Hershon: Teaching with Graphic Novels -1- POW! BAM! SHAZAM! Teaching with Graphic Novels Charles Hershon Vanderbilt University Master’s Capstone Essay 3/1/2010 Hershon: Teaching with Graphic Novels -2Table of Contents Abstract 3 Note to the Capstone Committee 5 Introduction 6 What is a Graphic Novel? 7 Why Use Graphic Novels in Schools? 12 Increased Student Interest 12 Rise of Digital and Visual Literacy 15 Expanding the Traditional View of Literacy 16 Literacy Skills Used to Read Graphic Novels 18 Adaptability to Multiple Learners 20 Cross-Curricular Connections 21 How to Use Graphic Novels in the Classroom? 22 Maryland Comic Book Initiative vs. The Comic Book Project 23 Instructional Activities Using Graphic Novels 31 Assessment 37 Building a Graphic Novel Collection 40 Evaluating Graphic Novels for Classroom Use 40 Gaining Support from Administrators and Parents 44 Organizing Graphic Novels in the School and Classroom 46 Recommendations and Conclusions 46 References 49 Literature Cited 51 Appendix A: Popular graphic novels used in the schools 53 Hershon: Teaching with Graphic Novels -3Abstract The goal of this paper is to investigate and evaluate graphic novels in terms of their classroom use. A graphic novel is a medium that presents information using the comic form. The comic form is sequential art that uses a combination of text and images to develop meaning. Graphic novels differ from comic book issues in length and substance. Comic book issues normally only tell a fragment of a story in twenty-two pages, while graphic novels contain a full story, generally over fifty pages. The comic form contains unique features that set it apart from traditional and picture books. These features provide a huge educational benefit to the reader. Although historically seen as inappropriate for the classroom; a strong, six-point case can be made for the graphic novel’s educational value. Graphic novels increase student interest in reading, fit in with the rise of digital and visual literacy, expand the traditional view of literature, aid in the development of multiple literacy skills, are adaptable to multiple learners, and can be used for making cross-curricular connections. There are many instructional strategies that can be used to gain the benefits of the medium. Two pilot programs, Maryland’s “Comics in the Classroom” and Michael Bitz’s “The Comic Book Project,” have both incorporated graphic novels into reading and writing instruction successfully. Comics and graphic novels can be used in the classroom in a variety of ways. They can be can be used as a medium for inquiry and as a compliment to traditional text. Instructional activities centered on comic features can promote and develop students’ visual literacy. The medium can also be used to teach the writers process, due to the steps that taken in order to create a comic being similar to those taken to create traditional narratives. Assessments can also be modified to align with the graphic novel. The most notable being portfolio assessment and miscue analysis. Hershon: Teaching with Graphic Novels Recommendations are made for how to build a classroom library of graphic novels. Evaluation of each individual title and be done with a multitude of text and web resource, support of administrators and parents must be gained, and decisions on how to make graphic novels available in your classroom library must be made. Overall, this paper provides a guide for incorporating graphic novels into the existing educational landscape. -4- Hershon: Teaching with Graphic Novels -5Note to the Capstone Committee This Capstone essay built off of an inquiry paper done for EDUC 3390. That paper, “Don’t Judge a Book by Its Cover: A Case for Using Graphic Novels in Schools”, focused specifically on the six reasons for using graphic novels in the classroom that are discussed in this Capstone essay. The ideas have been modified and expanded upon. The Appendix also comes from that paper. The four areas of professional knowledge can be found throughout this Capstone essay. Learners and learning is heavily focused on in the ‘Why Use Graphic Novels in Schools’ section of the paper, especially in its discussion of the benefits to reluctant readers, growth of digital and visual literacy in today’s students, and culturally diverse readers. Learning environment is heavily focused on in the ‘Building a Graphic Novel Collection!’ portion of the paper. It is also referred to in the ‘Why Use Graphic Novels in Schools’ section when discussing the growth of graphic novel in popular culture. The ‘How to Use Graphic Novels in the Classroom’ section contains a significant amount of information related to Curriculum and Instructional Strategies, as well as Assessment. Hershon: Teaching with Graphic Novels POW! BAM! SHAZAM! Graphic Novels: A Guide for Teachers Introduction Developing student literacy has long been a primary focus of elementary education. In any primary classroom, one is likely to see students reading either traditional narrative books or picture books at some point during the day. Classrooms and school libraries are filled with these books, and they are used throughout the intensive process of reading, writing, and language arts instruction. While the content of the books has changed over time, from biblical verses and primers to canon literature and language arts textbooks that contain anthologies of stories, the form in which the words are viewed by students has largely remained static. At the same time, the use of media that incorporate text, narrative structure, and complementary visuals has significantly increased in the world around us. These media are now fighting to gain their place in the classroom – and one form, in particular, is beginning to receive serious attention: the graphic novel. The goal of this paper is to promote the use of graphic novels in the elementary classroom through a discussion of their format, their educational benefits, methods that can be used to teach with them, and guidelines to build a classroom-appropriate collection. While the medium can arguably be used in all grades, this paper will focus more on the upper elementary grades, from three to six. The discussion of their format will include an explanation of graphic novels and what unique literary qualities they possess. The discussion of their educational benefits will provide six well-researched reasons for using them in the classroom. The discussion of methods used to teach with graphic novels will focus on two major graphic- novelbased educational programs and a collection of other proposed instructional strategies using graphic novels. Finally, the discussion of how to build a collection will provide an overview of -6- Hershon: Teaching with Graphic Novels resources so that teachers can make educated decisions about what graphic novels to include in their classrooms. What Is a Graphic Novel? It is interesting that most adults have opinions on comics and graphic novels, even though they may not truly understand what those terms encompass. People who do not read them may immediately think of superheroes in tights, objectionable behavior toward women, and gratuitous violence. While these features have been prominent in certain comics and graphic novels, they are not indicative of the form. Such depictions also appear in movies, television shows, and books, but people do not necessarily associate these negative features with those forms. The generalization sticks to comics and graphic novels because of a widespread lack of knowledge about them, as well as the misguided belief that comics and graphic novels are by definition juvenile. The first point that needs to be made here is that graphic novels and comics are diverse in content and subject matter. Put simply, a graphic novel is a medium that uses the comic form to present information. Like any significant medium, each has its fair share of low-quality material, as well as an abundance of high-quality works. There are even a few Pulitzer Prizewinning graphic novels, such as Maus: A Survivor’s Tale: My Father Bleeds History (Spiegelman, 1991), which is about author Art Spiegelman’s father and how he lived during the Holocaust. Once we accept that comics and graphic novels are merely media that provide information in their own ways, we can begin to understand these overlapping forms and appreciate the wealth of material they offer to educators. A comic, as defined in Understanding Comics (McCloud, 1993), is a “juxtaposed pictorial and other images in deliberate sequence, intended to convey information and/or to -7- Hershon: Teaching with Graphic Novels -8- produce an aesthetic response in the viewer” (McCloud, p.9). A simpler definition McCloud offers calls the medium sequential art. Comics include both pictorial and textual images (i.e., words). On a single comic page, one will come into contact with multiple panels. These are snapshots of the story put into boxlike units that are sequenced in a specific layout, which is the way in which the panels are organized. In American comics, the layout most often requires the reading of the comic to be from left to right and top to bottom, although there are times when panels are deliberately laid out in other ways to create a feeling of the abstract (Rudinger, 2006). Another key aspect of the comic is the border or gutter. This is the space between panels where the reader must make connections concerning what is happening between the two sequences (McCloud, 1993). The term used for filling in the gutter between comics is called closure, and using this practice with sequential art is what makes up the basic reading of a graphic novel (Versaci, 2001). Other features of comics are explained in Table 1 and shown in Table 2. TABLE 1: Comic Features Comic Feature Page Border Panel Line Color Shading Lettering Word Balloons Explanation of Feature (McCloud, 1993, unless otherwise noted) A collection of panels shown in sequence The space between panels Snapshots of a story put into a boxlike unit Lines of ink that vary in thickness, shape, and texture to help to show the expression of the character or the emotion of a scene Used in most American comics to add depth to the scene in terms of characterization, background, mood, perspective, and realism The darkness or lightness of ink, line, and color. Used to develop mood The font, size, boldness, and color of text used on the page. Can differ between panels, characters, and various uses of text The quotation marks of comics. Used to indicate words and who said them Thought Bubbles Appear as clouds above a character. They give information on what the character is thinking Dialogue Boxes Emanata Narrative text, generally providing background information Marks and symbols that surround a character in order to express emotion (Madden & Adel, 2009) Onomatopoeia The sound effects of comics. Are often stylized and used as emanate How the panels and borders are sized and positioned on a page How the author intends a panel or page to be viewed in relation to angle, Layout Perspective Hershon: Teaching with Graphic Novels -9- distance, and descriptiveness. Perspectives can change between close-ups, wide pans, heavy shading, and other artistic choices that all serve to gain different reactions from the reader (Madden, 2005) TABLE 2: Comics Terminology (Madden, & Abel, 2009) Hershon: Teaching with Graphic Novels Reading graphic novels requires a unique set of literary skills. The primary skill needed is the ability to make connections between the visuals on the page and the textual dialogue in the story (Schneider, 2007). This ability to read text and view images simultaneously is what makes engaging with graphic novels a complicated experience that differs from reading traditional text (Versaci, 2006). The active participation of the reader is a very different approach than the one taken with traditional texts. Educators, of course, want students to interact with all text. While this is sometimes difficult when reading traditional text, it is required when reading graphic novels (Versaci, 2001). The content of graphic novels is another feature that is important to understand. Like characters in other types of literature, those in graphic novels are often complex and display a range of emotions. McCloud notes that characters in comics are often drawn in a certain way for various purposes (McCloud, 1993). They can also be portrayed as identifiable with the reader or as realistic and unique. Artists often strategically draw characters in a simple style so that a reader can see himself or herself as the character. If the characters were too realistic, the reader would have a harder time relating. In the same vein, artists also create very detailed and realistic characters when they want the reader to see the character as his or her own person. Oftentimes villains will be very detailed, while heroes will have simpler styles (like Superman). Putting a simply drawn character in a very realistically drawn background can give readers the ability to see themselves in that setting. Another content aspect of the graphic novel is the wide range of genres and targeted audiences. Genres include superhero comics, teen-interest novels, re-creations of classic literature, satire, mystery, romance, science fiction, fantasy, action adventure, and manga. Manga is a Japanese style of comic book that has grown to be quite popular in the United States. As opposed to the standard comic, manga is read from right to left - 10 - Hershon: Teaching with Graphic Novels and often is aimed at a very targeted audience. Some 44 percent of the comics sold in the U.S. are of the manga genre (Smith, 2008). While graphic novels are often thought of as being either too adult due to being filled with violence and sex or too juvenile due to their reliance on pictures, both of these perceptions are overstated. Many people do not see graphic novels as a valid literary medium and choose to lump all of them into one group. It is worth restating that – like books, movies, music, and every other medium – graphic novels cover a wide range of interests and can appeal to a range of audiences. Graphic novels also feature substantial diversity. They have been found to present alternative views of culture, history, and human life in general in accessible ways, giving voice to minorities and those with uncommon viewpoints (Schwarz, 2002). One question that many educators have concerns the difference between comics and graphic novels (McTaggart, 2008). The differences are slim, yet various authors have offered different interpretations. The term “comic book” describes any format that uses sequential art in combination with text to tell a story (McTaggart, 2008). The most popular format for a comic book is the 22-page version that is published monthly and tells a continuous story. Graphic novels can be defined more specifically. Some have said that graphic novels are book-length works of sequential art (Hahn, 2009; Brenner, 2006) that contain at least 50 pages (Smith, 2008). Others (The Council Chronicle, 2005) view the difference in terms of substance as opposed to length, stating that a graphic novel has to have a beginning, middle, and end, as well as a main character that develops through the conflicts of the story’s climax. Overall, one should understand that all graphic novels are comic books, but not all comic books are graphic novels (McTaggart, 2008). Due to the term “comic books” including graphic novels as part of its - 11 - Hershon: Teaching with Graphic Novels format, these terms will be used interchangeably from here on throughout this essay. When the 22-page comic book is the specific subject, it will be described as a comic book issue. For the majority of their history, comics have been looked down upon by the literary world, though that was not always the case. Early on, in the 1940s, comics had a “golden age” and enjoyed a popularity that has never been equaled; by mid-decade, 90 percent of kids between eight and fifteen were regular comic book readers. The popularity of the medium inspired a backlash that was highlighted in Fredric Wertham’s Seduction of the Innocent (Wertham, 1953). In the book, Wertham wrote that comics led to juvenile delinquency, prompting Senate hearings to investigate comics’ negative effect on children. These hearings resulted in the creation of the Comics Code Authority, which became a censorship panel for comics. The overly strict censorship caused the medium to become more juvenile, which added to the public’s negative perception of comics (Versaci, 2008). Although Wertham’s research was found to be flawed and inaccurate by multiple researchers over the ensuing decades (Krashen, 2004), the damage done to the medium lasts to this day. It wasn’t until the early 1990s, when Spiegelman won the Pulitzer and Scott McCloud published the highly regarded Understanding Comics (McCloud, 1993), that comics started being taken seriously again as a literary form. Today, comics are making a push into the classroom (Versaci, 2008), backed by multiple compelling arguments, and implemented with new and innovative teaching techniques. Why Use Graphic Novels in Schools? Reason 1: Increased Student Interest There are many reasons for using graphic novels in the classroom. Six points for their use will be made in this section of the paper. The first and most powerful point that can be made - 12 - Hershon: Teaching with Graphic Novels in the case for using graphic novels in the classroom is that their use has proven to increase student interest in reading. There are multiple perspectives from which to view this increased interest. Mary Hahn (2009) found that graphic novels circulate eight times as much as standard novels in her library. Other studies have found that when graphic novels were added in junior high libraries, circulation increased 82 percent (Carter, 2007). Due to these results, many librarians, both school and public, have become active in including graphic novels in their own libraries (Carter, 2007; Schwarz, 2002; Hatfield, 2006; McTaggart, 2005; Behler, 2006; Williams & Peterson, 2009). Williams and Peterson specifically point out that graphic novels have increased in popularity in recent years. They have grown from $110 million in sales in 2002 to almost $400 million in 2008 (Williams & Peterson, 2009). Despite this growth, the researchers found that only 55 percent of academic institutions with teacher and librarian training programs carry graphic novels, even those that have received Caldecott Awards, in their libraries. On a similar note, it has been found that despite their popularity, only 4 percent of fourth-throughtwelfth-grade teachers use graphic novels in their classrooms (Frey & Fisher, 2008). Another perspective shows that graphic novels have been found to be especially beneficial to reluctant readers. Many studies have found that reluctant readers begin to read more and achieve more when graphic novels are provided as an option for them (Brenner, 2006; Schneider, 2007; Smith, 2008; McTaggart, 2005; Norton, 2003; Lyga, 2006). Graphic novels often attract reluctant readers due to their combination of less text, narrative support from images, and a feeling of reading outside the expected canon, which relieves the tensions of reading expectations for most kids (Brenner, 2006). Many young, struggling readers particularly benefit from the provided visualizations (Lyga, 2006). In addition, many students find reading plain text to be mentally and physically exhausting due to the fact that they cannot read at the - 13 - Hershon: Teaching with Graphic Novels speed that they think, while graphic novels provide them with an ability to read through a story faster while still gaining the same information (Tabachnick, 2007). Reluctant readers tend to view graphic novels as a deviation from the standard school texts that they have experienced in negative ways (Schneider, 2007). One study found that students are more motivated to read when they are allowed to read graphic novels. This study used Archie comics, and students said that the connections they were able to make to characters and social relationships made them more interested in reading on the whole (Norton, 2003). For these readers, graphic novels not only aid in comprehension (Smith, 2008), but provide gateway opportunities for teachers to use in moving them toward more traditional literature. McTaggart states it best when she says, “Before we can make kids read what we want them to read, we must make them want to read” (McTaggart, 2005). Another group of students who are highly affected by using graphic novels are boys. One study surveyed students in urban schools to determine the reading materials that they enjoy. Some 54 percent of male students responded that they like to read comic books. In this study, 34 percent of girls also indicated an interest in comic books. Overall, comics garnered more interest than the Internet and books (Hughes-Hassell & Rodge, 2007). Others have similarly found that boys, particularly, are interested in graphic novels (Hahn, 2009; Brenner, 2006; Schneider, 2007; Schwarz, 2006; Lyga, 2006). Lyga discussed her discovery that boys who had previously been reluctant readers would read graphic novels independently during recess (Lyga, 2006). One of the factors that have contributed to this increased interest among students for graphic novels is their cultural relevance (Tabachnick, 2007). Graphic novel characters exist in popular culture. Many movies are created based on comics, such as Spiderman, Superman, Batman, and The Fantastic Four. Even the popular Pixar movie The Incredibles is based on - 14 - Hershon: Teaching with Graphic Novels comic book characters. Students get to connect interesting things from out-of-school experiences with school-related tasks when given the opportunity to read graphic novels about popular characters (The Council Chronicle, 2005). This connection to popular culture can also be helpful when trying to connect parents to what their children are reading. Although some parents may have a more difficult time connecting to what their child is doing in the classroom due to cultural barriers, most adults have encountered characters like Spiderman and Batman. Using graphic novels can promote this type of school discussion between children and parents. Overall, when thinking about how graphic novels increase many students’ interest in reading, it is important to understand that research indicates a strong relationship between leisure/interest reading and school achievement, so it is important for educators to incorporate these interests into the classroom. Reason 2: Rise of Digital and Visual Literacy After increased interest, the second argument for using graphic novels in the classroom derives from the fact that the new digital and visual literacy in society – especially prevalent in the younger generation – requires new reading media to be used in the classroom. Students are becoming more and more technology savvy, and the technology boom has provided new ways for today’s youth to acquire information. Students read on the Internet, on their phones (even younger students seem to have phones now), and with other interactive media (Wannamaker, 2009). They are accustomed to instant gratification. While books cannot provide this due to the time it takes to read them, graphic novels offer images side by side in a quickly read format that mirrors the students’ interest in instant gratification. Graphic novels blend well with new digital literacies and have even started to be created for the Internet format. The graphic novel Diary of - 15 - Hershon: Teaching with Graphic Novels a Wimpy Kid, by Jeff Kinney (2007), is an example of a comic that started off as a Web comic, but has since been adapted to a text format for classroom use (Lamb & Johnson, 2009). The use of graphic novels in the classroom helps show the value of visual literacy and the media that students encounter outside of school. Visual literacy, the act of meaning making using still or moving images (Frey & Fisher, 2008), is needed in today’s reading and language arts curricula. Students must acquire the analytic tools necessary for critically reading and coping with these new media in order to function in a digital and image- media-heavy society (Schwarz, 2006). Comics constitute a medium that can teach students how to interpret images and make connections between the written and the illustrated. Advertising campaigns that directly target children abundantly use images to draw interest. By learning through graphic novels, students will become more adept at analyzing these campaigns to comprehend their true message (Schwarz, 2006). One of the problems involved in bringing graphic novels into schools is that while children are digital natives due to growing up with these new media, adults are digital immigrants and are more resistant to the change (Hahn, 2009). Reason 3: Expanding the Traditional View of Literacy The third reason to use graphic novels is that they give teachers the ability to expand traditional views of literature and enable canon text to be reintroduced in new and engaging ways. The school definition of literacy needs to be expanded to include visual literacy. As stated above, students are in contact with visual media constantly, both in and out of school, and knowing how to interpret and create these media are valuable skills that schools need to embrace (Burmark, 2008). Graphic novels can facilitate this expansion. Graphic novels allow for important connections to be made with out-of-school interests and school literature. Students - 16 - Hershon: Teaching with Graphic Novels view graphic novels as their own literature, and the use of these books in the classroom increases students’ sense of ownership