Bibliography. Comics in the English Classroom

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1 Bibliography Abel, Jessica & Matt Madden. Drawing Words & Writing Pictures: Making Comics: Manga, Graphic Novels, and Beyond. New York, NY: First Second Books, ISBN: Brunetti, Ivan. Cartooning: Philosophy and Practice. (A Supplement to Comic Art, Number 9.) Oakland, CA: Buenavetura Press, ISBN: Groensteen, Thierry. The System of Comics. Jackson, MS: University of Mississippi Press, ISBN: Karasik, Paul and Mark Newgarden, How To Read Nancy. Madden, Matt. 99 Ways to Tell a Story: Exercises in Style. New York, NY: Chamberlain Bros., ISBN: McCloud, Scott. Understanding Comics: The Invisible Art. New York, NY: HarperCollins Inc., ISBN: X. Making Comics: Storytelling Secrets of Comics, Manga, and Graphic Novels. New York, NY: HarperCollins Inc., ISBN: National Association of Comics Art Educators. org Wolk, Douglas, Reading Comics: How Graphic Novels Work and What They Mean. Cambridge MA: Da Capo Press, ISBN: Note: Find more teaching materials, lesson plans, and syllabi on the Drawing Words & Writing Pictures website: Contact us at: dwwp@firstsecondbooks.com Comics in the English Classroom A Guide for Teachers Created for NCTE by Jessica Abel and Matt Madden Authors of Drawing Words & Writing Pictures Instructors at the School of Visual Arts 1

2 A Comic With No Pictures Materials paper pencil and eraser ruler pens black ink graphite white or white acrylic for corrections brushes for applying blacks and whites Instructions Now you re going to draw a comic with a twist: you can t draw any pictures! This activity will help you figure out how to lay out a page with panels (with white space between them) and challenge you to see what kind of story you can tell using only panels and text. Come up with a story that can be told using no images let the very idea of no images be a starting point. What is a situation in which something might happen in a field of white or black? Classic examples would be a scene with two characters caught in a snowstorm or having a conversation in total darkness. Lay out your comic. Think about how you can tell a story entirely through the placement, size, and rhythm of panels, and use of text (dialogue, sound effects, and narration). There are any number of different ways comics can fit comfortably in an English classroom, ranging from teaching them as literature, as you would a prose novel, to having your students write, draw, and self-publish their own work. It s impossible to address all the different contexts and levels at the same time, so consider this handout a starting point to help orient you in your own exploration of teaching comics and teaching with comics. Let s look at a few distinct ways you can use comics in your classroom. Various Classroom Contexts Reading Comics If you are teaching a reading-based literature class you will find that you need a slightly different set of critical tools for talking and thinking about comics than about prose writing. If that is your situation, you may want to read and have your students read Scott McCloud s Understanding Comics. UC is the most important (and accessible) book explaining how comics work and how they create meaning for readers. Understanding Comics is in the form of a comic so McCloud is able to demonstrate the principles he is discussing as he introduces them. Matt Madden s 99 Ways to Tell a Story: Exercises in Style is a playful, experimental work which tells the same one-page story 99 times, from different points of view, in formal variations, homages and pastiches. This work is a useful resource for discussing comics many formal and narrative possibilities. 14 3

3 Making comics as creative writing Perhaps you re simply interested in comics as an expressive tool. Comics is, of course, a rich and complex narrative art form, and many students are clamoring to use comics to tell their stories. The most straightforward approach, of course, is to offer a complete class on comics, where writing and art are both part of the curriculum. If you re planning such a comics class, we can give you no better advice than to simply follow the Drawing Words & Writing Pictures curriculum from beginning to end. Students will finish the class with several comics under their belts, and the skills to carry on independently. On our website, DW-WP.com, we also are developing numerous resources for teachers, including chapter-by-chapter teaching guides and sample syllabi for teaching the book on a more condensed schedule. In addition, you may want to assign short story assignments in thumbnail* form. Autobiography and true stories engage students as well as being popular subject matter of graphic novels (or graphic memoirs, to be more precise). Have students write a three-page thumbnail about an accident, or have them draw a four-panel diary comic every day for a week, or longer (see James Kochalka's diary comics at americanelf.com for examples of these). Exercises with minimal or no drawing To take things a little bit further, you may have your students read some or all of Understanding Comics and/or DWWP chapters 1-4, but then ask them to do a few hands-on assignments. At the same time, you may not want your students to draw entire comics from scratch. There are lots of activities you can do that don t involve much or any drawing but which are invaluable tools for understanding comics and other visual media. You can study word-image juxtaposition by showing the class a single image and inviting them to come up with three words that, when placed one by one under the image as a kind of caption, create very different connotations.² You could also make copies of comics with the words in the balloons whited out, and ask students to make up dialogue to create various kinds of stories. Drawing Words and Writing Pictures has a fun and enlightening activity called a comics jumble.³ *Thumbnails are the writing part of comics. Also called layouts, they consist of roughly-sketched versions of comics pages. Students should do thumbs at a rate of one per sheet of copy paper, one side only, and keep the drawing rough to encourage revision. This is where the real creative writing happens in comics. Using thumbs as opposed to scripts is a way to get students to think in terms of panels and pages, and to think about how visual material will affect the words they need to, and want to, write. While drawing skill is a help, great thumbs can be made with stick-figure-level skill as well, by students who have no intention of creating completed comics, but hope to collaborate with an artist. 12 ² Drawing Words and Writing Pictures, p. 23 ³ Drawing Words and Writing Pictures, p. 46 Image from La Perdida, by Jessica Abel 5

