Beruflich Dokumente
Kultur Dokumente
LeeAnne Neilson
Abstract
This paper will illuminate the strengths of incorporating graphic novels in the classroom
curriculum as it pertains to enhancing literacy and developing critical thinking skills in students.
The definition of a graphic novel will be discussed and distinguished from comic books.
References will be made to the beneficial nature of graphic novels for all reading levels and the
stimulus they provide. Reasons will be discussed regarding why educators have not fully
embraced using this medium in the classroom despite a vast amount of research showing its
potential for enhanced learning. A variety of benefits derived from integrating this genre into the
Despite popular belief, graphic novels are not a new genre. The earliest known comic
book debuted in Europe in 1837 by a Swiss caricaturist named Rodolphe Tpffer who created
not until 1938 that Americans embraced this new format of reading when Action Comics created
Superman. In the 1960s, Americans developed a passion for Japanese comic books known as
Manga. Since then, interest in this genre has exploded, yet it was not until 1994 that graphic
novels became an authorized subject heading in the Library of Congress Authority File
Graphic novels fall under the umbrella of comic books, but not all comic books are
graphic novels. Goldsmith defines this genre as storytelling through . . . sequential art [and]
distinguishes them from comic books by saying that graphic novels present a story with a distinct
beginning and end (Williams and Peterson, 2009, p. 167). Comic books on the other hand are
ongoing serial episodes, written by many authors over the years, with a character that never dies,
and there is no storyline progression. Graphic novels have only one author, more extensive
This genre is similar to comic books because both use a combination of sequential art
frames and word bubbles to convey a story. However, an aspect that distinguishes graphic
novels from comics is that the connection between words and images is closely woven together.
Every graphic detail included in the story is carefully considered and provides clues to the
unfolding story. The additional details often further illustrate the characters personality or
foreshadow an important event yet to come. According to Burmark (2002), the typeface used in
graphic novels is carefully chosen to reflect the emotions being conveyed because "type is
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emotional and situational" (p. 20). Incorporating color in Japanese graphic novels is considered
but is seldom used because color can either distract the reader or enhance the experience.
American graphic novels designed for children are done in color. Jeff Smith, the author
of the Bone series, initially created his first book in black-and-white format. The publisher
Scholastic was influential in convincing him to publish the book in color. He did not initially
embrace the suggestion because he wanted his book to reflect the black-and-white format he
knew as a child. He soon realized though that adding color would add another layer to his story.
Color would add dimension and depth, establish a mood, make it easier to identify characters,
and most importantly draw children into the story. Color also allows the reader to inference
background knowledge such as time of day by adding a bright orange color to signify the sunset.
Scholarly researchers are now promoting the inclusion of graphic novels in the school
curriculum due to their popularity among young people and the potential this genre has for
developing critical thinkers and literacy development. Concerning this genre, Moeller (2013)
explains that graphic novels require the reader to use both the back and frontal cortex functions
of the brain [in order to] create meaning with the use of visuals (p. 15).
Fisher and Frey (2008) are proponents for the graphic novel genre as a means of
promoting literacy. They state that graphic novels can be used to enable the struggling reader,
motivate the reluctant one, and challenge the high-level learner (p. 32). They cite findings from
Robert Lindstrom, author of The Business Week Guide to Multimedia Presentations, regarding
how the eyes are a significant medium of gathering information. He points out that about 30% of
the nerve cells in the brain are devoted to processing visual information; whereas only 8% are
used for touch processing and 3% auditory interpretation (Fisher and Frey, 2008). Fisher and
Words are used to recall things we have already seen and experienced. . . . When students
are first learning to read, particularly if they have had limited life and language
experience, comic strips and comic books can be a fun way to make the image-word
association. The visual clues make it more probable that the students will have a positive
experience while reading and feel encouraged to read more. (p. 11)
This genre also greatly benefits deaf, hearing impaired, and English as a second language
(ESL) children because they can focus on the actual written words. In traditional books,
sentences are longer and contain descriptive words. These children get lost in the story because
they are trying to decode the written language. In graphic novels, the descriptive words are
eliminated and found in the images. This is similar to how these children process the world
around them. Heward (2006) explains that American Sign Language (which is used by many
deaf children) is a visual-spatial language in which the shape, location, and movement pattern
of the hands, the intensity of emotions and the signers facial expressions all communicate
White (2001) explains that the pictures in a graphic novel provide contextual support to
the text information and . . . through illustrations that support text rather than just restating it,
graphic novels provide a depth of information that is absent with text alone (p. 21). Children
with hearing losses struggle to learn vocabulary, grammar rules, proper sentence structure, and
other features of communication compared to their peers because of the lack of auditory
reception. This in turn affects their literacy skills. White (2001) makes a strong argument for the
use of graphic novels in teaching literacy and critical thinking because they employ many of the
same skills that are needed to understand traditional works of prose fiction. Thus, the skills
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developed through reading and understanding information presented in the graphic novel format
Smetana (2009) provides further insight concerning graphic novels as a powerful medium
Children who grow up on comic books often seem to have better vocabulary and
understanding of how to use verb tenses than those who do not read comics. Indeed, the
average comic book introduces children to twice as many words as the average childrens
book and five times as many words as they were likely to be exposed to in the average
childadult conversation. Thus for Deaf students, who have not experienced many child
adult conversations in English, this genre provides a scaffolded resource for vocabulary
Research by Frey and Fisher (2008) has lead to the understanding that graphic novels are
not an inferior form of reading. In reality, a graphic novel has many advantages in strengthening
literacy and developing critical thinking. They advocate for the inclusion of this genre in the
classroom.
