Practical reading, discussion, creative-writing and library resources for Jamie Cooper and the Touchscreen Portal.
These materials are designed for teachers, librarians, home educators and reading-group organisers who want to explore the novel beyond the story itself. They can be used selectively for independent reading, group discussion, comprehension, creative writing, character work, art and library activities.
Use chapter checkpoints, comprehension questions and discussion prompts to follow Jamie’s move to a new town, his developing friendships with Dan and Lakshmi, and the gradual discovery that Myridiam may be far more than a game.
The Gateway, the Selection Chamber, magical artefacts and the peoples of Myridiam provide starting points for pupils to create their own portals, objects, cultures and alternative points of view.
Activities explore first impressions, misjudgement, friendship, teamwork and the difference between reputation and evidence — especially through the way Jamie comes to understand Dan and the group learns to rely on one another.
The reading-group pack, debate activity, prediction sheet, shelf talker and bookmarks are intended to make the book easy to use in informal groups, school libraries and public-library displays.
Book suitability, themes and suggested classroom use.
Prediction and discussion prompts before the story begins.
Questions for discussing the novel in manageable reading sections.
Prompts for reflection after finishing the book.
A concise guide to age, genre, themes and classroom/library use.
Spoiler-light guidance on the story’s themes and potentially sensitive material.
A practical session-by-session plan for reading the novel.
Short checkpoints to confirm understanding as readers progress.
Factual, inferential and discussion-based reading questions.
Vocabulary practice built around language and context from the story.
A quest-style progress chart for tracking completed reading.
Compare Jamie, Dan and Lakshmi’s personalities and development.
Support observations about characters with evidence from the text.
Explore how first impressions and reputation influence judgement.
Identify how trust, loyalty and teamwork develop through the story.
Consider how the same event can feel different to different characters.
Create an impossible message arriving through an ordinary device.
Plan a gateway, destination, rules and consequences for a new story.
Invent an artefact, its abilities, limitations and chosen owner.
Rewrite an event through another character’s perspective.
Develop the culture, appearance, territory and traditions of a new people.
Create and explain a personal portal or Gateway symbol.
Illustrate and describe a new magical artefact.
Design a travel poster for a location in Myridiam.
A compact set of questions and activities for book clubs and libraries.
A structured debate about risk, curiosity and stepping into the unknown.
Record theories and predictions about what may happen next.
Branded bookmarks for readers, groups and library displays.
Quick-reference book information for library staff.
A small display card for recommending the book on a shelf or display.
Reader-interest positioning for people who enjoy similar themes and adventures.
The free Gateway Preview Pack contains the opening chapters, the map of Myridiam and audio preview links.