Dex Dingo: World's Best Greatest Ever Inventor
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- £7.49
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- £7.49
Publisher Description
After a school assignment challenges Dex to be whatever he wants, Dex decides he wants to be the WORLD’S BEST GREATEST EVER…at something. Filled with clever humor and touching insight, this chapter book graphic novel series follows Dex’s misadventures as his attempts at the “coolest jobs” go awry.
Dex Dingo isn’t the BEST at anything. He’s not the SMARTEST, the FUNNIEST, the STRONGEST, or the NICEST. But he wants to be the WORLD’S BEST GREATEST EVER…at something. So when Dex’s teacher asks, “If you could be anything when you grow up, what would you be,” Dex decides that he’s going to be the best at one of the “best jobs ever.”
First on his list: an inventor! Dex is able to create an awesome lab and an amazing team of nanobots, but things immediately go wrong when the nanobots start to multiply and form a gray goo that threatens to take over his neighborhood. It’ll take some quick thinking and a rogue nanobot named Nono for Dex to stop the nanobots, save his best friend, and become the WORLD’S BEST GREATEST INVENTOR.
PUBLISHERS WEEKLY
Exuberant fourth grader Dex—who's half Filipino, half American dingo—wants to be the World's Best Greatest Ever, but he isn't sure what he could be the World's Best Greatest Ever of. When his teacher, Ms. MuskOx, assigns Dex and his classmates a project for which they must create a presentation about a profession that interests them, Dex uses the opportunity to become the World's Best Greatest Ever inventor (but only because Philip called dibs on becoming king). There's just one problem: Dex doesn't know what to invent. Syd's comment that "there'sss too much ssstuff in the world" sparks an idea, and soon, Dex develops trash-eating nanobots. But what starts as a seemingly foolproof recycling hack turns sideways when the nanobots begin indiscriminately consuming everything. Aided by rogue nanobot Nono, Dex and his best friend Buckley—who's "totally batty"—must figure out how to contain the ravenous horde. An all's-well-that-ends-well resolution sows anticipation for the next installment of this brightly hued graphic novel series opener by Foley (Kat Needs a Nap), in which a commonplace school assignment turns into a rollicking adventure. Ages 8–12. Agents: Gwen Beal and Albert Lee, United Talent.