ORPP logo
Image from Google Jackets

Worth a Thousand Words : Using Graphic Novels to Teach Visual and Verbal Literacy.

By: Contributor(s): Material type: TextTextPublisher: Newark : John Wiley & Sons, Incorporated, 2018Copyright date: ©2018Edition: 1st edDescription: 1 online resource (178 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781119394631
Subject(s): Genre/Form: Additional physical formats: Print version:: Worth a Thousand WordsDDC classification:
  • 371.33
LOC classification:
  • LB1044.9.C59 .J344 2019
Online resources:
Contents:
Cover -- Title Page -- Copyright -- Contents -- Notes of Thanks -- Preface -- About the Authors -- 1 Graphic Novels: Fears and Facts -- Fears -- Fear #1: Classics Versus Graphic Novels and the Fearof Losing the Passion for Prose -- Fear #2: Graphic Novels in Curricula and the Fear ofBacklash from Parents or Administrators -- Fear #3: I Don't Understand What a Graphic Novel Is, So IDon't Know How to Teach It -- Facts -- Graphic Novels and Common Core Standards -- How and Where to Find Graphic Novels -- Moving Forward: Using this Book to Help You Read and Integrate Graphic Novels into Your Curricula -- 2 Why Use Graphic Novels? Why Now? -- Graphic Novels Improve and Enhance Teaching Methods -- The Power of Visual Educational Content to Boost Academic Performance -- The Power of Paired Visual and Verbal Educational Content and Multimodal Literacies to Boost Academic Performance -- Graphic Novels Motivate All Kinds of Readers and Learners -- Responding to the Naysayers: The Complex History of Graphic Novels and Why Now Is the Time to Use Them -- Why There Has Been Resistance -- Why Things Are Changing Now -- How to Be Part of the Change -- References -- 3 Foundational Skills in Graphic Novels, Part 1: Reading Pictures -- Visual Literacy: Teaching How to Critically Read an Image -- Exploring What Visual Literacy Is -- Assessing Your Students' Visual Literacy -- This Assessment: Understanding What to Expect Developmentally -- What to Expect from Students of All Ages -- What to Expect from Older Students -- Teaching Visual Literacy Skills to Your Students -- Background Information About the Smokey the Bear Ad -- Modeling a Critical Discussion Around the Ad -- Moving On -- 4 Foundational Skills in Graphic Novels, Part 2: How to Teach Graphic Novels -- The Anatomy of a Graphic Novel: Panels -- Panel Shapes -- Panel Sizes -- Panel Frames.
The Anatomy of a Graphic Novel: Narrative, Text, and Thought Balloons -- Gutters -- Putting This All Together and Taking a Page for a Spin -- Critically Reading a Panel -- Taking a Page for a Spin: Critically Reading a Whole Page (from its panels to its page design) -- Taking These Basics Further -- Selecting Appropriate Graphic Novels for Your Classroom -- 5 Motivation -- Getting to Know Your Students -- Are Your Students Comfortable Taking Risks? -- Recognizing the Importance of Creating and Breaking Routines -- Recognizing and Addressing the Challenges of Risk Taking -- Are Your Students Artistic? -- Using Art in Language Arts Classrooms -- Recognizing the Challenge of Using Art -- Addressing Student Reluctance -- Leveraging Collaboration and Group Work -- Leveraging Student Affinities -- 6 Using Graphic Novels to Teach Reading -- Addressing the Challenges of Integrating Graphic Novels into Your Reading Curriculum -- Finding Appropriate Graphic Novel Texts -- Training Readers to Slow Down -- Using Graphic Novels for Reading Instruction -- Phonics and Onomatopoeia -- Wordplay, Language Usage, and Vocabulary -- Reading Comprehension and Close Reading -- Graphic Novels and Literary Devices -- Alliteration -- Hyperbole -- Metaphor -- Foreshadowing -- Graphic Novels and Character Development -- 7 Graphic Novels and the Writing Process -- Using Graphic Novels to Teach Writing Prose Fiction -- Envisioning Characters -- Establishing a Setting -- Understanding Pacing -- Using Graphic Novels to Teach Writing Prose Nonfiction -- Sequencing -- Writing Graphic Novels -- Brainstorming and Prewriting -- Writing and Editing -- 8 Graphic Novels and Content-Area Curriculum -- Reasons for Using Graphic Novels in Your Math Classroom -- Reason #1: Training Students to Successfully Read Word Problems -- Reason #2: Addressing Standardized Requirements.
Reasons for Using Graphic Novels in Your Social Studies Classroom -- Reasons for Using Graphic Novels in Your Science Classroom -- 9 Final Words -- Where We've Come From -- Where We're Heading -- Where We May Continue Together -- Appendix A: Guidelines and Resources to Support Your Reading and Graphic Novel Choices -- Appendix B: Resources for Creating and Using Graphic Novels in Your Classroom -- For Making Comics and Graphic Novels -- For Creating Storyboards -- Additional Links and Resources -- Index -- EULA.
Tags from this library: No tags from this library for this title. Log in to add tags.
Star ratings
    Average rating: 0.0 (0 votes)
No physical items for this record

