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Micronations : invent your own country and culture with 25 projects / Kathy Ceceri ; illustrated by Chad Thompson.

By: Contributor(s): Material type: TextTextSeries: "Build it yourself" seriesPublication details: White River Junction, VT : Nomad Press, [2014]Description: 124 pages : illustrations ; 26 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1619302187
  • 1619302225
  • 9781619302181
  • 9781619302228
Other title:
  • Micro nations
Subject(s):
Contents:
ch. 1 What Makes a Country a Country? -- ch. 2 The Lay of the Land---The Physical Geography of Your Country -- ch. 3 Law and Order---How Your Country Runs -- ch. 4 The Material World---Your Country's Economy -- ch. 5 All Systems Go---Your Country's Infrastructure -- ch. 6 Cultural Geography---Forge Your Own National Identity -- ch. 7 Your Country and the World.
Summary: Takes readers through the process of creating imaginary realms with their own laws, history, culture, and currency, explaining how to create authentic-looking artifacts while inventing unique languages, food, holidays, and clothing.
Holdings
Item type Home library Collection Call number Materials specified Status Date due Barcode Item holds
Children's Book Children's Book Main Library Children's NonFiction 306.2 C387 Available 33111007937382
Total holds: 0

Enhanced descriptions from Syndetics:

For anyone who's ever dreamed of ruling over their own empire, here's your chance! Micronations are imaginary countries that have a lot of the same things as real ones: laws, customs, history, and their own flags, coins, and postage stamps. Micronations: Invent Your Own Country and Culture takes readers step-by-step to create their own unique realm, using examples from real nations, micronations, and fictional lands. What makes a country a country? What symbols and systems define a country and help it function? Learn about geography and government, technology and the environment, art and culture, and the literary device of "world-building" used in works like The Hobbit and Harry Potter.

Kids get to invent their own language, music, games, clothing, food, and holidays to fit their micronation's tradition. Whether they create a land of time travel where every city exists in a different epoch or an underwater monarchy whose chief export is fish, Micronations: Invent Your Own Country and Culture will engage kids' imagination and teach make-believe rulers how the real world works.

This title meets Common Core State Standards for literacy in language arts, history and social studies; Guided Reading Levels and Lexile measurements indicate grade level and text complexity.

Includes bibliographical references (page 122) and index.

ch. 1 What Makes a Country a Country? -- ch. 2 The Lay of the Land---The Physical Geography of Your Country -- ch. 3 Law and Order---How Your Country Runs -- ch. 4 The Material World---Your Country's Economy -- ch. 5 All Systems Go---Your Country's Infrastructure -- ch. 6 Cultural Geography---Forge Your Own National Identity -- ch. 7 Your Country and the World.

Takes readers through the process of creating imaginary realms with their own laws, history, culture, and currency, explaining how to create authentic-looking artifacts while inventing unique languages, food, holidays, and clothing.

Ages 9-12.

Guided reading level: T

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