of school-approved literature (Norton, 2003). Blurring the line of what students consider school literature is important because there are many indications that students become disillusioned with school literature, especially when they struggle with it. They tend to view it as too academic and are less able to connect with it. Incorporating graphic novels shows that the school accepts diverse forms of literature and is responsive to its students (Versaci, 2001). It also shows students that even teachers can take into account the idea of not judging a book by its cover (Versaci, 2006). The graphic novel format can be a tool for teachers to get students to engage with canon texts. Elementary school libraries have long supported books such as Time Warp Trio, Baby Sitters Club, Nancy Drew, The Hardy Boys, and Goosebumps. These books have recently been adapted into the graphic novel format (Hahn, 2009). These texts can help engage readers who previously may not have given such works a second thought. Even more interesting is the idea that graphic novels have adapted classic literature that is used in varying grade levels. At the middle school level, available works include The Wizard of Oz, A Christmas Carol, The Hobbit, Frankenstein, Jane Eyre, and even many of the works of William Shakespeare. These adaptations allow students to visualize literature that may once have been above their reading and comprehension levels (Schwarz, 2002). One researcher has looked at how Shakespeare can be taught in elementary schools using graphic novels (Shumaker, 2009). It was found that using graphic novel versions of classic literature allows students to connect with texts previously thought too difficult. The image support aided tremendously in their understanding of Shakespearean works. Even if graphic novels of classic literature are used only in higher grade - 17 - Hershon: Teaching with Graphic Novels levels, the visual support could do wonders in helping students who resist or struggle with the English canon engage with the material. Reason 4: Literacy Skills Used to Read Graphic Novels The fourth reason for using graphic novels in the classroom is that the skills required to read a graphic novel are extremely beneficial to developing school-valued literacy skills. As discussed earlier, the main skill that needs to be used when reading graphic novels is closure. Readers must make inferences about what is going on between the panels in order to make the story flow (McCloud, 1993; Hahn, 2009; Brenner, 2006). Inferencing is a very important skill in reading, especially where developing readers are concerned. Kenneth Goodman’s reading model incorporates inferencing as one of the cognitive strategies that students use to aid in their comprehension of text (Goodman, 1994). Aside from inferencing and reading between the panels, readers of graphic novels must make connections between the text and the images within the panels. Making connections between the text and illustrations is an important skill for young readers (Brenner, 2006). Connecting between text and illustrations enables them to visualize text, which is an important skill in developing comprehension (Smith, 2008). One of the benefits of this skill is that it aids in students’ ability to interact with images in our multimedia-heavy world. Connecting between images and text is a more complex cognitive skill than reading text alone (Schwarz, 2002). PET scans show that the brain becomes more active when exposed to words and text together because memorization of words occurs in the left hemisphere of the brain, while visuals are interpreted in the right hemisphere (Smith, 2008). Humans process visuals 60,000 times faster than text, this research indicates. Further studies of visual literacy have found that students’ eyes are more active when they read image-aided text than when they - 18 - Hershon: Teaching with Graphic Novels read plain text (Frey & Fisher, 2008). It has been found that color enhances learning and improves retention by more than 75 percent. These findings support using graphic novels in the classroom because of the direct cognitive benefits of reading these types of books. There are many comprehension benefits to graphic novels aside from visual cues. Mary Hahn found that when reading comics, students need to use strategies such as activating prior knowledge; they must determine the importance of information, ask questions, and reread the text using fix-up strategies (Hahn, 2009). Carter likened the skills required to read graphic novels to those that teachers promote when they have students create cognitive maps, word webs, graphs, and flowcharts, even though many teachers have not accepted the similarities (Carter, 2007). Vocabulary is another skill that is well developed through the use of graphic novels. Comics have been found to contain twice the number of vocabulary words as the average children’s book (Brenner, 2006; Behler, 2006). The visuals enable vocabulary words to be more understandable within the graphic novel format. This goes against the misconception that comics are completely image-based and have little textual quality. It is a fact that graphic novels promote both traditional alphabetic literacy and visual literacy in combination (Schwarz, 2006). Skills required to understand literary features are promoted by graphic novels, as well. When reading graphic novels, students need to pay attention to common literary features such as character, plot, dialogue, mood, and genre (Schwarz, 2006). These features are aided by the visual nature of the medium. Characters can be clearly defined through a combination of text and visual elements, such as line, shading, coloring, and physical features. Traditional texts can only describe a character, while graphic novels can both describe and provide illustration. Settings receive a similar benefit in graphic novels. They become much more memorable when they can be seen as opposed to being read about (McCloud, 1993). The literary elements, along - 19 - Hershon: Teaching with Graphic Novels with the other literacy skills that graphic novels support, can be a huge benefit to the general reading curriculum. If taught correctly, students will eventually learn to transfer these skills toward more difficult text (The Council Chronicle, 2005). Reason 5: Adaptability to Multiple Learners The fifth point favoring graphic novels is that they can be used with various types of learners and learning styles. Graphic novels have a history of offering diversity in their materials (Lamb & Johnson, 2009). As noted earlier, manga, a Japanese-style comic, is one of the most popular forms in the U.S. Culturally diverse learners can often find characters to relate to in graphic novels. The comic SuperHero ABC (McLeod, 2006) provides multi-racial and multiethnic superheroes of both genders to put a new spin on learning and using the alphabet. Graphic novels such as American Born Chinese deal explicitly with cultural diversity and interaction in the United States. The graphic novel form can be an interesting place to discuss social justice issues, culture, and diversity (Harris, 2008). ELL students have been found to benefit from the comic form. The simple sentences and visual cues allow for greater comprehension of stories for these students, who tend to have less background with textual words (Hughes-Hassell & Rodge, 2007). These students also benefit from writing in the comic book form because it allows them to express their ideas without being limited by their vocabulary. Teachers have found that allowing ELL students to write in the comic form has increased their interest and abilities in writing (Bitz, 2004). In terms of learning styles, the form can aid both visual and non-visual learners (Schneider, 2007). Visual-based learners can benefit from using the visual cues in graphic novels to aid their overall story comprehension. Readers who are not visually based can use the provided visuals to aid their own internal visualization skills. Moreover, graphic novels - 20 - Hershon: Teaching with Graphic Novels have been created to reach students of all ages (Brenner, 2006). Later in the paper, a bibliography of graphic novels will be provided, along with the corresponding grades in which the works cited have been used. Reason 6: Cross-Curricular Connections The sixth and final argument presented here for the use of graphic novels in the classroom is that they are an easy tool for making connections across the curriculum. Schwarz has found that graphic novels have been made that can connect with art, science, math, and social studies (Schwarz, 2002). The connection with art is obvious. As discussed before, line, perspective, angle, and shading are all art concepts that are important to understanding graphic novels. Websites such as makebeliefscomix.com allow students to apply their understanding of these concepts and create their own graphic novels as a means of artistic self-expression (Zimmerman, 2006). Graphic novels have been created in as many genres as one can find traditional texts, including fantasy, mystery, science fiction, action/adventure, non-fiction, biography, memoirs, folktales, and many others. The use of multiple genres aids in connecting graphic novels across the curriculum. Social studies can benefit from the many non-fiction comics that have been developed (Lamb & Johnson, 2009). Offering historical information to student in the form of a graphic novel decreases the reading demand of the students while still providing the same content. It also provides visualization of the historical events for students, which can be harder to develop when reading non-fiction text as opposed to fiction narratives. Both of these features allow students to obtain social studies content with less strain and reliance on reading ability (McGraw-Hill, 2007). Connecting graphic novels to other subjects likewise can be a beneficial practice. Students’ studies in these other areas can benefit from the increased - 21 - Hershon: Teaching with Graphic Novels interest that graphic novels bring with them. It is not a far stretch to imagine that if graphic novels can get reluctant readers to engage with literature, they may also be able to help increase interest among those reluctant in their approach to other subjects. Overall, these arguments clearly make a very strong case for using graphic novels in the classroom. However, there are still many barriers to overcome in order to fully integrate graphic novels into the curriculum. Inaccurate preconceived notions must be corrected, and teachers must be willing to teach what can be a beneficial medium even if it is not one that is tested on state or national exams. Current language arts standards promote the use of “print and non-print” text, as well as facility with “visual language” and participation in a “variety of literacy communities” (Schwarz, 2006). Graphic novels should fit right in with those standards. One of the main concerns for teachers is figuring out what the best methods are for using graphic novels in the classroom. The next section of this paper will focus on curriculum and instructional strategies that use graphic novels as an educational tool. How to Use Graphic Novels in the Classroom While the previous section demonstrated that there are many research-supported reasons for using graphic novels and comics in the classroom, the question still remains as to how we can best use these media to obtain the desired classroom benefits. As is the case with most research, the bulk of the literature surrounding graphic novels focuses on why to use them, and there is very little that can be found on how. This particularly pertains to the elementary level. In the pages ahead, we will attempt to rectify this situation by focusing on two major initiatives using graphic novels in the curriculum: the Maryland Comic Book Initiative and The Comic Book Project. An overview of these programs will be provided, and their instructional methods will be - 22 - Hershon: Teaching with Graphic Novels compared. Later, I will provide further recommendations for teaching with graphic novels and how students can be assessed Maryland Comic Book Initiative vs. The Comic Book Project The Maryland Comic Book Initiative is an effort by the Maryland State Department of Education to capitalize on the evidence that comics can benefit both reluctant and talented readers. It involves a comic-book-based instructional program called Maryland Comics in the Classroom. To develop the curriculum, the MSDOE partnered with Diamond Comic Book Distributors, the nation’s largest comic book distributor, and Disney. A unit plan was created using older Disney comic books. It was put into action in 2004 and used in thirty-one third-grade classrooms throughout the state (Sonnenschein, Baker, Katenkamp, & Beall, 2006). Maryland Comics in the Classroom is a well structured