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Illustrating Creativity: Utilizing and Creating Graphic Novels Across the Curriculum

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Colorado Convention Center, Mile High Ballroom 1BCD

Explore and create: Deep-dive Creation lab
Preregistration Required
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Presenters

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Assistant Professor of Early Childhood Education
University of Delaware
@Rosalyn_Teach
A veteran educator of over 25 years, Dr. Washington is a former elementary school teacher and Reading Specialist turned Educational Technology lover. She served as a Digital Learning Specialist and coordinated Instruct Tech for a school system for many years. Her current position as an Assistant Professor of Early Childhood Education allows her opportunities to provide a foundation in literacy, inclusion, and pedagogy to a generation of educators. Her areas of expertise include digital tools to support productivity, literacy, early childhood education, culturally relevant pedagogy, curriculum design, research, and data visualization and she has trained educators nationwide related to these topics.

Session description

This unique and interactive cross-curricular medium sparks creativity and enhances teaching. Transform reluctant readers and writers with practical strategies. For leisure reading, classic texts or papers, graphic novels encourage ownership. Our students are immersed in a dynamic visual world! Explore an engaging digital toolkit of animated images and drama.

Purpose & objective

Purpose: When teachers Incorporate graphic novels into instruction, across the curriculum, it allows opportunities to enhance students' learning experiences and foster a love of reading, writing, and storytelling.

Graphic Novels increase student engagement, because the combination of text and visuals in graphic novels often engages students more effectively than traditional texts, making complex topics more accessible and enjoyable, especially to reluctant readers.

They also make space for diverse perspectives. Graphic novels often feature complex narratives and come in various genres, styles, and themes, both nonfiction and informational. This allows educators to introduce diverse voices, cultures, and experiences into the classroom, again, increasing student engagement.

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Outline

1. (3 Min) Welcome and intro a READING Related icebreaker activity -
Briefly introduce this session's objectives.
2. (3 Min) Define graphic novels, their unique characteristics.
Introduce the physical books I’ve brought in, passing them around.
3. (5 Min) Think, Pair, Share: Agenda Item A: Ask the Learners/participants WHY we would use Graphic Novels across the curriculum with students? Generate discussion.
4. (5 Min) After discussion, highlight the further benefits of using graphic novels in education.
5. (5 Min) Agenda Item B: Discuss using Graphic Novels during cross-curricular instruction. Highlighting specific Literacy skills to be supported. Provide examples and practical strategies for various subjects.
6. Agenda Item C: Encouraging leisure reading with Graphic Novels.
Turn & Talk: We will discuss selecting appropriate graphic novels & share resources for finding suitable graphic novels.
7. Transition to the Maker Space portion when Learners will dive into the toolkit of resources & create their own. Participants will explore and create a panel using tools of their choice.
8. Agenda Item D: Creating simple & complex works with Graphic Novels
9. Agenda Item E: Intro and explore toolkit of resources
10. in Groups: “Comic Collaboration & Reflection” Learners will reflect & create an Action Plan of ways they can include Graphic Novels across the curriculum.
11. Door prizes, etc

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Supporting research

https://www.nea.org/nea-today/all-news-articles/fringe-mainstream-graphic-novels-classroom

https://news.stanford.edu/2022/02/10/graphic-novels-can-accelerate-critical-thinking-capture-nuance-complexity-history/

https://www.edweek.org/teaching-learning/opinion-graphic-novels-belong-in-your-english-class-heres-how-to-use-them/2019/03

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Session specifications

Topic:
Creativity & curation tools
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Library media specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
Subject area:
Language arts, Social studies
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.