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Graphic Novels for Children and Teens
J/YA Graphic Novel Titles The 9/11 Report: A Graphic Adaptation Sid Jacobson Hill & Wang Gr. 9+ Age of Bronze, Volume 1: A Thousand Ships Eric Shanower Image Comics Gr. 9+ The Amazing “True” Story of a Teenage Single Mom Katherine Arnoldi Hyperion Gr. 9+ American Born Chinese Gene Yang First Second Gr. 7+ American Splendor Harvey Pekar Vertigo Gr. 10+ Amy Unbounded: Belondweg Blossoming Rachel Hartman Pug House Press Gr. 3+ The Arrival Shaun Tan A.A. Levine Gr. 6+ Astonishing X-Men Joss Whedon Marvel Gr. 9+ Astro City: Life in the Big City Kurt Busiek DC Comics Gr. 10+ Babymouse Holm, Jennifer Random House Children’s Gr. 1-5 Baby-Sitter’s Club Graphix (nos. 1-4) Ann M. Martin & Raina Telgemeier Scholastic Gr. 3-7 Barefoot Gen, Volume 1: A Cartoon Story of Hiroshima Keiji Nakazawa Last Gasp Gr. 9+ Beowulf (graphic adaptation of epic poem) Gareth Hinds Candlewick Press Gr. 7+ Berlin: City of Stones Berlin: City of Smoke Jason Lutes Drawn & Quarterly Gr. 9+ Blankets Craig Thompson Top Shelf Gr. 10+ Bluesman (vols. 1, 2, & 3) Rob Vollmar NBM Publishing Gr. 10+ Bone Jeff Smith Cartoon Books Gr. 3+ Breaking Up: a Fashion High graphic novel Aimee Friedman Graphix Gr. 5+ Buffy the Vampire Slayer (Season 8) Joss Whedon Dark Horse Gr. 7+ Castle Waiting Linda Medley Fantagraphics Gr. 5+ Chiggers Hope Larson Aladdin Mix Gr. 5-9 Cirque du Freak: the Manga Darren Shan Yen Press Gr. 7+ City of Light, City of Dark: A Comic Book Novel Avi Orchard Books Gr. -
Comics, Graphic Novels, Manga, & Anime
SAN DIEGO PUBLIC LIBRARY PATHFINDER Comics, Graphic Novels, Manga, & Anime The Central Library has a large collection of comics, the Usual Extra Rarities, 1935–36 (2005) by George graphic novels, manga, anime, and related movies. The Herriman. 741.5973/HERRIMAN materials listed below are just a small selection of these items, many of which are also available at one or more Lions and Tigers and Crocs, Oh My!: A Pearls before of the 35 branch libraries. Swine Treasury (2006) by Stephan Pastis. GN 741.5973/PASTIS Catalog You can locate books and other items by searching the The War Within: One Step at a Time: A Doonesbury library catalog (www.sandiegolibrary.org) on your Book (2006) by G. B. Trudeau. 741.5973/TRUDEAU home computer or a library computer. Here are a few subject headings that you can search for to find Graphic Novels: additional relevant materials: Alan Moore: Wild Worlds (2007) by Alan Moore. cartoons and comics GN FIC/MOORE comic books, strips, etc. graphic novels Alice in Sunderland (2007) by Bryan Talbot. graphic novels—Japan GN FIC/TALBOT To locate materials by a specific author, use the last The Black Diamond Detective Agency: Containing name followed by the first name (for example, Eisner, Mayhem, Mystery, Romance, Mine Shafts, Bullets, Will) and select “author” from the drop-down list. To Framed as a Graphic Narrative (2007) by Eddie limit your search to a specific type of item, such as DVD, Campbell. GN FIC/CAMPBELL click on the Advanced Catalog Search link and then select from the Type drop-down list. -
Beowulf: the Graphic Novel Created by Stephen L
ORIGINAL GRAPHIC NOVEL THE GRAPHIC NOVEL TUFSOtTUFJOJOHFSt4UVEBCBLFS Carlos Barrera (order #4973052) 71.204.91.28 THE GRAPHIC NOVEL Carlos Barrera (order #4973052) 71.204.91.28 THE GRAPHIC NOVEL Writer Stephen L. Stern Artist Christopher Steininger Letterer Chris Studabaker Cover Christopher Steininger For MARKOSIA ENTERPRISES, Ltd. Harry Markos Publisher & Managing Partner Chuck Satterlee Director of Operations Brian Augustyn Editor-In-Chief Tony Lee Group Editor Thomas Mauer Graphic Design & Pre-Press Beowulf: The Graphic Novel created by Stephen L. Stern & Christopher Steininger, based on the translation of the classic poem by Francis Gummere Beowulf: The Graphic Novel. TM & © 2007 Markosia and Stephen L. Stern. All Rights Reserved. Reproduction of any part of this work by any means without the written permission of the publisher is expressly forbidden. Published by Markosia Enterprises, Ltd. Unit A10, Caxton Point, Caxton Way, Stevenage, UK. FIRST PRINTING, October 2007. Harry Markos, Director. Brian Augustyn, EiC. Printed in the EU. Carlos Barrera (order #4973052) 71.204.91.28 Beowulf: The Graphic Novel An Introduction by Stephen L. Stern Writing Beowulf: The Graphic Novel has been one of the most fulfilling experiences of my career. I was captivated by the poem when I first read it decades ago. The translation was by Francis Gummere, and it was a truly masterful work, retaining all of the spirit that the anonymous author (or authors) invested in it while making it accessible to modern readers. “Modern” is, of course, a relative term. The Gummere translation was published in 1910. Yet it held up wonderfully, and over 60 years later, when I came upon it, my imagination was captivated by its powerful descriptions of life in a distant place and time. -
