Josh Lewis navigates the challenges of sixth grade at the prestigious Huckley School, where his best friend Aaron claims to have discovered time travel through his computer. When Aaron successfully transports himself into cyberspace, they encounter surprising figures from the past, unveiling hidden aspects of Huckley's history. The story features engaging characters, quick pacing, and clever narration that appeals to a wide range of readers, including those who may not typically enjoy reading.
Verloren in de cyberspace Reeks
Deze serie dompelt lezers onder in de opwindende wereld van cyberspace, waar jonge protagonisten ongelooflijke avonturen beleven. Volg hun reis vol innovatieve technologie, onverwachte wendingen en de ontdekking van verborgen geheimen. De verhalen zitten vol actie, humor en slimme plotwendingen die zelfs aarzelende lezers zullen boeien. Het is een verkenning die de grenzen van realiteit en verbeelding verlegt.


Aanbevolen leesvolgorde
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The Great Interactive Dream Machine: Another Adventure in Cyberspace
- 149bladzijden
- 6 uur lezen
The plot revolves around Josh Lewis and his best friend Aaron Zimmer, who have created a wish-granting computer. While it seems like a dream come true, the machine has unpredictable bugs, granting wishes from unexpected sources, including Aaron's mom's poodle. As chaos ensues, the situation escalates when a mysterious figure known as The Watcher begins to surveil their activities in cyberspace, leading to unforeseen challenges. This engaging tale blends humor and suspense, showcasing Richard Peck's storytelling prowess.