The reading of graphic novels promotes better reading skills, improves comprehension,
and complements other areas of the curriculum. The student who, due to physiological,
reading the printed word is not really reading. He is simply word-calling. The words
give him no message, and they bring him no joy. He needs more. The reduced amount
of text and attention-grabbing graphics in graphic novels help ESL students and
struggling readers infer, predict, and reflect on what they read. Their skills improve as
Graphic Novels 7
they read more, their improved skills lead to greater comprehension, and their enhanced
Despite sixty years of comic-related research, educators hold onto the false belief that
real learning only occurs through text-only books and that pictures do not aid in language
development. It is also possible that one reason why comics and graphic novels are not being
utilized in the school curriculum is due to ignorance regarding their potential for enhancing
literacy and developing critical thinking skills. Educators may also lack the skills and training
necessary for comfortably merging graphic novels with traditional reading to meet the common
core standards.
Some educators have recognized the benefit of using this genre in the classroom, but they
are in the minority. According to Frey and Fisher (2008), only 4% of K-12 teachers are
incorporating graphic novels in their school curriculum. Seglem and Witte (2009) reference
research findings from Flood and Lapp, who give a powerful statement, regarding why graphic
novels are not included in the school curriculum. Flood and Lapp state:
The best reason most teachers give for not including visual arts within the classroom is
their fear that it would take time away from traditional reading and writing skills. Their
view, while legitimate, denies students the experience of the layered information in the
real world and reflects the unsupported view that traditional literacy is the only literacy.
(p. 217)
Educators who have set aside this fear and experimented with using graphic novels in the
classroom have discovered that they do not take away valuable time from teaching required
material included in the common core standards. In fact, researchers have found that graphic
novels align with common core standards such as analyzing material critically and examining it
Graphic Novels 8
using a variety of sources. Accelerated readers often need a challenge and graphic novels will
provide a stimulus for them to engage in problem-solving endeavors. Another benefit of using
this genre in the classroom is it reduces the amount of time spent on one specific book and
allows for the inclusion of more literary texts to be focused on during the school year.
One English Language Arts common core standard for grades 9-10 focuses on analyzing
a cultural experience mentioned in a literary text occurring in a country other than the United
States. The Japanese graphic novel format known as Manga would be an excellent source to use
to fulfill this requirement. Manga differs from American action comic books and graphic novels
because it is full of cultural substance and everyday real life scenarios. They are full of
honorifics, which are terms of expressions that are attached to the end of someones name. For
example, kun is the suffix added to a boys name to express friendship or endearment. Not
using an honorific implies a deeper level of closeness in a relationship, but it can be insulting if
the relationship has not reached that level and an honorific is not used. Critical thinking comes
into play as the reader must pay attention to the use of honorifics or the lack of them to
There is a great push in the United States for cultural awareness and inclusiveness in all
aspects of life. By using Mangas in the classroom, students get a glimpse of Japanese life
through the text and graphics contained within the novel. In the United States, books are
designed to be read from left to right, but in Japan they read from right to left and a Manga is
formatted in this fashion even though the text has been translated into English. Numbers in the
Japanese culture carry a meaning of significance and the number ten is often used at the end of a
Manga series because it is a symbol of completeness. An example of the use of the number ten
Graphic Novels 9
occurs in the final chapter of a completed series. This chapter will take place ten years after the
According to Schwarz (2007), graphic novels are an excellent resource for directly or
indirectly, address[ing] questions about war, genocide, stereotyping, poverty, and justice. [They]
may promote discussion in more lively and immediate ways than most textbooks, and . . . offer
points of view often unexpressed in the usual curriculum resources (par 7). One excellent
example of such a resource Schwarz references is Derek Kirk Kims short graphic story titled
Hurdles in his book Same Difference and Other Stories. The story addresses racism and uses
track hurdles in a powerfully metaphoric way. The main character is a teenage boy who is on a
track team and faces racist comments from his coach. He has mastered the skill of physically
jumping hurdles and yet can never fully remove the hurdles of prejudice from his life. The story
ends with the sentence I jump hurdles every day (par 10). This could then lead to a classroom
discussion about personal hurdles the students face. Critical thinking can be developed as
students dissect simple statements from the story such as, Anyone who stepped off the beaten
track, was punished with more laps. . . . I couldnt go on anymore (Schwarz, 2006, p. 61).
