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Elara the Fennec Fox wears a versatile outfit that can be adapted to different fairs. Fennec Fox, large pointed ears, sandy colored fur, large, expressive almond shaped eyes.

Adventures for the brave. Protagonist meets an old pirate that shares his treasure map. At the end he finds a grand treasure chest filled with golden coins.

In a vibrant, futuristic world where artificial intelligence comes to life, Robo the Robot, a friendly, round-bodied machine with glowing LED eyes, embarks on an exciting adventure with their tech-savvy friends. Chip the Computer, a cheerful laptop with an expressive LED face and flexible keyboard arms, rolls beside them, while Pixel the AI Assistant, a floating, glowing hologram, lights the way with its ever-changing colors. Their playful companion, Byte the Robotic Dog, eagerly wags its tail, ready to explore the wonders of AI. Together, they invite young readers on a fun-filled journey to understand artificial intelligence, how computers learn, and the exciting ways AI is shaping our world. Their adventure begins in a futuristic learning lab, where Professor Thinkalot, a wise old robot with glasses and a lab coat, explains how AI recognizes patterns and learns from data, just like kids do when recognizing shapes and colors. The friends watch as AI identifies pictures, solves puzzles, and even helps Byte fetch the right ball. As they travel through a bustling tech city, the team discovers AI in everyday life—self-driving cars navigating traffic, smart assistants answering questions, and video game AI making adventures more exciting. Gigi the Gamer, a high-energy kid with a VR headset, shares how AI enhances gaming, while Robo and Chip find fun AI-powered gadgets in a scavenger hunt. Next, they dive into hands-on AI activities—teaching an AI model, solving mazes, and coloring futuristic robots. In an interactive lab, they meet real-world robots, from Roombas cleaning floors to the Mars Rover exploring space. Robo asks, “What do you think AI will do in the future?” inspiring young minds to imagine, draw, and create their own AI inventions. As their journey ends, the friends celebrate the reader’s new knowledge with a Certificate of Achievement, encouraging kids to stay curious and become AI explorers of tomorrow

very year, the animals of the Great Forest come together for the Forest Games, a fun-filled day of friendly competitions—racing, jumping, climbing, and balancing events that celebrate each animal’s unique abilities. Milo the Moose has always loved watching the games, but this year, he wants to participate. There’s just one problem: Milo can’t run or jump like the others. His legs aren’t as strong, and he moves more slowly than his friends. Some animals worry that the games might be too difficult for him, but Milo is determined to find a way to compete in his own way. With the help of his inventive raccoon friend, Hazel, Milo modifies his walking cart with new wheels and a gentle push mechanism, allowing him to move more easily. As the games begin, Milo discovers that while he may not be the fastest, he has other strengths—he’s great at balancing, solving tricky obstacles, and encouraging others when they feel discouraged. During the final event, a team relay, one of the fastest competitors, Benny the Rabbit, trips and twists his ankle. The whole team is at risk of losing—until Milo steps in. Using his cart, he carries Benny across the finish line, proving that winning isn’t about being the fastest or the strongest—it’s about teamwork, kindness, and determination. At the end of the games, the animals cheer for Milo, not because he won the most events, but because he showed everyone that true strength comes from never giving up. Inspired by him, the animals decide that next year’s Forest Games will include new events that celebrate different kinds of abilities, ensuring that everyone has a chance to shine.

Once upon a time, there was a little girl named Sara. Sara lived in a small village and often felt unhappy. She dreamed of having an exciting adventure. One sunny morning, she decided to explore the woods near her home. Sara packed a bag with some food and set off. She was excited to see what wonders the forest held. Little did she know, the adventure would be more than she expected.

