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.
William Boerman-Cornell Knihy



Using Graphic Novels in the English Language Arts Classroom
- 224 stránok
- 8 hodin čítania
"There is an increasing trend in teachers using graphic novels to get their students excited about reading and writing, using both original stories and adaptations of classic works by authors such as Homer, Shakespeare, and the Brontes. However, there is surprisingly little research available about which pedagogies and classroom practices are proven to be effective. This book draws on cutting-edge research, surveys and classroom observations to provide a set of effective methods for teaching with graphic novels in the secondary English classroom. These methods can be applied to a broad base of uses ranging from understanding literary criticism, critical reading, multimodal composition, to learning literary devices like foreshadowing and irony. The book begins by looking at what English teachers hope to achieve in the classroom. It then considers the affordances and constraints of using graphic novels to achieve these specific goals, using some of the most successful graphic novels as examples, including Maus, Persepolis, The Nameless City, and American Born Chinese, and series such as Manga Shakespeare. Finally, it helps the teacher navigate through the planning process to figure out how to best use graphic novels in their own classroom. Drawing on their extensive teaching experience, the authors offer examples from real classrooms, suggested lesson plans, and a list of teachable graphic novels organized by purpose of teaching. Additional online resources link to a regularly updated list of graphic novels suitable for different pedagogical goals and downloadable lesson plans"-- Provided by publisher
Graphic Novels in High School and Middle School Classrooms
- 148 stránok
- 6 hodin čítania
Graphic Novels in High School and Middle School Classrooms is the ultimate guide for using graphic novels and learning how the graphic novel format can support critical thinking and help reach disciplinary goals in any subject. Using specific graphic novels, this book helps students read, question, and write about both fiction and non-fiction.