Using Sequential Art to Engage Students in Historical Understanding
1 Using Sequential Art to Engage Students in Historical Understanding A thesis presented by John F. Gould to The School of Education In partial fulfillment of the requirements for the degree of Doctor of Education in the field of Education College of Professional Studies Northeastern University Boston, Massachusetts June, 2013 2 Abstract This study examines how the use of Sequential Art in a single classroom in a suburban high school supported students in the development of their historical understanding. The primary research question of the study is: How does the use of Sequential Art support students in developing the six components of historical thinking and understanding, as observed in the classroom by the researcher, as reported by the classroom teacher, and as determined through student focus groups, curriculum documents, and student work products? The research participants were drawn from a convenience sampling of a single tenth- grade United States History II class from a regional high school in southeastern Massachusetts. triangulated by collecting data from multiple sources, including observations, teacher interviews, student focus groups, curriculum documents, and student work. Historical understanding was defined using van Drie and van Boxtel’s (2007) framework. In addition, Vygotsky’s Sociocultural Learning Theory (1971; 1978; 1986) and Kolb’s Experiential Learning Theory (1981; Kolb & Kolb, 2003) informed the analysis of the findings. The findings of the study suggest that Sequential Art can be an extremely useful medium for supporting students’ engagement in historical thinking and understanding. Key Words: Sequential Art; Six Components of Historical Understanding; Comic Books; Sociocultural Learning Theory; Experiential Learning Theory 3 Acknowledgments As a student with a diagnosed language learning disability, I have completed my doctorate degree with the support of friends, colleagues, and family. -
Graphic Gothic Introduction Julia Round
Graphic Gothic Introduction Julia Round ‘Graphic Gothic’ was the seventh International Graphic Novel and Comics Conference, held at Manchester Metropolitan University in June 2016.1 The event brought together fifty scholars from all over the globe, who explored Gothic under themes such as setting, politics, adaptation, censorship, monstrosity, gender, and corporeality. This issue of Studies in Comics collects selected papers from the conference, alongside expanded versions of the talks given by three of our four keynote speakers: Hannah Berry, Toni Fejzula and Matt Green. It is complemented by a comics section that recalls the conference and reflects the potential of Gothic to inform and inspire as Paul Fisher Davies provides a sketchnoted diary of the event. Defining the Gothic is a difficult task. Baldick and Mighall (2012: 273) note that much of the relevant scholarship to date has primarily applied ‘the broadest kind of negation: the Gothic is cast as the opposite of Enlightenment reason, as it is the opposite of bourgeois literary realism.’ Moers also suggests that the meaning of Gothic ‘is not so easily stated except that it has to do with fear’ (1978: 90). Many Gothic scholars and writers have explored the nature of this fear: attempting to draw out and categorise the metaphorical meanings and affect it can create. H.P. Lovecraft (1927: 41) claims that ‘The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind fear of the unknown’ (Lovecraft 1927: 41) and that this is the basis for ‘the weirdly horrible tale’ as a literary form. Ann Radcliffe (1826: 5) famously separates terror and horror, and later writers and critics such as Devendra Varma (1957), Robert Hume (1969), Stephen King (1981), Gina Wisker and Dale Townshend continue to explore this divide. -