ten-lesson unit with each of the lessons focusing on a different set of reading or writing skills (Sonnenschein, Baker, Katenkamp, & Beall, 2006). The lessons were specifically designed to align with Maryland’s literacy standards. The first seven lessons focus on reading skills, while the last three focus on the writing process. The topics are as follows: (1) introducing comics, (2) identifying character traits, (3) problem and solution, (4) looking at plot events, (5) point of view, (6) summarizing, (7) comic language, (8) prewriting, (9) drafting, and (10) publishing. Each of the reading lessons was structured so that students would be introduced to its focus, proceed through teacher-guided or independent reading of a comic book, and participate in activities meant to draw connections between the comic and the lesson focus. The unit also encourages students to create a personal glossary of vocabulary words whose meaning they decode by using context clues from the comics. As you can see, many of the lesson topics are areas that the general language arts - 23 - Hershon: Teaching with Graphic Novels curriculum has focused on for years. Character traits, problem and solution, plot events, point of view, and summarizing are all comprehension strategies that are currently taught in schools. This program merely offers to teach them through a different medium. Each writing lesson is set up as a traditional writer’s workshop, with a few activities that allow students to practice a skill (i.e., prewriting, drafting, or publishing) before applying it to their own comics. The lessons even provide a step-by-step instruction sheet of the writer’s process that is written in the comic book form. In order to take a closer look at how the Maryland Comics in the Classroom program can fit in with the general curriculum, let’s examine the plan for the first lesson, “Introducing comics: introduction to the structure of comics” (Disney, 2006) The lesson plan starts by introducing the standards that will be addressed; including the use of pre-reading strategies, developing and acquiring vocabulary through various strategies, and using elements of narrative text to facilitate understanding (i.e., text features and story elements). The lesson begins with the teacher explaining that the class will be reading comic books together and then goes into discussing the structural elements of the medium. After giving a lecture on the features of comics, the teacher models how to use a personal glossary to monitor new vocabulary words. This involves having the students explain how they use context clues from the comics to come up with definitions for unknown words. The teacher also uses this pre-reading time to discuss idioms and has the students skim the texts to find them. The teacher then sets up a purpose for the reading, asking the students to think about why the author chose the comic format to tell the story, and proceeds with an independent reading exercise. After the reading, the teacher has the students identify various elements of the comics by cutting them out of photocopied pages and - 24 - Hershon: Teaching with Graphic Novels organizing them into groups. To wrap up the lesson, the students compare comics and written stories and discuss why one would choose to use the comic book format. As you can see, the lesson provides a variety of activities and teaching strategies in order to get the content across to the students. It uses lecture, guided reading, and independent work while employing a multimodal format that allows students of various learning styles to benefit. The majority of the reading lessons are structured in this manner. This format provides opportunities for both teacher- and student-centered instruction, although it does weigh more heavily toward the teacher. The teacher is used heavily at the beginning of each of these lessons, but the responsibilities shift toward the end. Another feature of note is that the lessons are specifically tailored to comic books from the Disney toolkit that comes with the program. This gives the students a sense of familiarity with the characters, but does not allow for much student choice in the curriculum. In 2006, a report was published that reviewed the findings of the pilot program (Sonnenschein, Baker, Katenkamp, & Beall, 2006). The report highlighted teacher and student perceptions. In terms of effectiveness, teachers rated the program at a mean of above 3 out of 5. Each lesson was rated individually as well, and two of the lessons were rated at above 4 (lessons 4 and 7). In terms of student interest, the mean teacher rating was above 4, with individual lessons ranging from 3.4 (lesson 6) to 4.61 (lesson 7). A student poll showed 70 percent enjoyment of the program in comparison to 3 percent dislike of the program. This applied to both boys and girls. In terms of interest in re-use, 80 percent of teachers rated the program a 4 out of 5, indicating that they would be highly interested in using it again. The only negative findings of the study were that the vocabulary was too difficult in the comics, receiving a mean teacher rating below 3. Recommendations for the improvement of the program included - 25 - Hershon: Teaching with Graphic Novels providing choices beyond the Disney comics, modifying the instruction so that the teachers could prepare students for the vocabulary in the stories and not rely on the personal glossary strategy, and providing more time for the creation of the comics in the later lessons. The Comic Book Project is based in New York City and was developed in 2001 by Dr. Michael Bitz, in partnership with Dark Horse Comics. It was piloted in 2002 at thirty-three after-school sites around New York City and a year later drew the interest of Columbia University’s Teachers College. In 2004, the project was launched nationally, and it now can be implemented around the country through coordination with the Center for Educational Pathways. The program is implemented after school with students between grades four and eight. Due to the less structured environment of after-school programs, The Comic Book Project is utilized differently at different sites, with some spreading out the unit so that students only work on the project one to two times a week while others have them work on it for fifteen straight days. Either way, the program is flexible in its method implementation. There is, however, a set format to which the curriculum tries to adhere. The lessons are structured so that there is a gradual release of responsibility from the instructor to the students. In the introductory stages, students and instructors have general discussions about comic books. These conversations feature information about the elements of the graphic novel format, the use of graphic novels recommended by the students as models, the visual-world relationships in comics, and the connection of art to reading. Students are introduced to activities that have them relate the features of comics to the features of standard literature and digital literature. In one activity, students are asked to interpret emotions from the drawing of a line and draw a line that exhibits a certain emotion. Toward the end of the introductory lessons, students are asked to create mini- - 26 - Hershon: Teaching with Graphic Novels comics. They write outlines, use four panels, design characters, write dialogue, and color in their drawings. The second set of lessons is done over six or seven sessions. These lessons focus on having students write manuscripts for their own personal comic books. These manuscripts are eight-page templates that involve writing the character dialogue and developing a picture for each panel in the planning stage. Students write down information about each panel in order to inform their drawings, outline the story, develop the plot, and make decisions on other story elements. This is the most difficult set of lessons and requires a significant amount of teacher support. It benefits both struggling writers and ELL students, who are able to convey the intended meaning of their stories by using pictures first and then applying English words. It also helps higher-level writers, who get an opportunity to creatively expand their ideas in a multimodal format. The final set of lessons is also done over six or seven sessions. These lessons involve writing an actual comic book. In this step, students work in groups in order to turn a manuscript into a full comic book. Students work collaboratively to determine what manuscript to use, how to revise the content, and how to split up the work. While it is recommended that the final comic books be developed in groups, there are some sites that allow or encourage students to work independently. In the end, the students take their comic books all the way to becoming published pieces by using the steps of the writing process. The overall goal for the project, as stated by Dr. Bitz, is to increase students’ reading, writing, and vocabulary skills by using an engaging medium that can allow them to creatively tie their school and home literacy, as well as express themselves in a new way. The program is centered on four main New York State English language arts standards. The first standard is that - 27 - Hershon: Teaching with Graphic Novels students will read, write, listen, and speak for information and understanding. They do this through learning comic vocabulary and a production process parallel to the traditional writer’s process. In addition, some of the comics used in early lessons are of the non-fiction genre in order to show how information can be presented in a different way. The second standard is that students will read, write, listen, and speak for literacy response and expression. To achieve this standard, students write comics as a way of personal expression, using the art to support their responses. Class discussion of created comics encourages further self-expression, and some comics display personal emotional information. The third standard is that students will read, write, listen, and speak for critical analysis and evaluation. To achieve this standard, students need to make critical decisions about which manuscripts to use for their comics and what content needs to be included or changed. The fourth standard is that students will read, write, listen, and speak for social interaction. This standard is achieved through the open discussions in the early lessons, as well as the collaborative groups that create the final comics. As was the case with the Maryland Comics in the Classroom program, studies done on the effectiveness of The Comic Book Project resulted in generally positive responses. Dr. Bitz used surveys as a method of collecting data from students and teachers. He found that 86 percent of students felt that the project helped them improve their writing. Some 92 percent of students said they like their own stories as a result of the project, which shows a strong self-perception of skills; 88 percent of students said that they now look to pictures for context clues in other stories because of the project; 90 percent of instructors felt that their students’ writing in the classroom was improving as a result of the project; and 90 percent of instructors also felt that students’ selfperception of their writing had increased due to the project. Other qualitative findings were that both instructors and students reported that students had a better understanding of the writing - 28 - Hershon: Teaching with Graphic Novels - 29 - process as a result of creating comics and that students with limited English proficiency received the most benefit from getting to use the visual aids with their writing because the writing they did for the comic book project resulted in longer, more complex stories than they had written all year. While both the Maryland Comics in the Classroom program and The Comic Book Project looked at different populations and used different teaching methods, both have ended up producing positive results. They show that comics can be used effectively in the classroom in multiple ways and give teachers a model for how different literacy skills can be taught through comics and graphic novels. Table 3 compares the features of the two programs. Table 3. Features of Maryland’s Comics in the Classroom and The Comic Book Project The Comic Book Project Comics in the Classroom ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· Grade 3 In School Strict Lesson Format Direct Instruction General Vocabulary Instruction Guided and Shared Reading Teacher Centered Pre-selected Comics Language arts features ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· Motivating reluctant readers/writers Personal Reflection Writers Workshop Summarizing Character traits Plot development Visualization Comic based vocabulary Comic features Independent reading Align with their state’s standards