Micronations : invent your own country and culture with 25 projects / Kathy Ceceri ; illustrated by Chad Thompson.
Material type: TextSeries: "Build it yourself" seriesPublication details: White River Junction, VT : Nomad Press, [2014]Description: 124 pages : illustrations ; 26 cmContent type:- text
- unmediated
- volume
- 1619302187
- 1619302225
- 9781619302181
- 9781619302228
- Micro nations
- Civics -- Juvenile literature
- Creative activities and seat work -- Juvenile literature
- Cultural geography -- Juvenile literature
- Culture -- Juvenile literature
- Imaginary places -- Juvenile literature
- Nation-building -- Juvenile literature
- Politics and culture -- Juvenile literature
- Social sciences -- Juvenile literature
Item type | Home library | Collection | Call number | Materials specified | Status | Date due | Barcode | Item holds | |
---|---|---|---|---|---|---|---|---|---|
Children's Book | Main Library | Children's NonFiction | 306.2 C387 | Available | 33111007937382 |
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