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Secondary language arts teacher Maureen Bakis shows how to engage adolescents by using graphic novels to teach 21st-century skills, improve reading comprehension, and promote literacy learning.
This book provides everything STEM teachers need to use graphic novels in order to engage students, explain difficult concepts, and enrich learning. Drawing upon the latest educational research and over 60 years of combined teaching experience, the authors describe the multimodal affordances and constraints of each element of the STEM curriculum. Useful for new and seasoned teachers alike, the chapters provide practical guidance for teaching with graphic novels, with a section each for Science, Technology, Engineering, and Mathematics. An appendix provides nearly 100 short reviews of graphic novels arranged by topic, such as cryptography, evolution, computer coding, skyscraper design, nuclear physics, auto repair, meteorology, and human physiology, allowing the teacher to find multiple graphic novels to enhance almost any unit. These include graphic novel biographies of Stephen Hawking, Jane Goodall, Alan Turing, Rosalind Franklin, as well as popular titles such as T-Minus by Jim Ottaviani, Brooke Gladstone's The Influencing Machine, Theodoris Andropoulos's Who Killed Professor X, and Gene Yang's Secret Coders series.
This edited volume brings together work in the field of empirical comics research. Drawing on computer and cognitive science, psychology and art history, linguistics and literary studies, each chapter presents innovative methods and establishes the practical and theoretical motivations for the quantitative study of comics, manga, and graphic novels. Individual chapters focus on corpus studies, the potential of crowdsourcing for comics research, annotation and narrative analysis, cognitive processing and reception studies. This volume opens up new perspectives for the study of visual narrative, making it a key reference for anyone interested in the scientific study of art and literature as well as the digital humanities.
Presents practical suggestions for pairing a graphic novel with a traditional text or examining connections between multiple sources.
The Science and the Story of the Future of Learning Educators have been trying to harness the "promise" of technology in education for decades, to no avail, but we have learned that children in groups—when given access to the Internet—can learn anything by themselves. In this groundbreaking book, you’ll glimpse the emerging future of learning with technology. It turns out the promise isn’t in the technology itself; it’s in the self-directed learning of the children who use it. In 1999, Sugata Mitra conducted the famous "Hole in the Wall" experiment that inspired three TED Talks and earned him the first million-dollar TED prize for research in 2013. Since then, he has conducted new research around self-organized learning environments (SOLE), building "Schools in the Cloud" all over the world. This new book shares the results of this research and offers • Examples of thriving Schools in the Cloud in unlikely places • Mitra’s predictions on the future of learning • How to design assessments for self-organizing learning • How to build your own School in the Cloud • Clips from the documentary, The School in the Cloud Discover the future of learning by digging deep into Mitra’s thought-provoking experiences, examples, and vision.
What are graphic novels? How are graphic novels different from other kinds of writing? Find out how graphic novels are similar to and different from comic books. Explore features such as panels, drawing styles, and dialogue bubbles. Then discover graphic novel genres, including fiction, nonfiction, manga, and more!
If you have ever looked for P-values by shopping at P mart, tried to watch the Bernoulli Trails on "People's Court," or think that the standard deviation is a criminal offense in six states, then you need The Cartoon Guide to Statistics to put you on the road to statistical literacy. The Cartoon Guide to Statistics covers all the central ideas of modern statistics: the summary and display of data, probability in gambling and medicine, random variables, Bernoulli Trails, the Central Limit Theorem, hypothesis testing, confidence interval estimation, and much more—all explained in simple, clear, and yes, funny illustrations. Never again will you order the Poisson Distribution in a French restaurant!
A New York Times Notable Book Filled with beautiful color art, dynamic storytelling, and insightful analysis, Hillary Chute reveals what makes one of the most critically acclaimed and popular art forms so unique and appealing, and how it got that way. “In her wonderful book, Hillary Chute suggests that we’re in a blooming, expanding era of the art… Chute’s often lovely, sensitive discussions of individual expression in independent comics seem so right and true.” — New York Times Book Review Over the past century, fans have elevated comics from the back pages of newspapers into one of our most celebrated forms of culture, from Fun Home, the Tony Award–winning musical based on Alison Bechdel’s groundbreaking graphic memoir, to the dozens of superhero films that are annual blockbusters worldwide. What is the essence of comics’ appeal? What does this art form do that others can’t? Whether you’ve read every comic you can get your hands on or you’re just starting your journey, Why Comics? has something for you. Author Hillary Chute chronicles comics culture, explaining underground comics (also known as “comix”) and graphic novels, analyzing their evolution, and offering fascinating portraits of the creative men and women behind them. Chute reveals why these works—a blend of concise words and striking visuals—are an extraordinarily powerful form of expression that stimulates us intellectually and emotionally. Focusing on ten major themes—disaster, superheroes, sex, the suburbs, cities, punk, illness and disability, girls, war, and queerness—Chute explains how comics get their messages across more effectively than any other form. “Why Disaster?” explores how comics are uniquely suited to convey the scale and disorientation of calamity, from Art Spiegelman’s representation of the Holocaust and 9/11 to Keiji Nakazawa’s focus on Hiroshima. “Why the Suburbs?” examines how the work of Chris Ware and Charles Burns illustrates the quiet joys and struggles of suburban existence; and “Why Punk?” delves into how comics inspire and reflect the punk movement’s DIY aesthetics—giving birth to a democratic medium increasingly embraced by some of today’s most significant artists. Featuring full-color reproductions of more than one hundred essential pages and panels, including some famous but never-before-reprinted images from comics legends, Why Comics? is an indispensable guide that offers a deep understanding of this influential art form and its masters.
Comic books have increasingly become a vehicle for serious social commentary and, specifically, for innovative religious thought. Practitioners of both traditional religions and new religious movements have begun to employ comics as a missionary tool, while humanists and religious progressives use comics' unique fusion of text and image to criticize traditional theologies and to offer alternatives. Addressing the increasing fervor with which the public has come to view comics as an art form and Americans' fraught but passionate relationship with religion, Graven Images explores with real insight the roles of religion in comic books and graphic novels. In essays by scholars and comics creators, Graven Images observes the frequency with which religious material—in devout, educational, satirical, or critical contexts—occurs in both independent and mainstream comics. Contributors identify the unique advantages of the comics medium for religious messages; analyze how comics communicate such messages; place the religious messages contained in comic books in appropriate cultural, social, and historical frameworks; and articulate the significance of the innovative theologies being developed in comics.
Use graphic novels to teach visual and verbal literacy While our kids today are communicating outside the classroom in abbreviated text bursts with visual icons, teachers are required to teach them to critically listen, think, and read and write complex texts. Graphic novels are a uniquely poised vehicle we can use to bridge this dissonance between student communication skills and preferences with mandated educational goals. Worth a Thousand Words details how and why graphic novels are complex texts with advanced-level vocabulary, and demonstrates how to read and analyze these texts. It includes practical advice on how to integrate these books into both ELA and content-area classrooms and provides an extensive list of appropriate graphic novels for K-8 students, lesson suggestions, paired graphic/prose reading suggestions, and additional resources for taking these texts further. Provides research to back up why graphic novels are such powerful educational tools Helps you engage diverse student learners with exciting texts Shows you how to make lessons more meaningful Offers advice on implementing new literary mediums into your classroom Perfect for parents and teachers in grades K-8, Worth a Thousand Words opens up an exciting new world for teaching children visual and verbal literacy.