Multimodality in Malaysian Schools: the Case for the Graphic Novel
The Malaysian Online Journal of Educational Science 2015 (Volume 3 - Issue 2) [1] [email protected] Multimodality in Malaysian Schools: The Faculty of Languages and Linguistics University of Malaya, MALAYSIA Case for the Graphic Novel Thusha Rani Rajendra [1] ABSTRACT This paper aims at exploring the benefits of including graphic novels as a wholesome supplement in Malaysian schools. Research has indicated that the mono‐modality of traditional linear texts may impede comprehension. The emphasis on multi‐literacies clearly scaffold the need to employ multimodality in the classrooms; hence the suggestion of introducing graphic novels. Once placed at the bottom of the literary heap and viewed as a light reading material, this medium has been enjoying much popularity especially in the West. Graphic novels are able to stimulate reluctant readers’ interests besides being a challenge to students familiar with traditional literature. As part of an on‐going research which investigates how verbal and textual elements are represented in graphic novels, this paper discusses the advantages of including graphic novels especially in Malaysian schools. With the advent of multimodality through various platforms, graphic novels are interesting as an alternative mainstream multimodal medium. As an innovative and creative pedagogic supplement, graphic novels offer a multitude of learning and teaching experiences Keywords: Graphic novels; Comics; Visual literacy; Multimodality; Multi‐ literacies INTRODUCTION The constant evolvement of literacy is truly challenging and there is an urgent need to embrace changes that comes with this development. As progressive educators, the challenge is to face this reality and the need to implement pedagogical practices that support these dynamic changes. -
GRAPHIC NOVELS in ADVANCED ENGLISH/LANGUAGE ARTS CLASSROOMS: a PHENOMENOLOGICAL CASE STUDY Cary Gillenwater a Dissertation Submi
GRAPHIC NOVELS IN ADVANCED ENGLISH/LANGUAGE ARTS CLASSROOMS: A PHENOMENOLOGICAL CASE STUDY Cary Gillenwater A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the School of Education. Chapel Hill 2012 Approved by: Madeleine Grumet James Trier Jeff Greene Lucila Vargas Renee Hobbs © 2012 Cary Gillenwater ALL RIGHTS RESERVED ii ABSTRACT CARY GILLENWATER: Graphic novels in advanced English/language arts classrooms: A phenomenological case study (Under the direction of Madeleine Grumet) This dissertation is a phenomenological case study of two 12th grade English/language arts (ELA) classrooms where teachers used graphic novels with their advanced students. The primary purpose of this case study was to gain insight into the phenomenon of using graphic novels with these students—a research area that is currently limited. Literature from a variety of disciplines was compared and contrasted with observations, interviews, questionnaires, and structured think-aloud activities for this purpose. The following questions guided the study: (1) What are the prevailing attitudes/opinions held by the ELA teachers who use graphic novels and their students about this medium? (2) What interests do the students have that connect to the phenomenon of comic book/graphic novel reading? (3) How do the teachers and the students make meaning from graphic novels? The findings generally affirmed previous scholarship that the medium of comic books/graphic novels can play a beneficial role in ELA classrooms, encouraging student involvement and ownership of texts and their visual literacy development. The findings also confirmed, however, that teachers must first conceive of literacy as more than just reading and writing phonetic texts if the use of the medium is to be more than just secondary to traditional literacy. -
Manga As a Teaching Tool 1