ELL/struggling writer benefits Cooperative learning ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· Grade 4-8 Afterschool Loose Lesson Format (Workshop Model) Discussion of Art in Education Student Centered Student-selected Comics Hershon: Teaching with Graphic Novels The common qualities of the two pilot programs are all concepts that school literacy highly values. When compared with IRA/NCTE’s standards for English language arts, many of these common qualities can be shown to be valued through examination of the sixth standard: that “students apply knowledge of language structure, language conventions, media techniques, figurative language, and genre to create, critique, and discuss print and non-print texts” (Greer, Smith, Erwin, NCTE, 1996). Plot development, summarizing, visualization, and character traits are all concepts that students are instructed to use when discussing literacy. Teaching comicbased vocabulary and comic features fits in with the “language conventions” and “media techniques” alluded to by the standard. Also, the fifth standard, that “students employ a wide range of strategies as they write and use different writing process elements appropriately to communicate with different audiences for a variety of purposes,” fits very well with the teaching of the writer’s process that is key to both programs. The concept of audience is definitely touched upon in the Maryland program’s first lesson, in which students are asked to discuss why they think the graphic novel format would be a good choice to express certain information to specific audiences. (Disney, 2006) Overall, it is apparent that the two programs both use strategies that highlight valuable English language arts content, and that teachers can figure out ways to use graphic novels that will not only engage their students, but also help them build conceptual knowledge that aligns with the school curriculum. The rest of this section will focus on additional teaching activities that incorporate graphic novels in ways that will be beneficial to the elementary school language arts classroom. These strategies will be focused on using graphic novels as source material, using the comic format for instruction, and creating graphic novels. - 30 - Hershon: Teaching with Graphic Novels Instructional Activities Using Graphic Novels There are many activities that use graphic novels as a medium for inquiry. Graphic novels can be used for independent, guided, or shared reading. Many can play a part similar to that of a traditional text in the reading workshop model. A good example is Jeff Smith’s Bone (1996). Bone is a fantasy graphic novel that contains many traditional literary themes, such as the journey home, the unlikely hero, the hero’s quest, unknown destiny, the mentor wizard figure, and allusions to American literature and film. Scholastic has made the book the highlight of its graphic novel imprint, Graphix. The publisher has created a teacher’s guide to using the book and offers quality discussion questions and writing prompts that go along with the books (Crawford & Weiner, 2006). The best approach is to allow Bone to be used as a book for literature circles. Literature circles provide a unique opportunity to have students discuss various aspects of the book and the comic format. Graphic novels are also divided into smaller sections, similar to what would constitute a comic book issue, and these are ideal for students in a literature circle to use as starting and stopping points for their multiple meetings. Writing prompts encourage students to search for critical moments, reflect on character feelings, write about how the ‘fill in the blanks’ feature of comics is good and bad for the reader, and create alternate endings to the story. These prompts address multiple levels of Bloom’s Taxonomy and are similar to questions that teachers can generate for traditional text. As stated earlier, one of the arguments for using graphic novels is that they can be an effective tool for making cross-curricular connections. This is especially true in reference to social studies. Glencoe, a company owned by McGraw Hill, recently developed a graphic novel to accompany their Journey Across Time: The Early Ages textbook (McGraw-Hill, 2007). This graphic novel was divided into chapters, each one focusing on a different civilization, from early - 31 - Hershon: Teaching with Graphic Novels cavemen to England during the Renaissance. The stories provide a wealth of historical and cultural information that can be used to make connections to the information that is provided in the traditional textbook. Students can read a chapter from the graphic novel before reading the related textbook chapter, in order to activate and develop their background knowledge. Another option is for students to read the chapter from the graphic novel after reading the textbook chapter, and have the students relate the knowledge they gained about that time in history to the graphic novel in order to build context around the scene. Analyzing the graphic novel chapters in terms of their perspective and content is also recommended by the textbook. Student can analyze the graphic novel chapters in order to figure out the main point that the author is trying to make. This allows for students to then determine the stance that the author of the comic is taking, and evaluate whether that stance is justified in terms of the information provided in the textbook. This social studies graphic novel, and others like it, is a quality instructional tool, especially when trying to increase the comprehension of the content for visual learners and English Language Learners. These learners often struggle in content areas like social studies because there is a heavy emphasis on reading text in order to gain knowledge (McGraw-Hill, 2007). Providing information in a multi-modal format allows for students to gain content knowledge without having to struggle as much as with text alone. Besides serving as the sole source material for a reading activity, graphic novels can be used to relate to traditional text (Carter, 2007; Burmark, 2008). Since one of the benefits of graphic novels is that they engage reluctant readers, they can act as a bridge for reading and understanding traditional texts when paired appropriately. As stated earlier, many traditional texts – such as The Wizard of Oz, Goosebumps, and even the works of Shakespeare – have been adapted into the comic form. Students can be encouraged to read both forms and draw - 32 - Hershon: Teaching with Graphic Novels comparisons. They can discuss features that were beneficial to either form, information they gained only through one form, and the main ideas of the story. The point of using two forms of the same book is to build comprehension, especially in terms of visualization. Another strategy is to use graphic novels that have similar themes to traditional texts in order to draw comparisons (Leibold, 2007). The hero’s journey of Bone is easily compared to that in Where the Wild Things Are or The Hobbit (which can also be found in the graphic novel format). It is important that when graphic novels are used in combination with texts, the two are thought of as equal instead of one supplementing the other (Carter, 2007). If students realize that you value one over the other in your activities, engagement will suffer. Another way to use both traditional books and the comic format is to have students adapt a book or part of a book into a comic and then a skit (Burmark, 2008). In this strategy, students are to take a scene from a book and reformat it into a comic. Students develop the visuals and the dialogue of the story and use the comic as a storyboard for a live performance. Students take their comics and adapt them into short skits. This activity allows students to focus on the details of the characters and settings. It also allows them to put themselves in the characters’ shoes by having to role-play and develop appropriate dialogue. The words cannot be taken directly from the story in this activity, so the students need to develop an understanding for the characters in order to create believable dialogue. Using specific features of comics in order to develop visual literacy provides a number of great classroom activities. Comics in the English Classroom: A Guide for Teachers (Abel & Madden, 2008) highlights on a few of them. One activity focuses on students filling in the blanks for text in comic book panels. This can be done for either a single panel or a comic page and with either the word balloon text or the narrative text. Display a comic with a blank - 33 - Hershon: Teaching with Graphic Novels narrative box and the students must create a running narrative for a story or short captions to summarize the actions of each individual panel. This gives students practice in summarizing visual information. If it is done with blank word balloons, students can develop character voice and a plot related to the visuals by creating the dialogue for the story. Another activity highlighted in this pamphlet is “Jam Comics.” In this activity, students create comics collaboratively; one student creates a panel and passes it along to the next student to create the next panel. This continues until either the space provided is complete or the story is complete. This collaborative activity requires that students analyze the panels that have come before theirs in order to inform their own contributions. It also requires them to be aware of how a plot develops in terms of content and pacing. A final activity proposed in this pamphlet is creating a comic with no pictures. Students are asked to draw comics using only words and must use their knowledge of dialogue, panel size and structure, and onomatopoeia to convey an interesting story. This helps students develop their use of dialogue in writing and also gives them practice at adapting the panel layouts and lettering to achieve different effects. Looking at individual panels and how panels can be used in sequence is another way to teach using specific comic features (Versaci, 2008). “Panel analysis” is an activity in which students analyze the visual and textual elements within a panel and interpret the deeper meaning of those elements. This allows students to develop both literal and inferential comprehension. Students are instructed to write, as descriptively as possible, what is going on in the panel. They must explain the context of the colors, lines, text, images, expressions, and other visual cues. Next, they need to use their knowledge of comic book features (i.e., angle, perspective, line, etc.) to draw conclusions about why the illustrator made the choices that appear. This is the type of activity we ask students to do all the time when reading traditional text; in this instance, it asks - 34 - Hershon: Teaching with Graphic Novels them to transfer the skills from traditional to visual literacy. “Panel puzzle” is an activity that involves taking panels that are out of sequence and having students rearrange them to develop a coherent story. To prepare this lesson, a teacher can simply take a comic page, cut out the individual panels, and mix them up. It is not necessary for students to re-create the story as it originally unfolded – only for them to be able to sequence the panels in a way that makes sense and describe the sequence going on in the rearranged page. The students can be asked to either explain the story on their pages or write one. This activity allows students to develop their sequencing skills, as well as use the closure technique to create a story. Teaching the writing process with graphic novels is a very popular instructional strategy that has been approached in various ways. Both pilot programs incorporated some sort of writer’s workshop element in them with beneficial results. Another strategy that incorporates the writer’s process, with a unique spin, is “The Comic Book Show-n-Tell” (Carter, 2007). This activity has students participate in the writer’s process as if they were comic creators. First, the teacher must provide background on graphic novels and the comic book industry. Examples should be discussed so that students understand and appreciate the format. The author of this project recommends Ultimate Spiderman as a possible text because it has cultural relevance to students, as well as positive moral themes (such as “with great power comes great responsibility”). The next step is to instruct students to create comic scripts based on open-ended prompts (i.e., “Superman saves the day”). The scripts are to be written as comic book authors would write them, with each including a narrative of the story, a breakdown of the visuals in each panel, and the dialogue that needs to be included. Since writers and illustrators often complete their work separately, the teacher must inform the students that it is important for them to be very