for a student who wants to do a special project for social studies or science.

      Knitting can be very frustrating, especially for a beginner (as a former teacher who started a knitting club for Grade 4-6 students, this reviewer knows of what she speaks). It is yet another example of a hobby that is best taught by a person, and not by a book. Get into Knitting explains the uses of different types of wool, needle sizes, the various stitches, such as knit, purl, garter and stockinette, how to cast on and off, how to decrease stitches (but information on how to increase stitches is not provided), how to sew two pieces of knitting together, and how to fix a mistake (not an easy task for this age group). Instructions for age-appropriate projects, such as a cell phone sock, a stuffed owl and a hat with a pom-pom, are also included. The suggested websites provide instructional videos and free knitting patterns for beginners.

      Minecraft, invented by Swedish game designer and programmer Markus Persson, is a highly popular choose-your-own-adventure type of video game that can be played alone or with a group online. In Getting into Minecraft, readers will learn about the virtual Minecraft world, made of building blocks, the difference between the modes of play (Creative versus Survival), and how to navigate through the Minecraft world as they encounter various characters (both benevolent and dangerous) and acquire resources with which to make tools and other objects. There are instructions for making a sword out of card stock by using some of the same skills necessary in the video game. Though the tips in the book are helpful, they rob players of using their imaginations and figuring things out for themselves. The book is best read in small chunks, otherwise it can be too overwhelming.

      Finally, Get into Photography briefly highlights the history of photography and the range of cameras available- from DSLRs to Point-and-Shoot styles and smartphone cameras. Terms, such as shutter speed, aperture, depth of field, focus, resolution and photo mode, are discussed along with examples of various types of photos: sports, close-up, animals, still life, portraits, landscapes and panoramas. The importance of light and composition when taking or editing a photograph are also covered, with specific mention of focal point, the "rule of thirds", foreground, background, angle, and editing techniques such as cropping, enhancing colour or light, increasing contrast, or using special effects such as filters. Photo-taking tips are also provided, some examples of which are burst mode, panning and motion blur. Instructions and tips for five different photo projects are also provided.

      Despite their high price tag, some of the titles in this series might be worthy of purchase, but the others are too overwhelming for the youngster who is just beginning to show interest or getting into a specific activity.

Get into Cartooning: Recommended.
Get into Chess: Recommended with Reservations.
Get into Dioramas and Models: Recommended.
Get into Knitting: Recommended with Reservations.
Get into Minecraft: Recommended with Reservations.
Get into Photography: Recommended.

Gail Hamilton is a former teacher-librarian in Winnipeg, MB.

To comment on this title or this review, send mail to cm@umanitoba.ca.

Copyright © the Manitoba Library Association. Reproduction for personal use is permitted only if this copyright notice is maintained. Any other reproduction is prohibited without permission.
Published by
The Manitoba Library Association
ISSN 1201-9364
Hosted by the University of Manitoba.
 

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