The Graphic Novel Classroom
eBook - ePub

The Graphic Novel Classroom

POWerful Teaching and Learning with Images

  1. 176 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

The Graphic Novel Classroom

POWerful Teaching and Learning with Images

Book details
Book preview
Table of contents
Citations

About This Book

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 formatsThis 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!

Frequently asked questions

Simply head over to the account section in settings and click on “Cancel Subscription” - it’s as simple as that. After you cancel, your membership will stay active for the remainder of the time you’ve paid for. Learn more here.
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
Both plans give you full access to the library and all of Perlego’s features. The only differences are the price and subscription period: With the annual plan you’ll save around 30% compared to 12 months on the monthly plan.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, we’ve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes, you can access The Graphic Novel Classroom by Maureen Bakis in PDF and/or ePUB format, as well as other popular books in Education & Education Teaching Methods. We have over one million books available in our catalogue for you to explore.

Information

Publisher
Skyhorse
Year
2014
ISBN
9781629140889
Part I
Looking at Literacy in the Graphic Novel Classroom
images
Page 59, panel 2, from Understanding Comics by Scott McCloud, copyright © 1993, 1994 by Scott McCloud. Reprinted by permission of HarperCollins.
1
Looking at the Comics Medium
Scott McCloud’s Understanding Comics
“Today, you guys are going to work in groups. Once you get into groups, elect once person to sit in the hallway. You’ll each get a scenario that the remainder of your group must draw together. You cannot add any words to your drawing! The person you elected to leave the classroom will return when every group is done drawing their scenario on the whiteboard, and this person will try to describe his or her team’s scenario with words. The group whose member provides the most accurate description of his or her group’s scenario wins! Group 1, here’s your scenario: a blind man mowing his lawn while his seeing-eye dog relaxes in a hammock. Group 2: a hippie fish protesting a polluted lake. Group 3: . . .”
—Ms. Bakis
James Sturm’s “Think Before You Ink” game is one of the fun, constructive activities I use in the graphic novel classroom to engage students in learning about how to use pictures to communicate and to reinforce the aspects of visual literacy found in Scott McCloud’s Understanding Comics (1993). If you want to learn how to read a graphic novel by understanding the ins and outs of the comics medium, McCloud is the place to begin, though I also highly recommend Will Eisner’s Graphic Storytelling and Visual Narrative (2008), especially if you are new to graphic novels or are teaching younger students. Eisner provides excellent background in storytelling basics, visual storytelling, the notion of empathy, and use of stereotypes. The reading assessment I use with my students for this text is provided at the companion website (www.corwin.com/graphicnovelclassroom) and highlights the main ideas and concepts about comics and storytelling I like my students to become familiar with before reading graphic novels.
I teach Scott McCloud’s Understanding Comics to help students understand and develop an appreciation for the important role of graphic art, visuals, and other media as communicative tools, as well as to more consciously realize their own role as constructive readers and communicators. McCloud reinforces the interdependent relationship of images and words that prompts students to get beyond the stereotypical perception of the role of images in graphic novels as supplementary or in service to a more important story told in words. Understanding Comics is also a useful tool in helping students exercise visual literacy while reading graphic novels and develop a critical language to better evaluate them beyond their literary merit. Understanding the relationship between form and content is crucial, which is why we begin with McCloud.
TEACHABLE TOPICS, CONCEPTS, AND SKILLS
Table 1.1 highlights important topics and skills associated with teaching Scott McCloud’s Understanding Comics.
FRAMING THE TEXT
I engage students in Understanding Comics by presenting background about Scott McCloud using a TED Talk video featuring the author (McCloud, 2005). Using the interactive whiteboard to project our course social network site, I also bring students to McCloud’s website (www.scottmccloud.com) to read his interactive, online comics narrative called “My Number” and his blog, to look at his work for Google, and to peruse the other resources available to aid their understanding of comics throughout the unit.
Since this is a nonfiction, information-heavy text, as students read chapters of Understanding Comics, I ask them to respond to study guide questions for homework to gauge their initial, independent comprehension of concepts before reviewing and applying them in class activities. The study guide is located at the companion website.
Table 1.1 Teachable Topics, Concepts, and Skills in Scott McCloud’s Understanding Comics
Topics and Concepts Skills
Iconography Visual literacy
Closure Reading comprehension (nonfiction)
Comics defined and sequential art Acquiring and using new vocabulary
Understanding media Awareness of reading process
Storytelling Active, constructive reading
Human communication Discussion
Consciousness of audience Illustration and drawing
Panels Metacognition
Panel transitions Applying new concepts
Gutters Identifying comics concepts
Bleeds Problem solving
Balance of pictures and words in comics Critical viewing
Time, sound, and motion in comics Critical reading
The picture plane Analysis
Art defined and the artistic process Critical thinking and evaluation