4 Making comics to critique comics and other media If you have a class of art students (or general students who are game and adventurous), you can have students draw comics or create other kinds of visual works as a way of critiquing work you are studying in class, whether comics, prose, or other media. For example, have students copy a panel or two, as faithfully as possible, from a comic they are reading. Ask them to put themselves in the mind and hand of the original artist and to try to understand their process of choosing, framing, and inking a given panel. Or have them draw a one page comic where they try to emulate a given artist as closely as possible in order to learn about the narrative uses of framing, drawing style, pacing, and so on. If you d like students to use comics to engage with a novel, ask them to draw a one-page comic based on a favorite scene. Or have them do a standalone illustration for the book, a cover design, or pin up sketches of the main characters. There are also productive and fun exercises you can try using photocopied or scanned images from a comic and performing various transformations on them. For example, have students condense a 300-page graphic novel into one page of essential panels, then ask them to explain and justify their criteria (some examples of criteria might be: the first panel of each chapter, every panel where the main character shouts one word, all panels that depict only hands). Students could also replace the text of a comic with text from another source a novel or even a newspaper article in order to see how visual storytelling is affected by a new context; or they might shuffle or reorder panels in order to find new juxtapositions that can give you a different view of a work. These kinds of activities are highly engaging, inviting students to interact quite literally with the work. Making comics to read/critique other works We encourage you to try making comics with your students as a way of exploring comics and other works you are reading. These activities can take two forms: Making comics to understand comics We have all written prose stories and essays, maybe even a few poems, by the time we reach middle school. However, beyond childhood doodling, not many of us have actually drawn a comic before. The act of making a comic yourself, even very informally, not worrying about whether it turns out to be good or not, offers you invaluable insight into the numerous creative decisions a cartoonist makes as she creates a comic, from creating the illusion of movement in a drawing to pacing a narrative from panel to panel and over hundreds of pages. For example, chapter one of Drawing Words and Writing Pictures features an activity 4 where students are asked to draw off the top of their heads a series of simple, discrete actions: a newspaper blowing in the wind, a speeding car. Then they are asked to combine a series of actions in a single panel to create a cause-and-effect sequence; for example, a person tripping another person. By going through this creative problem-solving process they begin to understand the variety of choices cartoonists are making in each panel of their work. 6: Drawing Words and Writing Pictures, p.122 4: Drawing Words and Writing Pictures, p

5 Abstract To address the growing interest in graphica in the literature, creative writing, and language arts classroom, the authors present a series of handson and classroom-tested strategies to begin reading and making comics, as well as references to some theoretical and conceptual works on comics. Introduction We are extremely interested in the idea of incorporating comics* into mainstream English and language arts classrooms. Our own backgrounds are in literature Matt graduated with a degree in comparative literature, and Jessica in English. Both of us were also fortunate enough to have teachers who indulged our desire to do some assignments in comics form. In our teaching and thinking about comics, we ve come to conceive of it as a language, with a whole set of conventions and its own syntax. As we began work on our textbook, Drawing Words & Writing Pictures, a few years ago, that became our focus. As the title suggests, we see the image and the text as inextricably linked. Even in an English class, it s important to read the images along with the text and not give into the temptation to scan the dialogue and narration alone. The images are not just illustrations of the text but an integral ingredient of the art form. An important goal of this handout is to give you some ideas about how to grapple with the visual storytelling aspect of comics. Concluding Remarks There is a multitude of contexts for using comics in your classroom. We hope this primer gives you a few approaches with which to start out integrating this complex and engaging medium into your classes. We think you ll find that the rewards, in students engagement and enjoyment are worth the effort. *A note on the word comics: We believe it s important to use clear terminology. At the most basic level, just be aware that graphic novel is the name of a publication format, and comics is the name of the art form. If you need a less-fraught term to use, graphic narrative is the best of a not-great bunch. See Drawing Words and Writing Pictures, p. 4, and sidebar What s in a name? p.6, for more on this topic. 2 15