Today, the rising generation is surrounded by visual literacy and it is becoming extremely
more important to use visual texts such as graphic novels in the classroom and teach students
how to read and comprehend them. Frey and Fisher (2008) state:
Signs are everywhere-for those who can read them. Because of television, advertising,
and the Internet, the primary literacy of the twenty-first century is visual. Its no longer
enough to read and write text. Our students must learn to process both words and
pictures. To be visually literate, they must learn to read (consume/interpret) images and
gracefully and fluently between text and images, between literal and figurative worlds.
(p. 5)
This genre is a mighty tool for helping students succeed in the classroom. Students will
retain information when it becomes relevant to their lives. For example, many educators teach
the concept of fractions by having each student cut a paper pizza into sections. This is a visual
representation of a difficult concept. In addition, the next time the student eats pizza they will
remember the fraction lesson, and learning becomes exciting for them as they apply it to daily
living. Kinesthetic and spatial learners will also respond well to this style of teaching.
Graphic novels have been written for a wide range of reading levels. The story plot and
style of drawing are appropriate for each specific reading audience. For instance, Ottos Orange
Day by Frank Cammuso and Jay Lynch is suitable for level three young readers. The story
illustrates the concept: Be careful what you wish for. A critical thinking exercise could involve
asking students to think of one wish and then write down the consequences of that wish. If a
student wished for a dog, then one outcome could be that they have the responsibility of walking
Graphic novels can be used to teach art lessons. Ottos Orange Day is about a boys wish
for the entire world to be his favorite colororange. After reading the story, the teacher could
introduce the monochrome art form and challenge students to replicate this art form. This would
stimulate critical thinking as the student plans out light and dark shades and where to include
them for the best outcome. This exercise would broaden a students scope of the many shades of
This genre is comprised of both fiction and nonfiction material such as astronomy,
statistics, database research, World War II, US presidents, history, and so much more. It can be
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used to build students interest in classic literature such as Romeo and Juliet, A Wrinkle in Time,
Frankenstein, Pride and Prejudice, Les Miserables, Great Expectations, and The Hound of the
Baskervilles.
effectiveness of using a graphic novel to teach Shakespeare in the classroom. The study
participants were 46 boys from year eight (12-14 year olds) who came from either a high
achieving class or a lower achieving class, which had been predetermined by standardized
literacy testing. The materials used were a print-only text version of Macbeth and a graphic
novel version of Macbeth. Based on exit interviews and journal entries from the participants,
Laycock found that the graphic novel version provided a visual foundation for understanding the
storyline and the unfamiliar Shakespearian language. Some boys reported that they employed
higher-order thinking as they had to analyze the images to enhance their understanding of
both the plays actions and the characters emotions. Other participants employed critical
thinking skills to consider aspects such as the value of using the graphic novel format: to study
Shakespeare, to make comparisons between different text types, and to consider the place of
graphic novels in the English curriculum. Behavior-wise, the boys were engaged in reading,
finished all assignments, and displayed little evidence . . . of distracted, off-tasked behaviour
Although Laycocks study findings are significant, Seglem and Witte (2009) pointed out
that including visualization in the classroom cannot be a one-shot activity. Rather, it must be
woven into the regular classroom curriculum (p. 217). Thus, some educators are seeing the
benefits of including graphic novels in the classroom and have created organizations to mentor
teachers on how to successfully incorporate them into the curriculum. They have created lending
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libraries, websites, and lesson plans for the use of graphic novels in the classroom. These
resources are a valuable tool for educators who are inexperienced with incorporating this genre
in the classroom to explore for ideas on how to successfully use this medium in their curriculum.
Graphic novels provide a new type of stimulus in the classroom for enhancing literacy
proficiency and the development of critical thinking skills. Students will become more engaged
in learning through this exciting medium while increasing their reading skills, developing the
ability to inference subtle information, and have the increased ability to retain information. Do
References
Burmark, L. (2002). Visual literacy: Learn to see, see to learn. Alexandria, VA.
Frey, N., & Fisher, D. (2008). Teaching visual literacy: Using comic books, graphic
novels, anime, cartoons, and more to develop comprehension and thinking skills.
books.com /old/Platinum.html
Laycock, D. (2007). Going graphic: Using graphic novels to engage boys in school
Schwarz, G. (2006). Expanding literacies through graphic novels. English Journal, 58-64.
Schwarz, G. (2007). Media literacy, graphic novels and social issues [website].
Seglem, R., & Witte, S. (2009). You gotta see it to believe it: Teaching visual literacy in
The English classroom. Journal of Adolescent & Adult Literacy, 53(3), 216-226.
Smetana, L., Odelson, D., Burns, H., & Grisham, D. L. (2009). Using graphic novels in
the high school classroom: Engaging deaf students with a new genre. Journal of
White, B. (2011). The world in words and pictures: How graphic novels can help to
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increase reading comprehension for students with hearing loss. Knowledge Quest,
39(3), 19-25.
Williams, V. K., & Peterson, D. V. (2009). Graphic novels in libraries supporting teacher
53(3), 166-173.