| 000 | 01621nam a2200325 ia4500 | ||
|---|---|---|---|
| 005 | 20221215144908.0 | ||
| 008 | 221215t20222022-usa|||b |||| 00| 1 eng d | ||
| 020 |
_a9781663921918 _cRM34.75 _qpaperback |
||
| 040 |
_aPPAK _beng _cPPAK _erda |
||
| 082 | 0 | 4 |
_223 _a813.6 |
| 090 | 0 | 0 |
_a813.6 _bNUU _dK |
| 100 | 1 |
_aNuurali, Siman, _eauthor. |
|
| 245 | 1 | 0 |
_aSADIQ and the Gamers / _cBY SIMAN NUURALI ; ART BY CHRISTOS SKALTSAS |
| 264 | 1 |
_aNorth Mankato, Minnesota : _bPicture Window Books, an imprint of Capstone, _c[2022?] |
|
| 264 | 4 | _c©2022 | |
| 300 |
_a57 pages, 7 unnumbered pages : _bcolour illustrations ; _c19 cm |
||
| 336 |
_atext _2rdacontent |
||
| 337 |
_aunmediated _2rdamedia |
||
| 338 |
_avolume _2rdacarrier |
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| 490 | 1 | _aSADIQ | |
| 520 | _aSadiq and his friends are starting a video game club at school. They have fun playing together and planning a tournament for the whole school to participate in. But when their club needs a service project, the club members are stumped. How can they help people with video games? Then, during a visit to a retirement home called Harmony House with his mother, Sadiq meets a man named Mr. Soto who could use some cheering up. Sadiq begins to form an idea. Could gaming be a way to help the residents at Harmony House? | ||
| 521 |
_aAges 6-8. _aGrades K-1. |
||
| 650 | 1 | 0 |
_aVideo games _vJuvenile fiction |
| 650 | 2 | 0 |
_aChildren of immigrants _vJuvenile fiction |
| 650 | 2 | 0 |
_aMuslims _zUnited States _vJuvenile fiction |
| 650 | 2 | 0 |
_aSomali Americans _vJuvenile fiction |
| 700 | 1 |
_aSkaltsas, Christos, _eillustrator. |
|
| 830 | 0 | _aSadiq | |
| 942 |
_2ddc _cB |
||
| 999 |
_c190594 _d190594 |
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