Imaginary worlds, real-life issues

The Second Life of Snap by Erin Entrada Kelly (Greenwillow Books, 176 pages, grades 4-7). 12-year-old Zuzu lives in an impoverished camp in the shadow of Lockwood Corporation that controls life in her dystopian Texas town. When her single dad loses his job, instead of severance pay, he’s given an old robot programmed to be a guardian. Zuzu’s not crazy about being watched over by Snap (Secure Network Android Processor), but one of her friends manages to reprogram it, turning Snap into more of a friend than a babysitter. Snap’s charger is broken, though, so Zuzu and her friends know he’ll only last as long as his current battery charge. As Snap takes on a life of his own, Zuzu starts to question the line between human and machine. When a dust storm hits the settlement, Snap proves his devotion, even though he can’t save himself. A final chapter fast forwards six months, offering a note of optimism that Snap has survived in some way and that change may be possible in this dark futuristic world.

Newbery medalist Erin Entrada Kelly creates a future that doesn’t seem too far off, addressing artificial intelligence, as well as corporate greed and the resulting societal inequalities. This would make a great book for an elementary or middle school classroom read-aloud or a book club, with a pretty short page count, a fast-moving plot, and lots of interesting ideas to discuss. The downside of being a quick read is that there’s not a lot of space for world building, and older readers may find it not quite as intriguing as some more fleshed-out dystopian novels. A great choice for fans of The Wild Robot series and A Rover’s Story.

Clock Hands by Marieke Nijkamp, illustrated by Sylvia Bi (Greenwillow Books, 288 pages, grades 4-8). In the city of Siennarra, the guilds hold all the power, and the guildless, unable to afford the apprentice fee, scrape by with whatever work they can find. Vale longs to practice a craft, but their guildless status prevents them from pursuing an apprenticeship. When Maestro Giuseppi and his daughter move to the city, he brings unconventional ideas that he’s picked up from living other places, refusing to join a guild and hiring Vale, first as a guide around the city and eventually as an apprentice. The powerful guilds respond violently, and Vale has to decide whether to simply accept their fate or to fight back. They choose the latter path, leading the guildless in a labor strike that proves the value of their work and opens up more fair ways for organizing labor in Siennarra. Includes an author’s note with additional information about the guilds of Middle Ages Italy that inspired this story, as well as information about labor strikes.

I missed 2023’s graphic novel Ink Girls, but this one, by the same team and taking place in the same imagined city, features a host of interesting characters and beautiful artwork depicting the city of Siennarra. Although the strike results in greater changes than most labor actions in the real world, it’s a great introduction to the concept of collective action and how it can be used for justice.

Leave a comment