Synopsis
KNOW-IT-ALL
Jake Drake is excited about Despres Elementary School's first science fair. He wants to win the grand prize: a brand-new Hyper-Cross-Functional Bluntium Twelve computer system. And he really wants to beat the third-grade know-it-alls, Marsha McCall and Kevin Young.
The trouble is, to beat the know-it-alls, Jake has to become a know-it-all himself. And he may just lose more than he wins.
Children's Literature
Third-grader Jake is excited about possibly winning a new computer in the school's first-ever science fair. The trouble is that two classmates are bound to win because they are so competitive. Still, Jake works out a magnet project, doesn't tell the nosy two, avoids the "help" of his K-I-A/D-I-A (Know-it all, Done-it-all) Dad, and finally enlists his good friend to help. He doesn't win first prize, but neither do the over-eager beavers. And Jake learns something about getting excited about science, how to organize and present a project, and he discovers it's really fun to mess around with magnets. Clements brings to this "Ready-for-Chapter" book, the second in the "Jake Drake" series, his usual knack for sounding like a kid narrator and his eye for school culture. Avendano's ink wash and pen illustrations are bland but adequate, and dialog, a few lists and charts, believable characters and situations, and some worthwhile themes make this a good read with an invitingly easy look. 2001, Aladdin, $15.00 and $3.99. Ages 7 to 10. Reviewer: Susan Hepler AGES: 7 8 9 10