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The player is able to illustrate each of the stories with their own paintings, either original drawings or using ready-prepared objects. As Orly tells the story the user is asked to create an item such as a friend for a flying monster or a birthday present to give to Orly. The objects become animated and are then used as part of the story.
Gamebooks range widely in terms of the complexity of the game aspect. At one end are the branching-plot novels, which require the reader to make choices but are otherwise like regular novels (this style is exemplified by the originator of the gamebook format, Choose Your Own Adventure, and is sometimes referred to as "American style").
There are normally two "main stories" and one "side story" which have their own set of choices, and a certain decision - usually at the first two choices that will determine which of the two "stories" the reader will be a part of, the side story will usually feature inside one of the two main stories, would consist of a small group of choices ...
These are republications of Choose Your Own Adventure for Younger Readers books, with revised text, new coloured art and a larger format. Caravan by R. A. Montgomery (2006) Indian Trail by R. A. Montgomery (2006) Your Very Own Robot by R. A. Montgomery (2006) The Haunted House by R. A. Montgomery (2006)
Each genre has its own characteristics for text structure that once understood helps the reader comprehend it. A story is composed of a plot, characters, setting, point of view, and theme. Informational books provide real-world knowledge for students and have unique features such as: headings, maps, vocabulary, and an index.
Making a budget doesn’t have to be a chore. Take the 50/30/20 rule, which provides a simple budgeting framework: Split your after-tax income into three buckets: 50% for needs, 30% for wants, and ...