descriptive so that the illustrator of the comic can correctly translate their words to - 35 - Hershon: Teaching with Graphic Novels visuals. Next, the teacher can have students trade their scripts without talking to one another so that they can transform each other’s writings into the comic form. After this is done, the students get their comics back so that the whole class can discuss the process and the issues that arise. The teacher can then have the students rewrite their scripts with more description and give them back to the same illustrators. The result should be a comic that fits better with the author’s vision (Carter, 2007). The benefits of this activity include allowing students to work collaboratively, create text using an authentic process, practice editing for details, and discuss metacognitive aspects of the writing process. “The Comic Book Show-n-Tell” helps students become attuned to sensory elements in their writing and to understand that it is important to get the visualizations for their stories down in written form so that others can understand them as well. One problem with all of these activities – and with using graphic novels in general – is that not all learners are going to be enthusiastic about drawing, which is a large component of including graphic novels in the classroom. However, there are create-your-own-comics websites that offer a very nice adjustment for these students, as well as potentially for the whole class. Students who do not like drawing or are embarrassed by their drawing skills can use these websites to complete many of these activities. MakeBeliefscomix.com and Pixtoncomics.com both allow users to create multiple-paneled comics with complex characters, settings, and dialogue. All of the comic features discussed earlier can be used with these websites, which have a twofold function: they help promote adaptation for students who do not enjoy drawing and also provide multiple opportunities to develop digital literacy. The Internet is a medium that students interact with at home, and allowing them to use it in the classroom will serve to increase engagement. Building these digital comics can be a stepping stone for many other activities, - 36 - Hershon: Teaching with Graphic Novels such as creating a scene using new vocabulary words, reflecting on personal interests and activities, creating storyboards for an original story, and developing comics in foreign languages using the transcription tools of the websites (Zimmerman, 2010). The transcription tool also gives teachers a resource to use with ELL students. Teachers can have students create comics in their original language, transcribe them into English, and compare the two. This allows ELL students to use their primary language in the classroom and build story development skills. Assessment Quality assessment is one of the most problematic issues to arise with graphic novels. Currently, the only real assessments that schools use with graphic novels are Accelerated Reader tests (Lewis, 2009), the progress monitoring computer software for reading. These tests generally assess only a student’s literal comprehension of the text and often focus on lower-level questions in terms of Bloom’s Taxonomy. The list of graphic novels used by the AR program is more beneficial for helping teachers to select appropriate graphic novels for the classroom than it is for assessment. (This will be discussed further in the next section.) This does not mean that graphic novels cannot be integrated into other current assessment strategies. One possibility for using the comic format as an assessment is to have students conduct retellings by creating comic strips. After reading, students can create comics of the just-completed passages, providing insight into their visualization abilities. This can be combined with having each student give an oral explanation of the product and draw connections between the panels in the comic strip and the actual text. As is the case with most retellings, this would not provide much in terms of quantitative information, but it would provide qualitative data on a student’s ability to characterize, describe a setting, sequence a plot, pick out main ideas from a story, use supporting - 37 - Hershon: Teaching with Graphic Novels details, and summarize information. In order to learn about more inferential comprehension, a teacher could have the student create an alternate ending panel in the comic or insert himself or herself into the comic retelling. These are all areas that appear on the retelling assessment presented at the 37th Annual Convention of the International Reading Association (McAllister, 1992). The dual coding features of graphic novels make it difficult to conduct a running record (analysis of a student’s oral reading over one-hundred words) on student reading. One of the best qualities of a running record is the cuing system information that it provides, but since the text in graphic novels is often in a more conversational format than a narrative one, syntactic and semantic cues may be difficult to detect. The visual aid of the graphic novel also makes conducting running records problematic. However, miscue analysis can still be done with the medium. Miscue analyses generally investigate a student’s miscues on the word and sentence levels in terms of the visual, syntactic, and semantic cuing systems. As is true with the running records, it would be difficult to conduct an analysis of miscues on the sentence level, but the word level information would still be beneficial. Graphic novels also tend to be able to use more difficult vocabulary without leading students to lose comprehension of the text, as described earlier. This feature means that a teacher could conduct a miscue analysis using a graphic novel that has words slightly above the student’s reading level without having the student get frustrated with the assessment. The difficulty of the actual text would provide more miscues for the teacher to analyze. While using these three traditional reading assessments should be looked at more closely in future research, graphic novels can be adapted to fit other forms of assessments as well. Portfolio assessment would work very well in analyzing student-created comics over the course - 38 - Hershon: Teaching with Graphic Novels - 39 - of the year. Portfolios can be analyzed for trends in writing, use of literary features, and use of details. This type of assessment would still be qualitative, like the retellings, but a teacher could develop a rubric for assessing student-created graphic novels as well. In Table 4, I provide an example of a possible rubric that assesses student use of story structure, textual features, and visual features. This can be applied only after the graphic novel format has been explicitly taught and creating comics using this rubric has been modeled. Table 4: Rubric for assessing student comics Score 3 2 1 Story The story has a coherent beginning, middle, and end. The text and the visuals match up with one another. The panels are clearly connected in sequence. The characters and settings have been described/shown in detail. The story has a coherent beginning and end, but some panels may be out of sequence. There is some connection between the panels, but it is not clear. The characters and settings have been described/shown, but without much detail. The story is sequenced without a connection between the panels and without any particular order. There is no character/setting detail. Text Features There are no more than two spelling errors. Text can be clearly characterized as speech, thought, or narrative. Narrative text follows grammatical rules of ELA. Visual Features Panel layout is left to right and top to bottom. Borders and panels are clear and used correctly. Student has erased any stray marks in images before coloring. Images are inked and colored. Characters can be differentiated through some identifying feature. There are fewer than ten spelling errors. Text is used, but it is unclear what type of text it is. Text has apparent grammatical errors, but still follows the grammatical rules of ELA for the most part. Panel layout is left to right and top to bottom. Borders are unclear, making it hard to differentiate between panels. There are stray pencil marks throughout the images. Images are inked and partially colored. Characters are difficult to differentiate. There are more than ten spelling errors. Text is either used minimally or not at all. When used, it does not follow the grammatical rules of ELA. Borders are not used, making panel layout difficult to determine. Visuals have not been inked or colored. Comics still appear as pencil marks. There is no differentiation between the characters. Hershon: Teaching with Graphic Novels Building a Graphic Novel Collection! In order to include graphic novels in the school environment, teachers must take multiple steps to ensure responsible use of the medium. Developing a graphic novel collection in the classroom can be a difficult task due to the lack of experience that teachers and school administrators have in evaluating the format and using it in the classroom. The process of building a classroom collection must include evaluating the appropriateness and literary value of individual graphic novels, raising administrative and parental support for including graphic novels in the curriculum, and deciding how to organize them in the classroom. This section will provide recommendations for approaching each of these steps. Step 1: Evaluating Graphic Novels for a Classroom Collection There are many tools that can aid educators in the selection of graphic novels. Not all comics and graphic novels are good for the classroom, and it is important that teachers learn how to analyze this growing form so that the gems can be pulled from among the available options. The most common criticism that comics receive is that they often have material that is too adult for elementary grade levels. As stated previously, any medium will have material that is either too adult or too childish for the intended grade level; the trick is figuring out how to identify appropriate material. One of the most often cited resources for finding graphic novels that are appropriate and beneficial to the classroom is The 101 Best Graphic Novels, by Stephen Weiner (2001). One of the simplest ways for teachers to evaluate the appropriateness of comics is the age-marking system that appears on almost every published graphic novel (Lamb & Johnson, 2009). American comics have two main rating systems. The first is the system of the Comics Code Authority, which is the organization created in the 1950s to censor and rate comic books. - 40 - Hershon: Teaching with Graphic Novels There is also the Marvel Rating System, created by Marvel Comics to rate its own material. Obviously, one would avoid any comics that are deemed inappropriate. American comics typically use the term “all ages” to indicate that a comic has material appropriate for elementary school children. The term “mature audiences” is used for ages 18 and up. “Teen” is also a label that is found on many comics and is the age range in which the bulk of popular comics exist. Manga comics are even more specific with their rating systems. “A” indicates that the material is good for all ages, “Y” refers to youth and those in the upper elementary grades, “T” refers to teens, “OT” is for ages 16 and up, and “M” is for mature audiences. In recent years, there has been a huge increase in the number of youth graphic novels that have been published in both formats (Hatfield, 2006). The fact that a comic is appropriate for an age group, of course, does not mean that it should be used in the classroom. A better indicator can be found through the Accelerated Reader program. More than 850 graphic novels are supported by the AR program (Lewis, 2009). They range from 0.8 to 10.6 on a scale indicating their reading level. This shows that there are available options for every grade and reading level from elementary school to high school. The AR credit-points that can be obtained from these books range from 0.5 to 50. While the AR tests may not be particularly valuable in terms of providing assessment information, as explained earlier, the AR book lists can help determine what graphic novels should be used in the classroom. This is especially true if the information from the AR lists is used in conjunction with the wealth of online resources that promote, explain, and review graphic novels. The first thing teachers should do when researching graphic novels for use in the classroom is view author and publisher websites. These sites often give detailed descriptions of books, age ranges, and genres. Many also include recommendations for classroom use. Jeff - 41 - Hershon: Teaching with Graphic Novels Kinney, author of Diary of a Wimpy Kid, has a valuable