You choose (series) by George Ivanoff
Random House, 2014.
The treasure of Dead Man's Cove. ISBN 9780857983831.
Mayhem at Magic School. ISBN 9780857983848.
Part of the appeal of computer games is that the player has control
of what happens to the characters driven by the decisions he/she
makes about the decisions the characters make. Imagine if that power
could be in book form, propelled not by graphics and a controller
but by words, reading and understanding. Harking back to a very
popular format of about 20 years ago, where the reader chose their
own adventure by making a choice about what action to take and
therefore where to move next in the story, this series You
choose puts the power back in the reader's hands, rather than
the author's predetermined storyline. And each time the book is read
a different choice can be made and a new story created.
In The treasure of Dead Man's Cove the reader finds an old
map supposedly belonging to One-Eyed William, a fierce pirate who
was buried with his treasure. So the first decision has to be made -
to follow the clues in case it's real or hand it in to a museum
curator. In Mayhem at Magic School the reader suddenly
discovers magic powers which cause strange things to happen so a
decision has to be made about whether to visit a therapist and seek
help or keep them secret and use them? Is the outcome a place in
Magic School, a spy for the government or something else?
Written by an author who, himself, was a devotee of this sort of
format and only became an avid reader after he discovered it -
something I found happened frequently when I offered them to my
reluctant readers of both genders - this is a series that not only
combines interactivity and reading, but also enables the reader to
think about cause and effect, to consider the options, to take the
time to make a decision, and to take risks in a safe environment.
The appeal and importance of gaming within the formal education
setting is becoming the focus of a lot of research and literature
and this series provides a great foundation to actively engage and
explore options. Map the story, its choices and consequences on a
flow chart; have students add a few twists of their own and discuss
how these can have an exponential effect on the outcomes; perhaps
even venture down the Technologies strand of the Australian
Curriculum and let your budding programmers start to design the
coding. Then set a new scenario and start to explore the pathways and
fun of 'what if... ', encouraging the students to let their
imaginations go, push the boundaries, think beyond the usual as they
draw on all they've seen and experienced. Use these two books, and The
Maze of Doom and The haunting of Spook House as models
for an engaging, integrated project that draws in your writers, your
illustrators, your mathematicians, your computer experts to create
something new that accentuates the need for a team, encourages
negotiation and compromise as well as the skills of seeing things
from another perspective and looking for alternatives, and perhaps,
even, the concept of empathy.
So glad this format is back on the reading agenda of the young
readers in my life.
Barbara Braxton