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.
Michael L Manderino Bücher


Using Graphic Novels in the English Language Arts Classroom
- 224 Seiten
- 8 Lesestunden
An increasing number of teachers are incorporating graphic novels to engage students in reading and writing, utilizing both original narratives and adaptations of classic literature by authors like Homer, Shakespeare, and the Brontes. Despite this trend, there is a lack of research on effective pedagogies and classroom practices. This book leverages cutting-edge research, surveys, and classroom observations to present effective methods for teaching graphic novels in secondary English classrooms. These strategies support a wide range of applications, including literary criticism, critical reading, multimodal composition, and understanding literary devices such as foreshadowing and irony. It begins by exploring the objectives English teachers aim to achieve and examines the advantages and limitations of using graphic novels to meet these goals, highlighting successful examples like Maus, Persepolis, The Nameless City, and American Born Chinese, as well as series like Manga Shakespeare. The book also guides teachers through the planning process to effectively integrate graphic novels into their curriculum. Drawing on extensive teaching experience, the authors provide real classroom examples, suggested lesson plans, and a curated list of graphic novels organized by teaching purpose, along with online resources for updated graphic novel recommendations and downloadable lesson plans.