website, www.wimpykid.com, where one can preview his graphic novels. Publishing companies such as Marvel Comics and DC Comics also provide child-centered material on their websites. As mentioned earlier, Scholastic has a line of graphic novels distributed under the Graphix label. This imprint has republished Jeff Smith’s acclaimed nine-volume fantasy series, Bone (first published from 1991 to 2004), in a color graphic novel edition (Hatfield, 2006). Teachers can find reviews and mini-sites of all Graphix novels at www.scholastic.com/graphix. These websites and others give teachers the opportunity to examine comics that they may choose to use in their classrooms. A caveat, not surprisingly, is that these sites may contain heavy bias, so teachers should also look at independent reviewing sites and group forums. Many independent organizations have developed websites and lists of recommended graphic novels for classroom use (Williams & Peterson, 2009). One of the best independent reviewing sites on the Web is www.noflyingnotights.com (Brenner, 2002). This website was created by a long-time supporter of graphic novels in education, Robin Brenner, to give teachers a place to learn about comics and help them make critical decisions about their use in the classroom. There are three sites in the ‘noflyingnotights’ family. They are a main website for teens, the Sidekick site for children up to age twelve, and the adult site for older readers. Each site contains reviews of comics and also organizes them into genres, age groupings, and “toprated” lists. Categories include superhero, fantasy, mystery, science fiction, humor, actionadventure, realism, and non-fiction. The material is easy to navigate, and each review includes an age recommendation so that teachers can evaluate both the quality of the comic and whether it might be appropriate for their students. Also included is a section titled “What’s The Deal?” that provides information about comics, features, popular authors, and other things educators should - 42 - Hershon: Teaching with Graphic Novels know about the medium. Top-ten lists of graphic novels from www.noflyingnotights.com will be provided at the end of the paper, along with lists of other graphic novels that have been found to be useful in schools (Appendix A). Another group devoted to promoting graphic novels in education is the National Association of Comics Art Educators (NACAE). The NACAE website, www.teachingcomics.org, is specifically intended to be a forum where educators can go to discuss how they use graphic novels in the classroom. The site provides instructional guides for those who are seeking to learn about graphic novels and lesson plans for teachers who are trying to figure out how to use these books. While the site was initially developed to promote the teaching of graphic novels in art classrooms, it has been expanded for use in other subject areas, as well (The Council Chronicle, 2005). When dealing with the question of whether to purchase a graphic novel or individual comic book issues, teachers are strongly urged to go for the graphic novels. Comic book issues are flimsy, use low-quality paper, and are easily stolen. (Since comics are very popular among students, it pays to remember that theft is a real possibility.) In addition, comics are generally sold for between $2 and $4 per issue. Graphic novels generally offer more content for the price. A six-issue graphic novel may cost $15, as opposed to six individual issues costing $4 each for a total of $24. Graphic novels often have author interviews and backup material not included in the individual comic book issues. Teachers should look into major bookstore chains as well as comic book shops in order to compare prices. Often, these companies are willing to give discounts to teachers; some smaller outlets may be willing, as well, so it makes sense to ask. Two online options for purchasing graphic novels in bulk are Discount Comic Book Service - 43 - Hershon: Teaching with Graphic Novels (www.dcbservice.com) and In Stock Trades (www.instocktrades.com), which both give discounts of up to 40 percent and provide free shipping for bulk orders. Step 2: Gaining Support from Administrators and Parents The success or failure of a teacher’s integration of graphic novels in the curriculum will have an effect on both the administration of the school and the parents of the students. Gaining support in these quarters before initiating curricular change will decrease the resistance of colleagues, principals, other parents, and the school board (McTaggart, 2008). To begin gaining support, it is best for a teacher to mention his or her plan to the other teachers in the school. This can be done through discussions with grade teaching teams or just by talking to colleagues in the teachers’ lounge. The reasons for using graphic novels must be stressed, and potential uses must be shared. Teachers should invite their fellow educators to provide suggestions in order to build support – and it is to be hoped that these teachers will also be open to giving graphic novels a try. Once teacher support is obtained, a formal proposal should be given to the principal (McTaggart, 2008). By explaining the benefits of graphic novels, as well as showing how they can match up with curricular goals, teachers can gain administrators’ support for their integration into the curriculum. There is likely, however, to be a significant amount of resistance and skepticism from other educators and administrators even after they have been presented with a strong case for the new approach. This is due to years of negative perceptions about the medium. Cautious and informed book selection is key to promoting and protecting the use of graphic novels. Teachers should therefore use the resources previously discussed in order to avoid books that may have objectionable material and could draw criticism from those who are still not on board with the plan. One important caution is that teachers must preview all graphic - 44 - Hershon: Teaching with Graphic Novels novels as they come in and never purchase one that can’t be returned. Notwithstanding the wealth of resources that may steer a teacher toward potentially high-quality material, the educator is ultimately responsible for the graphic novels, and one overlooked book with troublesome content can undermine the medium as a whole. After teachers and administrators are supportive, the idea must be marketed to parents. One sound approach is to volunteer to give graphic novel book talks at PTA and school board meetings. In fact, teachers must be prepared to promote the use of comics whenever an opportunity presents itself. Finally, it will be time to begin the exciting process of using graphic novels as a teaching tool, which, in turn, will generate further support among classroom observers and others in the school environment. Comics and graphic novels are expensive, so building public support is essential for a teacher who is unable or unwilling to carry the financial burden on his or her own. One recommended strategy is to buy or borrow a few select titles for initial instruction and develop a mini-unit that will culminate with a program that can be attended by parents. A “Graphic Reading Night” (McTaggart, 2008) is an activity in which students come to school one evening in costume and present personal comics they have published in a mini-unit. There should be an opportunity for informal socialization at such an event, and the teacher should keep the comics in sight so that parents can view and read them over the course of the evening. At the end of the program, the teacher can make a pitch to the parents in attendance, highlighting the work their children have done and explaining the benefits of using graphic novels in the classroom. The educator can also casually ask whether anyone would like to donate money to purchase a graphic novel for classroom use and provide title recommendations, mentioning that financial assistance would be appreciated and that the book would be incorporated into the unit. This type of event - 45 - Hershon: Teaching with Graphic Novels requires principal approval due to the nature of the fundraising, but if handled correctly it can result in both support for a graphic novel program and increased access to graphic novels for the students. Step 3: Organizing Graphic Novels in the School and Classroom There are multiple decisions to be made about where to keep graphic novels in the school and how to regulate access to them. The first option is to put the books in the school library. This is currently the most common place for graphic novels in schools (Carter, 2008). But this approach has the drawback of limiting use of the books because they are not easily available to all of the students. This paper suggests that graphic novels be placed directly in the classroom. This makes them available for independent reading by students and promotes their use for instructional activities, literature circles, and guided reading. While increased availability is good for the students, it is worth noting that there does need to be increased monitoring and regulation of the graphic novels housed in this manner; if this is lacking, the books may disappear. While the graphic novels should be integrated into the classroom library and possibly given their own genre bin, students should not be allowed to take them out of the classroom without checking them out. A checkout method for bringing books home will both increase student accountability and protect the curricular investment. Recommendations and Conclusion As we have seen, graphic novels can clearly be beneficial to instruction in the English language arts classroom, but there are still many questions surrounding the medium. First, what other instructional practices can be implemented with comics, and what are the best practices? - 46 - Hershon: Teaching with Graphic Novels The recommendations for instructional activities provided here only scratch the surface of how graphic novels can be integrated into instruction. While the Maryland Comic Book Initiative and The Comic Book Project have provided the groundwork for comics-based curriculums, more possibilities need to be presented to teachers before the form can be truly embraced. Research concerning graphic novels generally focuses on the reasons for using comics in the classroom and devotes very little attention to how to achieve the full range of benefits. As more people start using existing comic book programs, more research can be done on the best practices for the medium. Second, what type of professional development is needed for teachers? Graphic novels are slowly making their way into the classroom, but many teachers are still unfamiliar with the works and their features. Professional development could initially focus on instructing teachers about the features of comics so they can gain a better understanding of the medium and begin to shed some of the misconceptions that surround it. Third, what other visual media can be integrated with graphic novels? Comics are not the only visual medium that contains the dual-coding benefit of text and visuals. The Internet, video games, and other media may provide diverse benefits for student readers if they are properly incorporated into the classroom along with graphic novels. Further research needs to be done to investigate how these other tools can be combined with comics to develop a curriculum that places a high value on visual literacy and is more responsive to the growing importance that visual media have in today’s society. It is hoped that this paper will serve as a starting point for an important discussion about the subject covered. The potential for using comics to inspire student achievement is considerable, and it deserves to be explored in depth for the benefit of children with differing - 47 - Hershon: Teaching with Graphic Novels ability levels and diverse cultural backgrounds. Graphic novels have earned their place in the classroom for many reasons, including the significant increase in their quality and substance over the past twenty years. Now, teachers in a range of disciplines need to re-examine their perceptions of this promising medium and re-evaluate whether they can use it to help their students learn. The case for the inclusion of graphic novels in the curriculum is strong and multifaceted, since they can provide not only instructional benefits, but also social benefits. While traditional texts will always have a significant place in the classroom, it is time to make the reading curriculum more inclusive so our schools catch up with the needs of our changing society. It is time to give graphic novels a shot. - 48 - Hershon: Teaching with Graphic Novels References: Behler, A. (2006). Getting started with graphic novels: a guide for the beginner. Reference & User Services Quarterly, 46(2), 16-21. Bitz, M. (2004). The