Comparison of Eastern and Western comics Making inferences
Color and comics Making comparisons
Lines, emotions, and expressionism Examining assumptions and preconceptions
Blurring Drawing conclusions
Zip lines Collaboration and cooperative learning
Streaking Innovation and creativity
DEFINING COMICS
We begin our classroom exploration of Chapter 1 of Understanding Comics by reviewing McCloud’s brief history of comics, which is based on the way he defines the medium:
My students’ compare their initial understanding of how they personally define comics with McCloud’s definition, noting similarities and differences. Like the initial J. P. Toomey TED Talk video (2010), McCloud’s broad definition helps to show students that comics encompass far more than what they initially determined in their original definitions. Making sure students understand the meaning of aesthetic (McCloud, 1993, p. 9) is critical in understanding McCloud’s definition, as well as emphasizing the fact that McCloud does not use the term words in his definition. Contrasting the meaning of aesthetic with its opposite, anesthetic, is one way to do this, for it allows students to put their new knowledge into terms already familiar. Just as empathy is an important part of how readers relate to story, so too is aesthetic response vital in reading sequential art. McCloud later explains in Chapter 2 how words are part of the “other images” (p. 9) given in his comics definition by calling words abstract icons. To emphasize this aspect of the definition, I draw the same example McCloud gives on page 46 in panels 4 and 5 on the whiteboard for students. Contrasting the definition of comics McCloud provides with definitions of genre and art is another important part of teaching Chapter 1 of Understanding Comics. Magnifying the illustration of the water pitcher on page 6, panel 1, is a good way to display this concept clearly for students. Because students often confuse comics as another genre of literature, the distinction is important. Jessica Abel and Matt Madden’s Drawing Words & Writing Pictures (2008) provides an excellent explanation of comics as a medium that also may be useful for classroom instruction.
images
Page 9, panel 5, from Understanding Comics by Scott McCloud, copyright © 1993, 1994 by Scott McCloud. Reprinted by permission of HarperCollins.
LOOKING AT REPRESENTATION, ICONS, AND IDENTITY
Representation is a key concept in Chapter 2 of Understanding Comics and is shown most clearly in McCloud’s famous “The Treachery of Images” (p. 24–25) example, where the degree to which an idea or object is represented influences the reader’s ability to comprehend its meaning. Also in Chapter 2, the distinction between abstract ideas and sensory objects is important in understanding the variety of ways artists convey story using these tools. The reader’s participation in meaning-making by recognizing and interpreting the manner in which a person, place, thing, or idea is conveyed using lines and space is another important concept in Chapter 2. To reinforce McCloud’s definition of icon on page 27, my students draw realistic and more iconic representations of themselves, as well as symbolic representations, during class (see below). Students draw examples on the whiteboard and we discuss levels of abstraction.
images
An alternative lesson might be to display various examples of icons in a slideshow presentation and have students answer aloud to which category each belongs, or students might search online for visual images and categorize them according to McCloud’s definitions.
Participation: How Much of You Is in What You See?
The image on page 36 of Understanding Comics refers to reader participation, insofar as we see ourselves and extend our identities into iconic images. According to McCloud, this is a typically human response and part of the way we give meaning to what we see. My students are especially intrigued by this concept and connect it to the idea of empathy previously introduced in Eisner’s Graphic Storytelling and Visual Narrative.
The less defined the images (the more cartoony), the better able we are to see ourselves or impose ideas and visions of ourselves into such a broadly defined image. McCloud proposes that this also gives us an opportunity to fantasize and play with such conjured visions of ourselves. Another way to understand this is to think of it as the way in which comics art invites readers to be “in” the story, therefore fostering more intimate engagement with the text. Abbey’s understanding of this concept is evident in her reading response below:
Cartoon faces are generalized, so that they could represent anybody. It makes it easy for the audience to insert themselves into the story, which amplifies the overarching meaning of the story. A character drawn too specifically is too distant from the audience.
The degree of empathy depends on how intimately connected the reader feels to what he or she sees while reading. If we can imagine ourselves in a broadly defined image, chances are greater that we will feel as though we are in the story, a technique comics artists regularly exploit. My hope is that students will learn to exploit this technique in their own compositions as well.
images
Page 36, panel 4, from Understanding Comics by Scott McCloud, copyright © 1993, 1994 by Scott McCloud...

Table of contents

  1. Cover
  2. Dedication
  3. Title Page
  4. Copyright
  5. Contents
  6. List of Classroom Teaching Tools on the Companion Website
  7. Foreword
  8. Preface
  9. About the Author
  10. Introduction: Welcome to the Graphic Novel Classroom
  11. Part I. Looking at Literacy in the Graphic Novel Classroom
  12. Part II. Looking at Memoir in the Graphic Novel Classroom
  13. Part III. Looking at Superheroes in the Graphic Novel Classroom
  14. Afterword: The Value of Teaching Graphic Novels
  15. Resources
  16. References and Further Reading
  17. Index