The Lost Time Machine Adventure by Ms. Fozkos’ Fourth Grade Class

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A CHOICE-FILLED ADVENTURE STORY

THE LOST TIME MACHINE ADVENTURE Written by Students of MS. FOZKOS’ FOURTH GRADE CLASS at ABBOT ELEMENTARY

FIRST EDITION AN 826MICHIGAN DIGITAL PUBLICATION


Copyright © 2022 by 826michigan and Blotch Books. All rights reserved by 826michigan, the many whims of Drs. T & G Blotch, and the authors. The views expressed in this book are the authors’ and do not necessarily reflect those of 826michigan. We believe in the power of youth voice and are thrilled that you picked up this book. No part of this book may be reproduced without express written permission from the publisher, except for small excerpts for the purposes of review or scholarly study. By purchasing this book, you are helping 826michigan continue to offer free student programs. For more information, please visit: 826michigan.org


You are in a castle at school on the border of Texas and Florida at an ice cream social. The ice cream is melting. It smells like mint, vanilla, unicorn swirl, and cotton candy ice cream. You are looking for your friend and building a time machine. You find your friend eating ice cream by the palm trees. “Come on, we have to go! I made a time machine,” you say. You can either use the time machine to go to Ireland in the 1850s or your friend can go with you in the time machine and go to Scotland.

If you decide to go to Ireland in the 1850s, turn to page 2. If you decide to take your friend to Scotland, turn to page 3.

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You use your time machine to go to 1850s Ireland. You are looking for something for your family in the past. There’s an old cottage by the lake, and you’re looking for a fisherman. You earn the fisherman’s trust by sharing your Nutri-Grain Bar with him. He says that he wants something else in return for a magical book. He wants his wife back. The fisherman gives you a magical book that gives you powers. It gives you the power to summon a Hippogriff to ride, and tells you how to ride it! You can either ride the hippogriff to a magical land to find the fisherman’s wife, or fly a plane to Texas.

If you decide to go to the magical land, turn to page 4. If you decide to fly to Texas, write your own ending.

2

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You decide to go to Scotland. When you land, you decide to look at the view in Scotland. You can see an ocean and a sunset and shark people offering you ice cream! You want to stay longer and so you ask one of the shark people for the time. The shark people have shark heads and people feet. They have yellow teeth, and they give you a souvenir. It is a shark tooth. They also give you three diamonds to repair the time machine. “The year is 10,” say the shark people. “What the—Blub! Heck!” you reply. They invite you to their underwater party. The party will have lots of people and ice cream that is fish flavored and salty, and the sun makes your skin burn. When they are underwater, the shark people are fully sharks. But, you still need six more diamonds to fix the time machine. The diamonds are underwater too. You can either go to the party, or not go to the party and find more diamonds.

If you decide to go to the party, turn to page 5. If you decide to find more diamonds, write your own ending.

3

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You decide to hop on a Hippogriff and fly to a faraway land to find the fisherman’s wife. Flying on the Hippogriff is magical and a little scary, and then it is very scary. The magical land is in the woods and full of mythical animals that can talk. The woods also have a sea made of cotton candy. One of the animals has a fox body and unicorn wings. It can also fly. Another animal is a half cat, half deer. There is also a half panda, half dragon creature, and a dragon’s toad from Mario. The animals are doing talking animal things and don’t really talk to you. The animals are like boring teenagers on their phones. At the bottom of the candy sea, deep in the woods, you see a castle. It’s black and green with gray smoke coming from it. It is disguised and made out of poisonous candy. The candy is hard candy and cotton candy. The castle looks like it is guarded by 5,000 fire-andice dragons. As you’re walking in the woods, you overhear a squirrel and a cat-deer saying that the castle is ruled by a witch. You realize that the fisherman’s wife is locked in a dungeon, in the castle, in the tower. If the wife is there for too long, the witch will turn her into a poisonous apple. You see a fairy who used to rule the tower and you know you can be transported by the fairy into the tower. The fairy can also put a spell on the witch so she thinks you’re one of her servants.

What happens next? Write your own ending.

4

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You decide to go to the party. You’re afraid that something bad is going to happen. A pufferfish bites you, and it gives you gills so you can breathe underwater. When you get to the party, you see a bunch of fireworks and sharks swimming around. You see tacos and sharks in a band on the stage with lights everywhere, under a big dome. There are lots of screens. The screens show zoomed-in pictures of the performers on stage. They’re playing the songs “Baby Shark,” “Under the Sea,” and “What I Want.” The shark’s children sing “Baby Shark.” You realize that it is the first birthday of all the sharks! Outside of the dome is sandy with a few pieces of coral. When you stay at the party for about an hour, you find five diamonds in sea coral. There’s a big monster shark covered in jewelry that wants to battle you for them, so she can put them on her necklace. She attacks you out of the blue! You win by throwing poisonous coral in her mouth! She falls down unconscious. The other sharks take her to the jail to get medical help. Some other sharks ask you to bake a birthday cake for everybody, and they’ll pay you one diamond. Then you can fix your time machine. You can either go back up to the surface and fix the time machine, or you can earn more diamonds.

If you decide to fix the time machine, write your own ending. If you decide to earn more diamonds, write your own ending.

5

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(space to write your own ending)

THE END 6

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(space to write your own ending)

THE END 7

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inspires school-aged students to write with skill and confidence in collaboration with adult volunteers in their communities. Our writing and tutoring programs uphold a culture of creativity and imagination and support students in establishing strong habits of mind. Through publication and community engagement, we provide students with an authentic and enthusiastic audience for their writing. Our programs provide an energizing creative outlet for students and meaningful volunteer opportunities for community members. We believe that with one-onone attention from caring adults, students improve their academic performance, develop a sense of belonging, and discover the unique value of their voices. We also believe that the more fun a student has, and the more directly we speak to a student’s interests, the more we can help students find the fun in learning. That’s why our programs are more than just extra homework. All of our programs are challenging and enjoyable, and ultimately strengthen each student’s power to express ideas effectively, creatively, confidently, and in their individual voice. ONLINE LEARNING LAB In the spring of 2020, due to the COVID-19 pandemic, we quickly transitioned all of our programs online. Our priority is to ensure the safety of our community, while continuing to offer engaging, high-quality opportunities to students. Each of our main programs—Schoolwork Support, Workshops, Field Trips, and In-school Projects—has been reimagined for the virtual space as part of our new Online Learning Lab. For the 2021–22 school year, our programs will remain virtual. When is it safe to return to our in-person programs, we plan to continue to offer virtual program opportunities as well! SCHOOLWORK SUPPORT The program formerly-known as tutoring has been given an updated name, but the same great foundations remain. We organize trained volunteer tutors to work with students one-on-one with their homework after school. Schoolwork Support is available for all subjects, for students ages 8–18. Generally, we offer this program at three locations: at our Liberty Street Lab in Ann Arbor, at the Michigan Avenue Branch of the Ypsilanti District Library, and at our Winder Street Lab in Detroit’s Eastern Market, though in-person programs are on pause this year. We have added a Virtual Schoolwork Support program. Students are paired with two tutors to work on assignments for school and writing projects of their choosing.


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826michigan inspires school-aged students to write with skill and confidence in collaboration with adult volunteers in their communities.

Find out more at 826michigan.org


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