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Every teacher knows that keeping adolescents interested in learning can be challenging—The Graphic Novel Classroom overcomes that challenge. In these pages, you will learn how to create your own graphic novel in order to inspire students and make them love reading. Create your own superhero to teach reading, writing, critical thinking, and problem solving! Secondary language arts teacher Maureen Bakis discovered this powerful pedagogy in her own search to engage her students. Amazingly successful results encouraged Bakis to provide this learning tool to other middle and high school teachers so that they might also use this foolproof method to inspire their students. Readers will learn how to incorporate graphic novels into their classrooms in order to: Teach twenty-first-century skills such as interpretation of content and form Improve students’ writing and visual comprehension Captivate both struggling and proficient students in reading Promote authentic literacy learning Develop students’ ability to create in multiple formats This all-encompassing resource includes teaching and learning models, text-specific detailed lesson units, and examples of student work. An effective, contemporary way to improve learning and inspire students to love reading, The Graphic Novel Classroom is the perfect superpower for every teacher of adolescent students!
A noted comics artist himself, Santiago García follows the history of the graphic novel from early nineteenth-century European sequential art, through the development of newspaper strips in the United States, to the development of the twentieth-century comic book and its subsequent crisis. He considers the aesthetic and entrepreneurial innovations that established the conditions for the rise of the graphic novel all over the world. García not only treats the formal components of the art, but also examines the cultural position of comics in various formats as a popular medium. Typically associated with children, often viewed as unedifying and even at times as a threat to moral character, comics art has come a long way. With such examples from around the world as Spain, France, Germany, and Japan, García illustrates how the graphic novel, with its increasingly global and aesthetically sophisticated profile, represents a new model for graphic narrative production that empowers authors and challenges longstanding social prejudices against comics and what they can achieve.
The first book in the definitive graphic novel adaptation of Dune, the groundbreaking science-fiction classic by Frank Herbert. A stunning blend of adventure and mysticism, environmentalism, and politics, Dune is a powerful, fantastical tale that takes an unprecedented look into our universe, and is transformed by the graphic novel format. Frank Herbert’s epic science-fiction masterpiece set in the far future amidst a sprawling feudal interstellar society, Dune tells the story of Paul Atreides as he and his family accept control of the desert planet Arrakis. In the first volume of a three-book trilogy encompassing the original novel, New York Times bestselling authors Brian Herbert and Kevin J. Anderson’s adaptation retains the story’s integrity, and Raúl Allén and Patricia Martín’s magnificent illustrations, along with cover art by award winner Bill Sienkiewicz, bring the book to life for a new generation of readers. “A much-needed addition to the series started by Frank Herbert decades ago.” —The Nerd Daily
Gale Researcher Guide for: Art Spiegelman and the Graphic Novel is selected from Gale's academic platform Gale Researcher. These study guides provide peer-reviewed articles that allow students early success in finding scholarly materials and to gain the confidence and vocabulary needed to pursue deeper research.
Everyone has heard the whispered tales of the phantom who lives beneath the opera house, the mysterious trickster behind all the little mishaps and lost things. But no one has ever seen the monster . . . until now. When the promise of blossoming love lures him out from his intricately constructed hideaways in the labyrinthine building’s walls and cellars, a hideously disfigured artist trains the lovely Christine to be the opera’s next star for a steep price. Does she choose her newfound success or her beloved Count Raoul? This doomed love triangle threatens to combust when a tragic death, a series of betrayals, and increasingly dangerous accidents cast the players of The Palais Garnier into a heart-wrenching horror story that will echo through the ages.
The New York Times bestselling Spy School series continues in graphic novel form with the third book as Ben gets kicked out of the CIA’s spy school and enrolls with the enemy. During a spy school game of Capture the Flag, twelve-year-old Ben Ripley accidentally shoots a live mortar into the principal’s office—and immediately gets himself expelled. Not long after going back to the boring real world, Ben gets an offer to join evil crime organization SPYDER. And he accepts. Ben can tell he’s a key part of their sinister plan, but he’s not quite sure what the plan is. Can Ben figure out what SPYDER is up to—and get word to the good guys without getting caught—before it’s too late? Follow Ben as he crosses over to the dark side in action-packed, full-color panels.
Graphic novels have found a place on library shelves but many librarians struggle to move this expanding body of intellectual, aesthetic, and entertaining literature into the mainstream of library materials.
The graphic novel is a vital and emerging genre, and this is the only book that focuses on its relation to Jewish culture, literature, and history. A highly readable and informative collection that will be of great interest to readers across a wide range of disciplines.--Deborah R. Geis, editor of "Considering MAUS: Approaches to Art Spiegelman's "Survivor's Tale" of the Holocaust."
Based on the experience of real-life Auschwitz prisoner Dita Kraus, this graphic novel tells the incredible story of a girl who risked her life to keep the magic of books alive during the Holocaust. Fourteen-year-old Dita is one of the many imprisoned by the Nazis at Auschwitz. Taken, along with her mother and father, from the Terezín ghetto in Prague, Dita is adjusting to the constant terror that is life in the camp. When Jewish leader Freddy Hirsch asks Dita to take charge of the eight precious volumes the prisoners have managed to sneak past the guards, she agrees. And so Dita becomes the librarian of Auschwitz. Out of one of the darkest chapters of human history comes this extraordinary story of courage and hope.
Since todays young readers live in a highly visual world, its no surprise that graphic novels are growing in popularity. With this book, teachers can lead students in literary analysis of this unique genre, introduce them to good quality graphic novels, and encourage them to write and illustrate a graphic short story. Each lesson in the book is based on standards.