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Old School: Summary & Key Insights

by Gordon Korman

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About This Book

In this ninth installment of Gordon Korman’s popular Swindle series, Griffin Bing and his friends are forced to unplug when a town-wide blackout cuts off all technology. As they adjust to life without phones, computers, or video games, the kids discover that old-school ingenuity might be the key to solving their latest mystery. The story blends humor, teamwork, and adventure as the group learns the value of creativity and friendship in a tech-free world.

Old School

In this ninth installment of Gordon Korman’s popular Swindle series, Griffin Bing and his friends are forced to unplug when a town-wide blackout cuts off all technology. As they adjust to life without phones, computers, or video games, the kids discover that old-school ingenuity might be the key to solving their latest mystery. The story blends humor, teamwork, and adventure as the group learns the value of creativity and friendship in a tech-free world.

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Key Chapters

The story opens on the familiar rhythm of Cedarville’s kids returning for a new school year. Griffin and his friends—Ben, Savannah, Logan, and Melissa—move through life surrounded by glowing screens, instant notifications, and a constant hum of connectivity. Their gadgets aren’t just tools; they’re extensions of their personalities. Whether it’s Savannah’s reliance on her phone to track every dog in the neighborhood or Melissa’s devotion to her computer research, everyone is comfortable in a routine shaped by technology.

From my perspective as the author, this setup is essential. I wanted readers to understand how normal this dependence feels—to depict kids who aren’t bad or lazy but simply part of the digital moment we all live in. Technology quietly dictates their schedules and shapes their friendships. When Griffin plans something, it’s through messaging apps and group texts. When Ben wants to check on his health issues, there’s an app for that. And when Logan rehearses lines, social media is his audience. The comfort zone is clear—and that’s exactly what I wanted to shake.

The turning point comes suddenly: one moment Cedarville hums along, the next, darkness swallows the town. Every screen goes blank, every device dead, every charger useless. The blackout is complete. At first, Griffin assumes it’s temporary, a minor inconvenience. But hours stretch into days, and the kids begin to realize this is no ordinary outage.

The early part of the blackout reveals how deeply modern life relies on instant access. Without phones, the group can’t coordinate. Without computers, research halts. Even the simplest tasks—checking where to meet—become complicated. I wanted readers to feel that frustration echo their own. But beyond the inconvenience, there’s a subtle opportunity emerging. Griffin begins to wonder if the mystery behind the blackout might be solvable by more old-fashioned means. His mind—always buzzing with plans—quickly turns from complaint to curiosity.

+ 3 more chapters — available in the FizzRead app
3Rediscovering Ingenuity
4The Mystery Deepens
5Unplugged Truths

All Chapters in Old School

About the Author

G
Gordon Korman

Gordon Korman is a Canadian-American author known for his humorous and fast-paced novels for children and young adults. He published his first book at age 14 and has since written more than 90 novels, including the Swindle series, Masterminds, and Restart. His works are celebrated for their engaging plots, relatable characters, and accessible storytelling style.

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Key Quotes from Old School

The story opens on the familiar rhythm of Cedarville’s kids returning for a new school year.

Gordon Korman, Old School

The turning point comes suddenly: one moment Cedarville hums along, the next, darkness swallows the town.

Gordon Korman, Old School

Frequently Asked Questions about Old School

In this ninth installment of Gordon Korman’s popular Swindle series, Griffin Bing and his friends are forced to unplug when a town-wide blackout cuts off all technology. As they adjust to life without phones, computers, or video games, the kids discover that old-school ingenuity might be the key to solving their latest mystery. The story blends humor, teamwork, and adventure as the group learns the value of creativity and friendship in a tech-free world.

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