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Book details

The Great Interactive Dream Machine

The Great Interactive Dream Machine

Published in
1997
3.38
on Goodreads (53)

Description

Aaron is perfecting "cellular reorganisation". When his computer formula interacts with the desires of two or more people, then their desires become reality. There are lots of "Dream Machine" adventures, including turning into 17 year old heartthrobs!
Age
10-12
Text complexity
developing
Length
160 pages
Book in series
#2

Why to read

  • Engages Imagination: 'The Great Interactive Dream Machine' offers a unique plot that encourages readers to expand their imagination, as the story revolves around a machine that brings dreams to life, providing a creative and thought-provoking experience.
  • Addresses Real-Life Issues: Despite its fantastical elements, the book touches on real-life issues such as family dynamics, the impact of technology on society, and the moral dilemmas that arise from scientific advancements, making it relevant and relatable.
  • Entertaining and Humorous: Richard Peck is known for his wit and humor, which shine through in this book. The engaging and funny narrative keeps readers entertained while also delivering a compelling story.
  • Promotes Problem-Solving: The protagonist faces various challenges that require critical thinking and problem-solving skills. Readers can learn from the character's experiences and apply similar reasoning to their own lives.