Escape from the Roller Ghoster


Book Description

Desmond and Andres visit a scary roller-ghoster in this eleventh haunted adventure in the Desmond Cole Ghost Patrol series! The Kersville Amusement Park is always a good time, but it also gives a new meaning to the term “thrill rides.” That’s because, in addition to being a popular destination for heart-pounding fun, the park is also just a little bit haunted. Join Desmond and Andres as they try to enjoy their day at the amusement park while being chased by ghosts! Warning: You must be this tall to read this book. With easy-to-read language and illustrations on almost every page, the Desmond Cole Ghost Patrol chapter books are perfect for emerging readers.




Ghouls Just Want to Have Fun


Book Description

Watch out for ghouls on the dance floor in the tenth book of the Desmond Cole Ghost Patrol series! School dances are tricky. Everybody wants to go, but nobody wants to dance. The music is too loud for anyone to talk. Teachers are there watching kids, but telling them to go out and have a good time. Oh, and at Kersville Elementary…be careful because you’ll have to watch out for ghouls on the dance floor! With easy-to-read language and illustrations on almost every page, the Desmond Cole Ghost Patrol chapter books are perfect for emerging readers.




The Vampire Ate My Homework


Book Description

A vampire has been sucking everyone’s homework dry in this thirteenth creepy adventure in the Desmond Cole Ghost Patrol series! Kersville Elementary School has a problem: there’s a very hungry vampire on the loose! But this creature doesn’t thirst for blood. Instead, he’s been eating the students’ homework! Can Desmond Cole stop the monster from turning everyone’s work into food for thought? With easy-to-read language and illustrations on almost every page, the Desmond Cole Ghost Patrol chapter books are perfect for emerging readers.




Now Museum, Now You Don't


Book Description

Desmond Cole goes on a field trip to the museum in the ninth book of the Desmond Cole Ghost Patrol series! Museums are great places to see really old stuff. The Kersville Museum has old paintings, old statues, and even old mummies that come with old curses. Sounds like a perfectly safe place to visit for family fun. Until the mummies start to disappear! With easy-to-read language and illustrations on almost every page, the Desmond Cole Ghost Patrol chapter books are perfect for emerging readers.




Campfire Stories


Book Description

Desmond Cole goes camping and tells some scary campfire stories in the eighth book of the Desmond Cole Ghost Patrol series! Camping with Desmond Cole is a lot of fun, until he starts telling ghost stories around the campfire. Most kids tell creepy stories that are totally fake, but Desmond tells totally true stories that will give you goosebumps. So, settle in while Desmond, Andres, and their ghost-friend, Zax, take turns trying to tell the scariest story of all. With easy-to-read language and illustrations on almost every page, the Desmond Cole Ghost Patrol chapter books are perfect for emerging readers.




Mermaid You Look


Book Description

There’s trouble brewing of mythic proportions, making the residents of Kersville go mer-mad, in this sixteenth adventure in the Desmond Cole Ghost Patrol series! Something is fishy at the Kersville Aquarium and it’s not just the fish. Okay, it is the fish, but there’s a bigger mystery lurking in the water. It’s slimy. It’s sneaky. And it sings an eerie song so strong that no one ever escapes! With easy-to-read language and illustrations on almost every page, the Desmond Cole Ghost Patrol chapter books are perfect for emerging readers.




Return to the Carnival of Horrors


Book Description

In order to get out of the Carnival before midnight, and avoid being trapped there forever, it is necessary to win three sideshow games. The prize would be a chance to fight for freedom, and you really don't want to lose.




Return to the Carnival of Horrors (Give Yourself Goosebumps #22)


Book Description

Reader beware--you choose the scare! GIVE YOURSELF GOOSEBUMPS! You escaped the first time. But Big Al, the evil carnival manager, wants your second visit to last forever!You've got to get out there—before midnight. If you win three midway games, you have a chance. But the games are horrifyingly hard. Like Q Quest. If you pick the wrong number, the penalty will really blow you away!Maybe you should look for a way out on the rides. But watch out for the Roller Ghoster. It's a steer-yourself roller coaster—filled with ghosts! The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!




Games in Libraries


Book Description

Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.




Why?


Book Description

A respectable and intellectual middle-class family was hastily drawn into an undesirable situation, trouble, and costs, which have touched their core values and principles. They had to secretly plan for the elimination of a dangerous, powerful, and elusive international illicit consortium kingpins. The family consisted of Clair, a wise and influential mother; John, a thirty-year-old smart and attractive private security consultant; and Sara, his younger sister, a beautiful computer programmer.