Manga as a Teaching Tool 1 Manga as a Teaching Tool: Comic Books Without Borders Ikue Kunai, California State University, East Bay Clarissa C. S. Ryan, California State University, East Bay Proceedings of the CATESOL State Conference, 2007 Manga as a Teaching Tool 2 Manga as a Teaching Tool: Comic Books Without Borders The [manga] titles are flying off the shelves. Students who were not interested in EFL have suddenly become avid readers ...students get hooked and read [a] whole series within days. (E. Kane, personal communication, January 17, 2007) For Americans, it may be difficult to comprehend the prominence of manga, or comic books, East Asia.1. Most East Asian nations both produce their own comics and publish translated Japanese manga, so Japanese publications are popular across the region and beyond. Japan is well-known as a highly literate society; what is less well-known is the role that manga plays in Japanese text consumption (Consulate General of Japan in San Francisco). 37% of all publications sold in Japan are manga of one form or another, including monthly magazines, collections, etc. (Japan External Trade Organization [JETRO], 2006). Although Japan has less than half the population of the United States, manga in all formats amounted to sales within Japan of around 4 billion dollars in 2005 (JETRO, 2006). This total is about seven times the United States' 2005 total comic book, manga, and graphic novel sales of 565 million dollars (Publisher's Weekly, 2007a, 2007b). Additionally, manga is closely connected to the Japanese animation industry, as most anime2 television series and films are based on manga; manga also provides inspiration for Japan's thriving video game industry. -
Brianna J. Leesch. the Graphic Novel Ratings Game: Publisher Ratings and Librarian Self-Rating
Brianna J. Leesch. The Graphic Novel Ratings Game: Publisher Ratings and Librarian Self-rating. A Master’s Paper for the M.S. in L.S. degree. April, 2013. 62 pages. Advisor: Brian Sturm Graphic materials such as comic books, graphic novels and manga are an expanding section within most library collections. This study defines graphic materials and examines the role of ratings systems and subjective rating assignment by librarians in the acquisition and collection process. While publishers of such graphic materials provide rating systems for librarians to use when making acquisition and placement decisions, these rating systems are not uniform. This leads to the librarian relying upon professional judgment along with review resources and knowledge of the community served by the library. The author has concluded that librarians self-rate graphic materials consistent with the publisher ratings 50% of the time. Data also shows that a further 30% of the time librarians will rate graphic materials for a younger age than the publishers. Misplacement in the public library, according to the interview information, is a rare occurrence. Headings: Graphic novels Age-rating Public library Placement THE GRAPHIC NOVEL RATINGS GAME: PUBLISHER RATINGS AND LIBRARIAN SELF-RATING by Brianna J. Leesch A Master’s paper submitted to the faculty of the School of Information and Library Science of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Master of Science in Library Science. Chapel Hill, North Carolina April 2013 Approved by _______________________________________ Brian Sturm 1 Table of Contents Acknowledgements……………………………………………………………………………………………2 "Ratings Game" Comic Introduction by Daena Vogt-Lowell…………………………………....3 Introduction ........................................................................................................................................... -
Changing Personal Narratives Through the Creation of Sequential Art and the Graphic Novel
PANEL BY PANEL: CHANGING PERSONAL NARRATIVES THROUGH THE CREATION OF SEQUENTIAL ART AND THE GRAPHIC NOVEL SARAH GYSIN A Research Paper in The Department of Creative Arts Therapies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts Concordia University Montreal, Quebec, Canada AUGUST 2020 © SARAH GYSIN 2020 CONCORDIA UNIVERSITY School of Graduate Studies This research paper prepared By: Sarah Gysin Entitled: Panel by panel: Changing personal narratives through the creation of sequential art and the graphic novel and submitted in partial fulfilment of the requirements for the degree of Master of Arts (Creative Arts Therapies; Art Therapy Option) complies with the regulations of the University and meets the accepted standards with respect to originality and quality as approved by the research advisor. Research Advisor: Heather McLaughlin, MA, RMFT-S, ATR-BC, ATPQ Department Chair: Guylaine