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Read The Great Interactive Dream Machine (1996)

The Great Interactive Dream Machine (1996)

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Rating
3.49 of 5 Votes: 3
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ISBN
0803719892 (ISBN13: 9780803719897)
Language
English
Publisher
dial

The Great Interactive Dream Machine (1996) - Plot & Excerpts

1.This is a junior book, science fiction.2.Josh and Aaron, once best friends, are thrown back together again after Aaron’s plethora of computers cause a pre-summer power outage and introduce Josh to his new cyber world. It’s when Aaron’s wish-granting machine begins to work is when their lives really become interesting.3.A. Richard Peck created an easy to read and scientifically possible story that will intrigue any young reader. The diverse setting of a New York City high-rise apartment building along with a wish-granting machine gives every reader a trip into an imaginary world that every young reader would want to travel to.B. The greatest aspect of this book was the knowing the story could scientifically be possible one day. This story could actually be someone’s life at some point which is very intriguing to young readers, a dream world that could become reality. And, isn’t that one of the best things about reading? Reading for imagination, for possibility and for dreaming a possible dream.C.“He spends so much time at his motherboard that he’s forgetting how to interface with humans” (p 1). Aaron’s computer time began this adventure of traveling through time and space and to grant wishes. With all of the computer and technology advancement, this could someday be possible. “The force field or whatever had reached four floors down to our apartment and Heather’s room. Probably at the very minute Aaron was entering his formula, Heather was thinking about the Hamptons, counting the days. In a way it was more interesting that Aaron’s boring computerized schematics of dinosaur days. But where would it end? I really wondered” (p 43). Where would it end? When will it begin? Peck’s imagination could someday become reality.4. Curriculum Connection- A wonderful summer read and read aloud with students. This would be wonderful to use with imagery. Have students depict certain scenes of this story and compare and contrast them. I’m sure every student’s depiction would be somewhat similar.

I just finished The Great Interactive Dream Machine by Richard Peck. This book is about 2 best friends Josh and Aaron. Except Aaron is getting very caught up in the progression of technology and becomes less social. As Aaron is floating away into his own world a power outadge happens cusing Aaron to talk to Josh. As they talk Aaron spills the news of something he found and they start ti go deeper into it. So far they can make their wishes come true. But theres one problem with the machine, you cant decide when it works. This leads to my favorite part, where they wish they could be bigger, and their wish comes true. Aaron describes the changes hes encountered and describes it in a hilarious way. This book is a good read for middle schoolers. It is an adventurous, funny, and entertaining read.

What do You think about The Great Interactive Dream Machine (1996)?

Here's a quick and cleverly written little novel. I wished the plot would amp up a bit--somehow having a wish granting machine was not as exciting as it should have been--but it is a kid's book and fairly entertaining anyway. The characters are the best element: vivid, interesting, and realistic (even the dogs!). The humour isn't too shabby either, and it was fun to read about good old 90s technology, when the whirring of a dial-up connection was simultaneously annoying and enticing. Glad I finally pulled it off the shelf.
—April

Genre: I placed this title in my reading log under Science Fiction Junior BooksSummary: Aaron is a young boy who is very smart when it comes to computers. Using his knowledge, he tries to generate a computer project, increasing his chances of getting into to summer camp, not soccer camp, until his friend Josh gets involved. (a.) I believe the strength of this title is brought out in the author’s ability of taking two boys, Aaron and Josh on a variety of imaginative journeys together. This allowed me to go along on their trips via their Dream Machine with them.(b.) It appears that whatever thoughts or dream are going on when the boys are near the computer, poof, of they go. I must admit, the trip I enjoyed the most was on page 54-56. The boys grew so large; they had to sneak off to borrow clothes from the upper classmen. They left school and while in the park they noticed Daryl, the bully, in gym class playing soccer. Aaron and Josh, with their new size and clothes they would not be recognized, so they joined the game on the other team. They gave that bully a run for his money and a taste of his own medicine.(c.) Despite the enjoyment of all the traveling and adventure that went on, there was one thing that did bother me about the book. Starting at the beginning of pages 40 – 41 the boy’s started telling fibs to cover up what was going on. I understand that it seemed the right thing to do, but telling lies has never been beneficial for anyone. This started early in the book when the boys are whisked away to the Hamptons. Josh calls home and tells his sister that he and Aaron are at school preparing for an upcoming quiz. When in actuality, they were trying to catch a train home. Curriculum Connection: An opportunity to let a class run wild with imagination. I truly believe that if I shared this book with my class, I would impress the importance of honesty about them, unlike the boys in the book.
—Wallace Johnson

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