The Graphic Novel Classroom
Title | The Graphic Novel Classroom PDF eBook |
Author | Maureen Bakis |
Publisher | Simon and Schuster |
Pages | 172 |
Release | 2014-08-05 |
Genre | Education |
ISBN | 1629140880 |
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!
The Representation of Genocide in Graphic Novels
Title | The Representation of Genocide in Graphic Novels PDF eBook |
Author | Laurike in 't Veld |
Publisher | Springer |
Pages | 237 |
Release | 2018-12-19 |
Genre | Social Science |
ISBN | 303003626X |
This book mobilises the concept of kitsch to investigate the tensions around the representation of genocide in international graphic novels that focus on the Holocaust and the genocides in Armenia, Rwanda, and Bosnia. In response to the predominantly negative readings of kitsch as meaningless or inappropriate, this book offers a fresh approach that considers how some of the kitsch strategies employed in these works facilitate an affective interaction with the genocide narrative. These productive strategies include the use of the visual metaphors of the animal and the doll figure and the explicit and excessive depictions of mass violence. The book also analyses where kitsch still produces problems as it critically examines depictions of perpetrators and the visual and verbal representations of sexual violence. Furthermore, it explores how graphic novels employ anti-kitsch strategies to avoid the dangers of excess in dealing with genocide. The Representation of Genocide in Graphic Novels will appeal to those working in comics-graphic novel studies, popular culture studies, and Holocaust and genocide studies.
The Jewish Graphic Novel
Title | The Jewish Graphic Novel PDF eBook |
Author | Samantha Baskind |
Publisher | Rutgers University Press |
Pages | 292 |
Release | 2008 |
Genre | Literary Criticism |
ISBN | 0813543673 |
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."
Teaching Graphic Novels in the English Classroom
Title | Teaching Graphic Novels in the English Classroom PDF eBook |
Author | Alissa Burger |
Publisher | Springer |
Pages | 191 |
Release | 2017-10-09 |
Genre | Education |
ISBN | 3319634593 |
This collection highlights the diverse ways comics and graphic novels are used in English and literature classrooms, whether to develop critical thinking or writing skills, paired with a more traditional text, or as literature in their own right. From fictional stories to non-fiction works such as biography/memoir, history, or critical textbooks, graphic narratives provide students a new way to look at the course material and the world around them. Graphic novels have been widely and successfully incorporated into composition and creative writing classes, introductory literature surveys, and upper-level literature seminars, and present unique opportunities for engaging students’ multiple literacies and critical thinking skills, as well as providing a way to connect to the terminology and theoretical framework of the larger disciplines of rhetoric, writing, and literature.
Write a Graphic Novel in 5 Simple Steps
Title | Write a Graphic Novel in 5 Simple Steps PDF eBook |
Author | Jeffrey Edward Peters |
Publisher | Enslow Publishing, LLC |
Pages | 50 |
Release | 2013-01-01 |
Genre | Juvenile Nonfiction |
ISBN | 1464610088 |
Comic books, also called "sequential art" or "graphic storytelling," are currently a billion-dollar industry. Books of sequential art, popularly known as graphic novels, fill bookstores and libraries all over the world. Author Jeffrey Edward Peters shows young, aspiring writers how to create new universes of their own through the unique combination of words and pictures that make a graphic novel.
Walk-In, Graphic Novel Volume 1
Title | Walk-In, Graphic Novel Volume 1 PDF eBook |
Author | Jeff Parker |
Publisher | Liquid Comics |
Pages | 313 |
Release | 2014-12-19 |
Genre | Comics & Graphic Novels |
ISBN | 1935829270 |
Created by acclaimed musician Dave Stewart (Eurythmics). Written by Jeff Parker with artwork by Ashish Padlekar. Do you experience missing time? Predict strangers' dreams? Do twins seem to follow you wherever you go? And do you sometimes see cephalopods attached to other people without their knowledge? Don't worry, you're not going mad... yet. You're simply a Walk-In. Ian Dormouse is losing time - literally. He wakes up in cities across the world, and has no recollection of how he got there or what occurred in the preceding weeks and months. Awaking from one of these blackouts, Ian finds himself in Moscow and stumbles into the burlesque club Deja Vu, bluffing his way into a job as a dream interpreter. It wasn't all bull, Ian actually does have visions - octopuses on people's shoulders, auras emanating around strangers, to name a few. Ian doesn't know it yet, but he has some crazy mental abilities and it's about to make life a whole lot weirder... "Whatever else may be said about it, Dave Stewart, Jeff Parker and Ashish Padlekar have produced a book that can emphatically be claimed thus: one damn fine comic¡. Walk-In was the best damn debut and the best damn inaugural issue to a comic I'd read in years. I'm excited about this book. If you read it, I guarantee that you will be too." - Broken Frontier "Damn. This is GOOD." - Silver Bullet Comics "It should make for a very interesting comic. Grab this one and keep up. (Review: A-)" - Paperback Reader
Encyclopedia of Comic Books and Graphic Novels [2 volumes]
Title | Encyclopedia of Comic Books and Graphic Novels [2 volumes] PDF eBook |
Author | M. Keith Booker |
Publisher | Bloomsbury Publishing USA |
Pages | 807 |
Release | 2010-05-11 |
Genre | Social Science |
ISBN | 0313357471 |
The most comprehensive reference ever compiled about the rich and enduring genre of comic books and graphic novels, from their emergence in the 1930s to their late-century breakout into the mainstream. At a time when graphic novels have expanded beyond their fan cults to become mainstream bestsellers and sources for Hollywood entertainment, Encyclopedia of Comic Books and Graphic Novels serves as an exhaustive exploration of the genre's history, its landmark creators and creations, and its profound influence on American life and culture. Encyclopedia of Comic Books and Graphic Novels focuses on English-language comics—plus a small selection of influential Japanese and European works available in English—with special emphasis on the new graphic novel format that emerged in the 1970s. Entries cover influential comic artists and writers such as Will Eisner, Alan Moore, and Grant Morrison, major genres and themes, and specific characters, comic book imprints, and landmark titles, including the pulp noir 100 Bullets, the post-apocalyptic Y: The Last Man, the revisionist superhero drama, Identity Crisis, and more. Key franchises such as Superman and Batman are the center of a constellation of related entries that include graphic novels and other imprints featuring the same characters or material.