comic book project: forging alternative pathways to literacy. Journal of Adolescent & Adult Literacy, 47(7), 574-586. Brenner (2002). NoFlyingNoTights.com. Retrieved on Oct 20, 2009, from <www.noflyingnotights.com> Brenner, R. (2006). Graphic novels 101: faq. The Horn Book Magazine, 82(2), 123125. Burmark, L. (2008). Visual literacy: what you get is what you see. In N. Frey & D. Fisher (Eds), Teaching Visual Literacy: Using comic books, graphic novels, anime, cartoons, and more to develop comprehension and thinking skills. Thousand Oaks, CA: Corwin Press. Carter, J.B. (2007). Building Literacy Connections with Graphic Novels: Page by Page, Panel by Panel. Urbana, IL: National Council of Teachers of English. Carter, J.B. (2007, Nov.). Transforming English with graphic novels: moving toward our “optimus prime.” English Journal, 97(2). Carter, J.B. (2008). Comics, the canon, and the classroom. In N. Frey & D. Fisher (Eds), Teaching Visual Literacy: Using comic books, graphic novels, anime, cartoons, and more to develop comprehension and thinking skills. Thousand Oaks, CA: Corwin Press. Crawford, P., & Weiner, S. (2006). Using graphic novels in the classroom including Bone by Jeff Smith: A guide for teachers and librarians. New York: Scholastic Disney (2006). Lesson 1: Introducing comics. Maryland Comics in the classroom. White Plains, NY: Disney Publishing Worldwide. Disney (2006). Lesson 8: Writing a comic: prewriting. Maryland Comics in the Classroom. White Plains, NY: Disney Publishing Worldwide. Frey, N. & Fisher, D. (Eds). (2008). Teaching Visual Literacy. Thousand Oaks, CA: Corwin. Goodman, K. S. (1994). Reading, writing, and written texts: a transactional sociopsycholinguistic view. In R. B. Ruddell, M. R. Ruddell & H. Singer (Eds.), Theoretical models and processes of reading (4th ed., pp. 1093-1130). Newark, DE: International Reading Association. Greer, M., Smith, R.S., Erwin, L., NCTE. (1996). Standards for the English Language Arts. Newark, DE: International Reading Association; Urbana, IL: National Council of Teachers of English. Hahn, M.L. (2009). Comprehending graphic novels: a primer for teachers. ChoiceLiteracy.com. Retrieved Oct. 5, 2009 from <http://www.choiceliteracy.com/public/242.cfm> Harris, V.J. (2008). Selecting books that children will want to read. The Reading Teacher, 61(5), 426-430. Hatfield, C. (2006). comic art, children’s literature, and the new comics studies. The Lion and the Unicorn, 30(3), 360-382. Hughes-Hassell, S., Rodge, P. (2007). The leisure reading habits of urban adolescents. Journal of Adolescent & Adult Literacy, 51(1), 22-33. Lamb, A., Johnson, L. (2009). Graphic novels, digital comics, and technologyenhanced learning: part 1. Teacher Librarian, 36(5), 70-84. - 49 - Hershon: Teaching with Graphic Novels Leibold, D. (2007). Abandon every fear, ye that enter: the x-men journey through dante’s inferno. In J.B. Carter (Ed), Building Literacy Connections with Graphic Novels: Page by Page, Panel by Panel. Urbana, IL: National Council of Teachers of English. Lewis, J. (2009). ST: graphic novels/literature. Quiz List Interactive Book List. Retrieved on Oct 10, 2009 from <http://www.quizlist.net/(bw3xen45exmm0532agk5oyf1)/BookList.aspx?lid=14363&oid =0> Lyga, A.W. (2006). Graphic novels for really young readers. School Library Journal, 52(3), 56-61. Madden, M. (2005). 99 Ways to Tell a Story: Exercises in Style. New York, NY: Chamberlain Bros. Madden, M. & Abel, J. (2008). Comics in the English classroom: a guide for teachers. Urbana, IL: National Council of Teachers of English. Madden, M. & Abel, J. (2009). Basic comics terminology. NACAE. Retrieved Oct. 20, 2009 from <www.teachingcomics.org> McAllister, D. (1992). Retelling Assessment. Presented at the 37th annual convention of the International Reading Association, Orlando, FL. McCloud, S. (1993). Understanding Comics: The Invisible Art. New York, NY: HarperCollins. McTaggart, J. (2005). Using comics and graphic novels to encourage reluctant readers. Reading Today, 23(2), 46. McTaggart, J. (2008). Graphic novels: the good, the bad, and the ugly. In N. Frey & D. Fisher (Eds), Teaching Visual Literacy: Using comic books, graphic novels, anime, cartoons, and more to develop comprehension and thinking skills. Thousand Oaks, CA: Corwin Press. Norton, B. (2003). The motivating power of comic books: insights from archie comic readers. The Reading Teacher, 57(2), 140-147. Rudinger, H.M. (2006). Graphic novels: reading lessons. The Horn Book Magazine, 82(2), 126-134. Schneider, N. (2007). Holy reading, batman! Teaching Pre K-8, 37(4), 56-57. Schwarz, G.E. (2002, Nov.). Graphic novels for multiple literacies. Journal of Adolescent & Adult Literacy, 46(3). Schwarz, G.E. (2006). Expanding literacies through graphic novels. English Journal, 95(6), 58-64. Shumaker, J.R. (2009). Shakespeare as children’s literature: edwardian retellings in words and pictures. Children’s Literature Association Quarterly, 34(1), 84-86. Smith, B. (2008). A Picture is Worth a Thousand Words: Graphic Novels, Comprehension, and Visual Literacy. Presented in ENED 2200, Vanderbilt University, Nashville, TN. Sonnenschein, S., Baker, L., Katenkamp, A., & Beall, L. (October, 2006). Evaluation of the “Maryland Comics in the Classroom” Pilot Program. University of Maryland, Baltimore County. Tabachnick, S.E. (2007). A comic-book world. World Literature Today, 81(2), 24-29. The Council Chronicle. (2005, Sept.). Using comics and graphic novels in the classroom. National Council of Teachers of English. Retrieved Oct. 12 from <http://www.ncte.org/magazine/archives/122031/contenthistory> - 50 - Hershon: Teaching with Graphic Novels Versaci, R. (2001). How comic books can change the way our students see literature: one teacher’s perspective. The English Journal, 91(2), 61-67. Versaci, R. (2006). Graphic novels: books that matter. Random House Inc, 1(1). Versaci, R. (2008). “Literary literacy” and the role of the comic book: Or, “you teach a class on what? In N. Frey & D. Fisher (Eds), Teaching Visual Literacy: Using comic books, graphic novels, anime, cartoons, and more to develop comprehension and thinking skills. Thousand Oaks, CA: Corwin Press. Wannamaker, A. (2009). Radical children’s literature: future visions and aesthetic transformations in juvenile fiction. Children’s Literature Association Quarterly, 34(3), 287-289. Weiner, S. (2001). The 101 Best Graphic Novels. New York: NBM Publishing Wertham, F. (1955). Seduction of the Innocent. New York: Rinehart. Williams, V.K., Peterson, D.V. (2009). Graphic novels in libraries supporting teacher education and librarianship programs. LRTS, 53(3), 166-173. Zimmerman, B. (2006). 21 ways to use makebeliefcomix.com in the classroom. MakeBeliefComix.com. Retrieved on Oct 10, 2009, from <www.makebeliefcomix.com> Literature Cited: Avi (1993). City of Light, City of Dark. Orchard Books. Bendis, B.M. (2001). Ultimate Spiderman. New York: Marvel Comics. Deming, S., Dixon, C. (1989). The Hobbit by J.R.R. Tolkein. Eclipse Comics. Dezgado, T. (2001). Tellos. Image Comics. Eisner, W. (1999). Princess and the Frog. NBM Publishing. Eisner, W. (2001). The Last Knight. NBM Publishing. Elder, J. (2006). Mail Order Ninja. Los Angeles: Tokyopop. Gaiman, N. (1989). The Sandman. New York: Vertigo. Gaiman, N., Rieber, J.N. (1990). The Books of Magic. New York: DC Comics. Grayson, D. (2003). X-Men Evolution. New York: Marvel Comics. Hartman, R. (2002). Amy Unbounded. Pug House Press. Holm, J.L., Holm, M. (2005). Babymouse: Heartbreaker. Random House. Holser, J. (2000). Clan Apis. Active Synapse. Holser, J. (2003). Amelia Rules! I-Books. Kesel, B. (2003). Meridian. Cross Generation Comics. Kitamura, S. (2002) Comic Adventures of Boots. Farrar, Straus and Giroux. Loeb, J. (1999). Superman for All Seasons. New York: DC Comics. McLeod, B. (2006). SuperHero ABC. New York: HarperCollins. Medley, L. (2006). Castle Waiting. Fantastagraphics Books. Miller, F. (1997). Batman: The Dark Knight Returns. New York: DC Comics. Miller, F., Mazzucchelli, D. (1987). Batman: Year One. DC Comics. Montana, B. (1942). Archie. New York: Archie Comics. Moore, A. (1995). Watchmen. Warner Books. Moore, A. (1999). The League of Extraordinary Gentlemen. New York: DC Comics. Morse, S. (2002). Magic Pickle. Oni Press. Peterson, D. (2007). Mouse Guard: Fall 1152. Archaia Studio Press. - 51 - Hershon: Teaching with Graphic Novels Runton, A. (2004). Owly. Top Shelf Productions. Sadamoto, Y. (2002). Neon Genesis Evangelion. Viz Communications. Satrapi, M. (2000). Persepolis. Pantheon Books. Sciezka, J. (2006). Time Warp Trio. New York: HarperTrophy. Selznick, B. (2007). The Invention of Hugo Cabret. Scholastic Press. Shepard, A. (2001). Master Man: A Tall Tale of Nigeria. New York: HarperCollins. Sis, P. (2007). The Wall: Growing up Behind the Iron Curtain. Farrar, Straus and Giroux. Spiegelman, A. (2001). Maus: A Survivor’s Tale: My Father Bleeds History. New York: Pantheon. Spiegelman, A., Mouly, F. (2000). Little Lit: Folklore & Fairy Tale Funnies. Raw. Smith, J. (1996). Bone. Cartoon Books. Stassen, J.P. (2006). Deogratias. First Second. Talbot, B. (1995). The Tale of One Bad Rat. Dark Horse Comics. Telgemeier, R. (2006). The Baby-Sitters Club. 2006. New York: Scholastic. Tezuka, O. (2001). Adolf. Cedence Books. Thompson, S. (1997). Scary Godmother. Sirius Entertainment. Torres, J. (2002). Alison Dare. Oni Press. Vaughn, B.K. (2003). Runaways. New York: Marvel Comics. Yang, G. (2006). American Born Chinese. First Second Books. Williams, M. (1995). Greek Myths for Young Children. Candlewick. Winick, J. (2000). Pedro and Me. Henry Holt & Company. - 52 - Hershon: Teaching with Graphic Novels - 53 - Appendix A: Popular Graphic Novels Used in the Schools Much of the research (Hahn, 2009; Harris, 2008; Behler, 2006; Schneider, 2007; Lamb & Johnson, 2009; Schwarz, 2002; Lyga, 2006) provided examples of graphic novels that have been used in classroom. In this section, recommendations from the research have been divided into lists based on age level, adapted literature, awards, and www.noflyingnotights.com top 10 lists. Age 5 and Up Princess and the Frog by Will Eisner Comic Adventures of Boots by Satoshi Kitamura Master Man: A Tall Tale of Nigeria by Aaron Shepard Little Lit: Folklore & Fairy Tale Funnies by Art Spiegelman and Francoise Mouly Owly by Andy Runton FANTASY ADVENTURE FANTASY FANTASY FANTASY Age 7 and Up Archie by Archie Comics Publications The Last Knight by Will Eisner Amelia Rules! By Jay Hosler Bone by Jeff Smith Babymouse: Heartbreaker by Jennifer L. Holm and Mathew Holm Mail Order Ninja by Joshua Elder Time Warp Trio by Jon Sciezka Clan Apis by Jay Hosler Magic Pickle by Scott Morse Greek Myths for Young Children by Marcia Williams HUMOR FANTASY REALISM FANTASY FANTASY ADVENTURE FANTASY NON-FICTION SUPERHERO FANTASY Age 9 and Up City of Light, City of Dark by Avi Ultimate Spider-Man by Brian Michael Bendis Tellos by Todd Dezago X-Men Evolution by Devin Grayson Amy Unbounded by Rachel Hartman Superman for All Seasons by Jeph Loeb The Hobbit by Sean Deming and Chuck Dixon Alison Dare by J. Torres FANTASY SUPERHERO FANTASY SUPERHERO FANTASY SUPERHERO FANTASY ADVENTURE Teens American Born Chinese by Gene Yang Batman: Year One by Frank Miller and David Mazzucchelli The Books of Magic by Neil Gaiman and John Ney Rieber Runaways by Brian K. Vaughn The League of Extraordinary Gentlemen by Alan Moore FANTASY SUPERHERO FANTASY SUPERHERO SUPERHERO Hershon: Teaching with Graphic Novels Young Adults Adolf by Osamu Tezuka Deogratias by J.P. Stassen Maus by Art Spiegelman Persepolis by Marjane Satrapi The Sandman by Neil Gaiman - 54 - HISTORICAL HISTORICAL HISTORICAL HISTORICAL FANTASY Award Winners The Invention of Hugo Cabret by Brian Selznick Caldecott Medal The Wall: Growing up Behind the Iron Curtain by Peter Sis Caldecott Honor American Born Chinese by Gene Yang ALA Michal L. Pintz Award Maus: A Survivor’s Tale: My Father Bleeds History By Art Spiegelman Pulitzer Prize The Sandman: Dream Country by Neil Gaiman World Fantasy Award Owly: Flying Lessons by Andy Runton Eisner Award Mouse Guard: Fall 1152 by David Peterson Eisner Award NoFlyingNoTights.com Top Ten List for Children Ultimate Spider-Man: Power and Responsibility by Brian Michael Bendis Tellos: Reluctant Heroes by Todd Dezago Amy Unbounded by Rachel Hartman Clan Abis by Jay Holser Meridian: Flying Solo by Barbara Kesel Castle Waiting: The Lucky Road by Linda Medley Magic Pickle by Scott Morse Bone by Jeff Smith Scary Godmother by Jill Thompson Alison Dare by J. Torre NoFlyingNoTights.com Top Ten List for Teens Pedro and Me by Judd Winick Maus by Art Spiegelman Ultimate Spiderman: Power and Responsibility by Brian Michael Bendis Neon Genesis Evangelion by Yoshiuki Sadamoto The Tale of One Bad Rat by Bryan Talbot Batman: The Dark Knight Returns by Frank Miller Watchmen by Alan Moore Castle Waiting by Linda Medley Meridian by Barbara Kesel Bone by Jeff Smith