6 Teachers of advanced or upper-level classes will want to take a look at the growing body of serious critical works being published about comics, many of which are from the University of Mississippi Press. The most important work they have published to date may be their translation of Thierry Groensteen s seminal The System of Comics. If you re using Drawing Words and Writing Pictures in this or other contexts, you could have your class read chapters one (definitions and basics), two (a discussion of single-panel cartoons and word-image juxtaposition), three (building narrative by using multiple panels), and four (transitions and closure). There are a number of non- or minimal-drawing exercises in those chapters you might have students complete as a way of solidifying their understanding (see the next section for more on that). If you re not able to offer a full class in comics, one option is to create a unit of several days to a few weeks in the context of a creative writing class. At the most basic level, you ll want to help students to understand the syntax of comics and then to use those tools to make a short comic of their own. That might mean a class or two where you read Understanding Comics and/or chapters one and four of Drawing Words and Writing Pictures, and you do Drawing Time from DWWP chapter 1, the pictureless comic exercise as a thumbnail, and perhaps Comics Jumble, as described above. Comics close reading is a project you could assign to round out this type of unit. For this project, you would have your students pick a panel, page, or sequence of a comic you ve read, and make observations about the way the drawing affects the writing (and vice-versa), the way time passes within and between panels, the effect of various panel transitions, the effectiveness of panel and page compositions, and whatever else you and your students can glean from it. The students can then create a chart, using a photocopy of the page and arrows pointing out his or her observations. This project was inspired by the work of the students of Maida Stupski in San Francisco. At that point, there s a decision to be made. If your class is oriented towards writing, and you don t expect students to have drawing skills to speak of, you ll want to concentrate on thumbnails. You can also have your students write scripts using a similar format to film and television writing, but we encourage you to incorporate thumbnails into your curricula to induce your students to grapple directly with the visual aspect of comics storytelling. If you re interested in helping your students make finished, fully-inked work, you may want to add some instruction on materials and tools. It may be too much to get into traditional comics inking, but even if you decide you want students to ink with whatever tools come to hand, you ll still want to cover some basic layout skills and problem-solving penciling ideas. These are points at which students often get stuck and need encouragement to solve technical problems. Students can learn all the basic layout and lettering skills they ll need by completing the full version of the pictureless comic. Image from American Born Chinese, by Gene Luen Yang Sample thumbnail panels from La Perdida, by Jessica Abel 4 13

7 Comic Jumble This exercise helps students understand panel transitions and how they can be used to create meaning. Materials a copy of the daily paper s comics scissors scrap paper tape Instructions Using only one day s comic page, cut out the comics panels from various different strips and rearrange them on a sheet of scrap paper to make up a new story. Try to make stories that involve different kinds of panel transitions moment to moment, action to action, subject to subject, or scene to scene. When you have decided on your story, tape the panels in place. Talking Points When you re done, post your comics on a wall and compare them. Point out the transitions and discuss the differences in feel produced by strips that are heavy on certain types of transitions, for instance action-to-action, or scene-to-scene. Also note if there is overlap between the various strips. Did one panel or strip from the newspaper get used frequently? If so, why? Talk about the stories as well. Make suggestions for cuts, replacements, and rearrangements. Make these the best comics they can be! Line for Line Materials reproduction of a pen and ink drawing photocopier or scanner bristol board/drawing paper pencil pen Instructions Enlarge your reproduction of a drawing to 150% of the current size. This is probably close to the original size of the drawing. Cartoonists usually draw larger than printed size. Trace the drawing in pencil onto bristol board using a light table or other transfer method. You can even tape your drawing up on a glass door or window and use the sun as a light source to trace through the paper. Study the drawing and think about how the artist might have approached inking it. You may be tempted to simply start at the top and copy all the lines you see, but that is certainly not how the artist did it. Start inking in the pencil lines, and try to learn something about the artist s process and visual thinking. Most artists start by drawing the outlines of the figures. Then they might draw the outlines of the backgrounds, followed by shading. Study the kinds of lines your chosen artist uses. When you ve finished inking your copy, wait for it to dry, erase the pencils, correct your mistakes, and photocopy your inked drawing back down to the printed size. You ll be amazed at what your drawing will look like! 6 11

8 Another activity you can try is a pictureless comic: that is, a comic that uses panels, narration, dialogue, and sound effects but which cannot have any representative images the backgrounds can only be solid white or black (see page 14 of this booklet). This exercise makes students think about the many linguistic and design aspects of comics storytelling that often go unnoticed or underappreciated. If you do this activity with a group where you don t expect much in the way of drawing ability, you can ask students to do it in thumbnail form; that is, simply to sketch the idea, not try to rule it out carefully. You can even do a short version a 3-5 panel comic strip instead of a full page. A jam comic is a great way to involve your students in collaborative creativity where they learn inductively about the mechanics of comics. Here Comics Jam 9-Panel Grid Comics Jam A great way to dive right into the world of comics is to make a jam comic with your colleagues or a group of friends. A jam comic is an improvised collaborative comic wherein one person draws a single panel and then passes it on to the next person, whose job it is to draw a new panel that continues the story. In addition to being a relaxed introduction to creating comics, jam comics are a great warm-up activity and icebreaker! Jam comics are often more fun to create than read since they tend to become a little chaotic. However, one way to create more interesting comics is to assign yourselves a rule that will give all the participants a common guiding principle or constraint. For example, you could make a jam comic where every panel has to include a circle, triangle, and square. Materials office paper, pencils and/or pens 8 9

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