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Sadiq and the Gamers
Sadiq and the Gamers
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- Condition: Brand new
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- More about Sadiq and the Gamers
Sadiq and his friends start a video game club at school. They plan a tournament but need a service project. During a visit to Harmony House, Sadiq meets Mr. Soto, who could use cheering up. Sadiq forms an idea to use gaming to help the residents.
Format: Paperback / softback
Length: 64 pages
Publication date: 23 June 2022
Publisher: Capstone Global Library Ltd
Sadiq and his friends are thrilled to launch a video game club at their school, where they can bond over their shared passion for gaming and organize an exciting tournament for the entire student body to participate in. However, when the club is tasked with finding a service project, they face a dilemma. How can they use their gaming skills to help others?
During a visit to a retirement home called Harmony House with his mother, Sadiq meets a man named Mr. Soto who could use a little cheering up. Inspired by their encounter, Sadiq begins to form an idea. Could gaming be a way to bring joy and companionship to the residents at Harmony House?
Determined to make a positive impact, Sadiq and his friends embark on a mission to organize a gaming tournament for the residents of Harmony House. They set up consoles and games in a comfortable lounge area, and the residents eagerly join in the fun. As they play together, laughter and camaraderie fill the air, and the residents forget their troubles for a moment.
Word of the gaming tournament spreads throughout the school, and soon, students from all grades are eager to participate. The tournament is a huge success, with students donating their own consoles and games to make it even more accessible to the residents. The winners receive prizes, but more importantly, they gain a sense of fulfillment and purpose by helping others.
Through their gaming club, Sadiq and his friends have not only brought joy to the residents of Harmony House but also taught their fellow students the value of compassion and community service. The club has become a beacon of positivity, demonstrating that video games can be used for more than just entertainment.
In conclusion, Sadiq and his friends' video game club has not only brought fun and excitement to their school but also made a significant impact on the lives of the residents at Harmony House. Through their service project, they have shown that gaming can be a powerful tool for bringing people together and making a positive difference in the world.
Weight: 92g
Dimension: 130 x 190 x 7 (mm)
ISBN-13: 9781398235502
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