A 13-old girl goes to an isle and learns to know new people

Page 1: "Tom had a big red hat." (Image prompt: A cheerful boy named Tom wearing a big red hat, standing outside on a sunny day.) Page 2: "Tom saw a sad dog." (Image prompt: Tom noticing a small, sad-looking dog with floppy ears sitting by a tree.) Page 3: "The dog had a red tag." (Image prompt: Close-up of the dog’s red tag on its collar, with some details but not fully readable.) Page 4: "Tom sat by the dog." (Image prompt: Tom sitting on the grass next to the dog, gently petting it while it looks hopeful.) Page 5: "Tom got the red tag." (Image prompt: Tom holding the dog’s tag and examining it closely, trying to read the details.) Page 6: "The tag had a big map." (Image prompt: The tag reveals a little map etched on it, showing a house nearby.) Page 7: "Tom ran with the dog." (Image prompt: Tom running down a path with the dog happily following, tail wagging.) Page 8: "Tom met a sad man." (Image prompt: A kind-looking man standing by his garden, looking sad and calling out.) Page 9: "The man had a red cap." (Image prompt: The man wearing a bright red cap, matching the tag on the dog’s collar.) Page 10: "Tom gave the dog back." (Image prompt: The man kneeling down to hug the dog, overjoyed, while Tom smiles.) Page 11: "The man gave Tom a big hug." (Image prompt: The man happily hugging Tom with the dog wagging its tail, a feeling of gratitude and joy in the air.) Page 12: "Tom and the dog had fun!" (Image prompt: Tom and the dog playing fetch in the garden, with the man watching and smiling.)

The boy got lost in the magical everwood and find true home for himself.

A man named Jack sits on the floor with his head leaning against a wall, visibly frustrated. Around him, scattered papers and a laptop with analytics showing "Visitors: High, Sales: Zero" on the screen. The ambiance is dim, with a sense of stress and urgency.

1. Daria y Dario visitan a Sagrada Familia 2. van a un restaurante para comer tapas 4. despues de comer tapas pasean por las calles de barcelona 5. van a un hotel 7. cenan en un hotel juntos

Introducing Titus as a young leader on the island of Crete, where there are many people who don't know much about Jesus. “Titus was like a shepherd, guiding the people to be like Jesus.” Telling the story from Grace the Time traveler who went back to Titus's time and how we can be leaders for Jesus like Titus.

1.Bunny Fluffy with a toothache: An image of a small bunny with big eyes holding his cheek. There are carrot pieces scattered around him. 2.Wise owl and forest friends: The owl is sitting on a branch, and around it are a bunny, a hedgehog and a mouse. The owl holds a twig in its paw, and the animals listen attentively. 3.Journey to the tooth fairy: Forest friends are walking through a magical forest. On their way, they encounter various obstacles: a turbulent stream, dense thickets, etc. 4.The Tooth Fairy and the forest inhabitants: A little fairy with wings is standing by a hollow, and all the forest inhabitants are gathered around her. The fairy is holding toothbrushes and toothpaste.

A comical modern twist on Jonah. after getting a divorce and leaving his son, a hurricane or system of storms follows in Jonah's wake. When he finally returns to collect his son, the biggest hurricane of them all tracks him down. To redeem himself, Jonah flies away with a massive propane tank that was threatening the family's home.

V malém městečku Slunečná Zátoka žila trojice přátel – Lily, Alex a Max. Jednoho slunného odpoledne objevili pod starým dubem zažloutlou mapu, která vypadala jako starobylá. "Vypadá to jako mapa k pokladu!" vykřikl Tomáš a děti se rozhodly ji prozkoumat. Prvním cílem byla opuštěná zahrada za muzeem. Když dorazili, našli tam starou truhlu plnou barevného skla, které se třpytilo jako drahokamy. "Jsou to jen staré kousky skla," zklamaně poznamenal Martin, ale Anička podotkla, jaké krásné barvy mají. Tato zkušenost je naučila, že i obyčejné věci mohou mít skrytou krásu. Následně zamířili na vrch nad městem, kde objevili vzácné rostliny a motýly. Děti se rozhodly o motýly pečovat a nosily jim každý den kousky ovoce. Učily se, jak je důležité chránit přírodu a vážit si jejího bohatství. Posledním bodem na mapě byl starý maják u moře. Cesta byla náročná, ale děti se navzájem podporovaly. Když konečně dorazily, našly uvnitř majáku knížku pohádek a starých příběhů města. Tato kniha je inspirovala k výměně svých vlastních příběhů a dobrodružství. Při návratu domů, v záři zapadajícího slunce, si uvědomily, že největším pokladem není sklo ani motýli, ale přátelství, které si vybudovaly. Naučily se, jak je důležité spolupracovat a sdílet zážitky. Kouzelná mapa je zavedla na tajná místa ve městě, ale především jim ukázala poklady jejich srdcí. Jejich příběh se stal legendou v Slunečné Zátokě, příběhem o třech přátelích, kteří našli skutečný poklad – přátelství.