Vaillancourt, PhD, MTA August 2020 ii ABSTRACT PANEL BY PANEL: CHANGING PERSONAL NARRATIVES THROUGH THE CREATION OF SEQUENTIAL ART AND THE GRAPHIC NOVEL SARAH GYSIN The creation of comics, or sequential art, as a therapeutic tool offers a way for artists and clients alike to transform their personal narratives through a medium that transcends both spoken and written language. Artists and writers have frequently used comics to translate stories of hardship, mental health, trauma, healing, and grief in the form of memoirs and autobiographical graphic novels. Recently, the field of mental health and creative arts therapies have begun to incorporate reading and creation of comics with clients in the therapeutic space. This research uses an arts- based heuristic methodology to examine the process of combining narrative therapy concepts and interventions with comics creation in order to add further dimension to the re-storying process. -
2019 Maverick Graphic Novel Annotated Reading List
2019 Maverick Graphic Novel Annotated Reading List Grades 6-8 Breach, J., & Holgate, D. (2018). Clem Hetherington and the Ironwood race. New York: Graphix, an imprint of Scholastic. ISBN: 9780545814461 Publisher’s Summary: “A dangerous rally race... and archaeology?! Clementine Hetherington and her robot brother, Digory, have run away from the orphanage they've been living in since their parents died. Clem and Dig want to follow in their famous archaeologist mother's footsteps, but no one will take them seriously. Their chance arrives when a man from their past saves Digory's life, and to repay the debt they enter a multi-day rally race... to recover stolen artifacts! Clem and Dig hope to win so they can give them to a museum, but their opponents want to sell them on the black market. The Ironwood Race has no rules, and Clem and Dig might be in over their heads!” Great story about orphaned girl and her robot brother. The siblings must repay a debt by competing in a race for archeological artifacts.” Commentary: Clem Hetherington and the Ironwood race is a fun adventure that will appeal to both middle grade and high school students. 2018 Maverick Graphic Novel Annotated Reading List 1 Brosgol, V. B. (2018). Be Prepared. Place of publication not identified: First Second. ISBN: 9781626724457 Publisher’s Summary: "In Be Prepared, all Vera wants to do is fit in—but that’s not easy for a Russian girl in the suburbs. Her friends live in fancy houses and their parents can afford to send them to the best summer camps. -
The Journal of Research on Libraries and Young Adults
The Journal of Research on Libraries and Young Adults Volume 6: August 2015 www.yalsa.ala.org/jrlya Adolescent Females and the Graphic Novel: A Content Analysis Emily Simmons, ELA Teacher, Hernando Middle School Abstract Numerous studies of adolescent reading preferences have found that fewer females than males are drawn to reading graphic novels. Why? Adolescent readers are diverse in gender and race/ethnicity as well as the disabilities they represent. Do main characters in graphic novels reflect that diversity? Has representation changed over time? Using a content analysis approach, this study examined the main characters in a set of recommended popular graphic novels for teens to determine the percentage of female protagonists and how that percentage has changed over a seven-year period. Additionally, the race/ethnicity and any disabilities of the female main characters were analyzed. The 70 recommended graphic novels and illustrated nonfiction for teens ages 12 to 18 used for the study were found on YALSA’s “Top Ten Great Graphic Novels for Teens” lists from 2007 through 2013. Female main characters were found in 46% of the titles, with 24% of these titles having only female main characters while 22% had both female and male main characters; the female main characters represented three of five race categories identified by the U.S. Census Bureau and four of the fourteen disability classifications identified by IDEA. Introduction Enticing adolescents to read has been and remains today a core objective for librarians, educators, and parents. At any age, reading preferences reflect reading interests; therefore, it is essential for libraries and schools to provide a varied collection of books to meet a myriad of interests.