Error loading page.
Try refreshing the page. If that doesn't work, there may be a network issue, and you can use our self test page to see what's preventing the page from loading.
Learn more about possible network issues or contact support for more help.

The Good War

ebook
A middle school must-read that exposes the anti-Semitism in our country today! 
From the author of The Wave comes a poignant and timely novel about a group of seventh graders who are brought together—and then torn apart—by an afterschool club that plays a video game based on WW2.

There's a new afterschool club at Ironville Middle School.
Ms. Peterson is starting a video game club where the students will playing The Good War, a new game based on World War II.
They are divided into two teams: Axis and Allies, and they will be simulating a war they know nothing about yet. Only one team will win. But what starts out as friendly competition, takes an unexpected turn for the worst when an one player takes the game too far.
Can an afterschool club change the way the students see eachother...and how they see the world?
"By using a gaming lens to explore the students’ entrée to prejudice and radicalization, he succeeds in lending immediacy and accessibility to his cautionary tale."—Kirkus Reviews

Expand title description text
Publisher: Random House Children's Books

Kindle Book

  • Release date: January 26, 2021

OverDrive Read

  • ISBN: 9780593173664
  • Release date: January 26, 2021

EPUB ebook

  • ISBN: 9780593173664
  • File size: 3687 KB
  • Release date: January 26, 2021

Loading
Loading

Formats

Kindle Book
OverDrive Read
EPUB ebook

Languages

English

Levels

ATOS Level:5.2
Lexile® Measure:750
Interest Level:6-12(MG+)
Text Difficulty:3-4

A middle school must-read that exposes the anti-Semitism in our country today! 
From the author of The Wave comes a poignant and timely novel about a group of seventh graders who are brought together—and then torn apart—by an afterschool club that plays a video game based on WW2.

There's a new afterschool club at Ironville Middle School.
Ms. Peterson is starting a video game club where the students will playing The Good War, a new game based on World War II.
They are divided into two teams: Axis and Allies, and they will be simulating a war they know nothing about yet. Only one team will win. But what starts out as friendly competition, takes an unexpected turn for the worst when an one player takes the game too far.
Can an afterschool club change the way the students see eachother...and how they see the world?
"By using a gaming lens to explore the students’ entrée to prejudice and radicalization, he succeeds in lending immediacy and accessibility to his cautionary tale."—Kirkus Reviews

Expand title description text