Cover -- Title Page -- Copyright -- Contents -- Notes of Thanks -- Preface -- About the Authors -- 1 Graphic Novels: Fears and Facts -- Fears -- Fear #1: Classics Versus Graphic Novels and the Fearof Losing the Passion for Prose -- Fear #2: Graphic Novels in Curricula and the Fear ofBacklash from Parents or Administrators -- Fear #3: I Don't Understand What a Graphic Novel Is, So IDon't Know How to Teach It -- Facts -- Graphic Novels and Common Core Standards -- How and Where to Find Graphic Novels -- Moving Forward: Using this Book to Help You Read and Integrate Graphic Novels into Your Curricula -- 2 Why Use Graphic Novels? Why Now? -- Graphic Novels Improve and Enhance Teaching Methods -- The Power of Visual Educational Content to Boost Academic Performance -- The Power of Paired Visual and Verbal Educational Content and Multimodal Literacies to Boost Academic Performance -- Graphic Novels Motivate All Kinds of Readers and Learners -- Responding to the Naysayers: The Complex History of Graphic Novels and Why Now Is the Time to Use Them -- Why There Has Been Resistance -- Why Things Are Changing Now -- How to Be Part of the Change -- References -- 3 Foundational Skills in Graphic Novels, Part 1: Reading Pictures -- Visual Literacy: Teaching How to Critically Read an Image -- Exploring What Visual Literacy Is -- Assessing Your Students' Visual Literacy -- This Assessment: Understanding What to Expect Developmentally -- What to Expect from Students of All Ages -- What to Expect from Older Students -- Teaching Visual Literacy Skills to Your Students -- Background Information About the Smokey the Bear Ad -- Modeling a Critical Discussion Around the Ad -- Moving On -- 4 Foundational Skills in Graphic Novels, Part 2: How to Teach Graphic Novels -- The Anatomy of a Graphic Novel: Panels -- Panel Shapes -- Panel Sizes -- Panel Frames.

The Anatomy of a Graphic Novel: Narrative, Text, and Thought Balloons -- Gutters -- Putting This All Together and Taking a Page for a Spin -- Critically Reading a Panel -- Taking a Page for a Spin: Critically Reading a Whole Page (from its panels to its page design) -- Taking These Basics Further -- Selecting Appropriate Graphic Novels for Your Classroom -- 5 Motivation -- Getting to Know Your Students -- Are Your Students Comfortable Taking Risks? -- Recognizing the Importance of Creating and Breaking Routines -- Recognizing and Addressing the Challenges of Risk Taking -- Are Your Students Artistic? -- Using Art in Language Arts Classrooms -- Recognizing the Challenge of Using Art -- Addressing Student Reluctance -- Leveraging Collaboration and Group Work -- Leveraging Student Affinities -- 6 Using Graphic Novels to Teach Reading -- Addressing the Challenges of Integrating Graphic Novels into Your Reading Curriculum -- Finding Appropriate Graphic Novel Texts -- Training Readers to Slow Down -- Using Graphic Novels for Reading Instruction -- Phonics and Onomatopoeia -- Wordplay, Language Usage, and Vocabulary -- Reading Comprehension and Close Reading -- Graphic Novels and Literary Devices -- Alliteration -- Hyperbole -- Metaphor -- Foreshadowing -- Graphic Novels and Character Development -- 7 Graphic Novels and the Writing Process -- Using Graphic Novels to Teach Writing Prose Fiction -- Envisioning Characters -- Establishing a Setting -- Understanding Pacing -- Using Graphic Novels to Teach Writing Prose Nonfiction -- Sequencing -- Writing Graphic Novels -- Brainstorming and Prewriting -- Writing and Editing -- 8 Graphic Novels and Content-Area Curriculum -- Reasons for Using Graphic Novels in Your Math Classroom -- Reason #1: Training Students to Successfully Read Word Problems -- Reason #2: Addressing Standardized Requirements.

Reasons for Using Graphic Novels in Your Social Studies Classroom -- Reasons for Using Graphic Novels in Your Science Classroom -- 9 Final Words -- Where We've Come From -- Where We're Heading -- Where We May Continue Together -- Appendix A: Guidelines and Resources to Support Your Reading and Graphic Novel Choices -- Appendix B: Resources for Creating and Using Graphic Novels in Your Classroom -- For Making Comics and Graphic Novels -- For Creating Storyboards -- Additional Links and Resources -- Index -- EULA.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

There are no comments on this title.

to post a comment.

© 2024 Resource Centre. All rights reserved.