Sam is a young boy who doesn't want to go to sleep because he's busy building his spaceship. One night, he notices a twinkling star named Twinkle outside his window. Twinkle invites Sam on an adventure to the Land of Dreams, where sleepy stars rest and children have magical dream adventures. Sam flies with Twinkle through the night sky, past the Moon and fluffy clouds, to the Land of Dreams. There, he sees colorful dream bubbles filled with children having wonderful adventures. Twinkle shows Sam his special dream bubble where he becomes the captain of a spaceship, exploring distant planets and meeting friendly aliens. Sam's mom finds him sleeping peacefully with a smile on his face. From that night on, Sam looks forward to bedtime, knowing that each night brings a new adventure in the Land of Dreams, guided by Twinkle, the Sleepy Star.

In the mystical realm of enchanted forests and magical courts, siblings Ruby and Luka share a unique bond. Luka, a talented 13-year-old basketball player, feels anxious before a grand final game. Through mysterious whispers from Ruby, a two-year-old with profound insight, Luka discovers how to transform his anxiety into excitement. Guided by Ruby's mystical presence and belief in his abilities, Luka delves deep into his inner strength to lead his team with determination and resilience, turning the tide of the game in a mysterious and unexpected way. With Ruby's ethereal voice guiding him, Luka seizes a daring opportunity that defies all expectations in the final moments of the enchanted game. Witness the magical display of Luka's skills and resolve as he outmaneuvers his rival, inspired by Ruby's enchanting support. How does Luka's unshakeable faith, fueled by Ruby's mystical belief, lead him to a triumphant and fantastical conclusion on the mystical court?

The Story of Denver: The Addicted Gamer There was a boy named Denver. He was in grade 5 and was very good at school. He always got high grades and his mother was very proud of him. One day, her mother bought him a phone to help him with his studies. The phone was meant to help Denver find information and do his homework better. At first, Denver used the phone just for studying. He looked up information, did his assignments, and learned new things. But one day, his classmates showed him some fun online games. Cholo tried them and found them very exciting. Soon, he started playing these games more and more. As Denver played more games, he started to change. He stayed up late playing on his phone and became very tired. He didn’t want to do his homework anymore and his grades began to drop. He also stopped eating meals on time and was often rude and grumpy.

The United States Naval Academy (also known as USNA, Annapolis, or Navy) is a four-year coeducational federal service academy in Annapolis, Maryland. Secretary of the Navy George Bancroft began it in 1845. It is the second-oldest of the United States' five service academies. It educates officers mostly to join the United States Navy and Marine Corps. The 338-acre (137 ha) campus is on the former grounds of Fort Severn where the Severn River flows into Chesapeake Bay. The entire campus is a National Historic Landmark. The campus has many historic sites, buildings, and monuments. One monument is the Herndon Monument, once a year the upper three classes add grease and challenge the freshmen to reach the tip (usually unsuccessfully). Candidates for admission generally must both apply directly to the academy and receive a nomination, usually from a congressman.

1.girls meet at fair 2. clown steals Adaline mom's pink money bucket 3. popcorn trail 4. looking at eagles

It is little eagles first day of kindergarten at Euclid Prep. He realizes the Eagle is the mascot of the school and feels comfort.
