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Graphic Novels in the Classroom: Eng...
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George, Tara Ann.
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Graphic Novels in the Classroom: Engaging Students with the Visual and Textual Bridge.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Graphic Novels in the Classroom: Engaging Students with the Visual and Textual Bridge./
作者:
George, Tara Ann.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
56 p.
附註:
Source: Masters Abstracts International, Volume: 82-04.
Contained By:
Masters Abstracts International82-04.
標題:
Secondary education. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28089467
ISBN:
9798678162335
Graphic Novels in the Classroom: Engaging Students with the Visual and Textual Bridge.
George, Tara Ann.
Graphic Novels in the Classroom: Engaging Students with the Visual and Textual Bridge.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 56 p.
Source: Masters Abstracts International, Volume: 82-04.
Thesis (M.A.)--State University of New York at Stony Brook, 2020.
This item must not be sold to any third party vendors.
Graphic novels have long been associated with the crime fighting superheroes who are closely followed by their fans in the solace of their homes or comic bookstores; however, these texts have much potential to grab the attention of students within classroom settings. A graphic novel is a lengthy and complete narrative that consists of comic conventions, which are textual features that are conventionally associated with comic books; such features include panels, speech bubbles, thought bubbles, gutters, and more. According to Scott McCloud, who is a cartoonist and comics theorist, the graphic novel originated from the comic book, which consists of art that is sequentially juxtaposed to convey the development of events and ideas. Readers grasp the concepts within these texts by simultaneously receiving the ideas of the visuals and perceiving the text (McCloud, Understanding Comics: The Invisible Art 7, 49).Graphic novels have risen in popularity as an educational tool that professionals use within classroom settings. Today's students are surrounded by visual media, whether it be forms of social media or streaming platforms to view entertainment, so the innate visual element of graphic novels immediately enables students to engage with the content. Gene Yang, an educator and a cartoonist who lectures at educational institutes and libraries, proposes that by evaluating this medium that coalesces images and text, students analyze visual and textual media that create a cohesive narrative (Yang, "Graphic Novels in the Classroom" 3). I will examine the history of graphic novels to better comprehend its origins, purpose, and format. I will then evaluate the pedagogy of graphic novels within secondary learning levels to discern how students will benefit from this medium due to its accessibility and the challenges that it still presents to stimulate student learning. This project will also focus on three specific graphic novels that could enhance the learning environment by examining how students could engage with its content through practiced case studies in classrooms. I will also analyze one to two pages from each focused graphic novel to demonstrate how these narratives are complex texts that render meaningful ideas through sophisticated textual and comic features. I will also focus on how these texts could scaffold student learning through the inherent design, which includes images, written text, and comic conventions, that provides students with multiple entry points to derive significance from the learned content. I will argue that while graphic novels stem from a genre of entertainment, educators can use this resource to engage students with class content to facilitate learning for a wide range of learners and to challenge students to develop their multimodal literacy skills.
ISBN: 9798678162335Subjects--Topical Terms:
2122779
Secondary education.
Subjects--Index Terms:
Comic books
Graphic Novels in the Classroom: Engaging Students with the Visual and Textual Bridge.
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Graphic novels have long been associated with the crime fighting superheroes who are closely followed by their fans in the solace of their homes or comic bookstores; however, these texts have much potential to grab the attention of students within classroom settings. A graphic novel is a lengthy and complete narrative that consists of comic conventions, which are textual features that are conventionally associated with comic books; such features include panels, speech bubbles, thought bubbles, gutters, and more. According to Scott McCloud, who is a cartoonist and comics theorist, the graphic novel originated from the comic book, which consists of art that is sequentially juxtaposed to convey the development of events and ideas. Readers grasp the concepts within these texts by simultaneously receiving the ideas of the visuals and perceiving the text (McCloud, Understanding Comics: The Invisible Art 7, 49).Graphic novels have risen in popularity as an educational tool that professionals use within classroom settings. Today's students are surrounded by visual media, whether it be forms of social media or streaming platforms to view entertainment, so the innate visual element of graphic novels immediately enables students to engage with the content. Gene Yang, an educator and a cartoonist who lectures at educational institutes and libraries, proposes that by evaluating this medium that coalesces images and text, students analyze visual and textual media that create a cohesive narrative (Yang, "Graphic Novels in the Classroom" 3). I will examine the history of graphic novels to better comprehend its origins, purpose, and format. I will then evaluate the pedagogy of graphic novels within secondary learning levels to discern how students will benefit from this medium due to its accessibility and the challenges that it still presents to stimulate student learning. This project will also focus on three specific graphic novels that could enhance the learning environment by examining how students could engage with its content through practiced case studies in classrooms. I will also analyze one to two pages from each focused graphic novel to demonstrate how these narratives are complex texts that render meaningful ideas through sophisticated textual and comic features. I will also focus on how these texts could scaffold student learning through the inherent design, which includes images, written text, and comic conventions, that provides students with multiple entry points to derive significance from the learned content. I will argue that while graphic novels stem from a genre of entertainment, educators can use this resource to engage students with class content to facilitate learning for a wide range of learners and to challenge students to develop their multimodal literacy skills.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28089467
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