Syllabus


Book Description

Writing exercises and creativity advice from Barry's pioneering, life-changing workshop The award-winning author Lynda Barry is the creative force behind the genre-defying and bestselling work What It Is. She believes that anyone can be a writer and has set out to prove it. For the past decade, Barry has run a highly popular writing workshop for nonwriters called Writing the Unthinkable, which was featured in The New York Times Magazine. Syllabus: Notes from an Accidental Professor is the first book to make her innovative lesson plans and writing exercises available to the public for home or classroom use. Barry teaches a method of writing that focuses on the relationship between the hand, the brain, and spontaneous images, both written and visual. It has been embraced by people across North America—prison inmates, postal workers, university students, high-school teachers, and hairdressers—for opening pathways to creativity. Syllabus takes the course plan for Barry’s workshop and runs wild with it in her densely detailed signature style. Collaged texts, ballpoint-pen doodles, and watercolor washes adorn Syllabus’s yellow lined pages, which offer advice on finding a creative voice and using memories to inspire the writing process. Throughout it all, Barry’s voice (as an author and as a teacher-mentor) rings clear, inspiring, and honest.




Mystery Club (Mr. Wolf's Class #2)


Book Description

Another charming and funny adventure in the Mr. Wolf's Class series!




Class, Please Open Your Comics


Book Description

Comics and sequential art are increasingly in use in college classrooms. Multimodal, multimedia and often collaborative, the graphic narrative format has entered all kinds of subject areas and its potential as a teaching tool is still being realized. This collection of new essays presents best practices for using comics in various educational settings, beginning with the basics. Contributors explain the need for teachers to embrace graphic novels. Multimodal composition is demonstrated by the use of comics. Strategies are offered for teachers who have struggled with weak visual literacy skills among students. Student-generated comics are discussed with several examples. The teaching of postmodern theories and practices through comics is covered. An appendix features assignment sheets so teachers can jump right in with proven exercises.




Teaching Graphic Novels in the English Classroom


Book Description

This collection highlights the diverse ways comics and graphic novels are used in English and literature classrooms, whether to develop critical thinking or writing skills, paired with a more traditional text, or as literature in their own right. From fictional stories to non-fiction works such as biography/memoir, history, or critical textbooks, graphic narratives provide students a new way to look at the course material and the world around them. Graphic novels have been widely and successfully incorporated into composition and creative writing classes, introductory literature surveys, and upper-level literature seminars, and present unique opportunities for engaging students’ multiple literacies and critical thinking skills, as well as providing a way to connect to the terminology and theoretical framework of the larger disciplines of rhetoric, writing, and literature.




Critical Directions in Comics Studies


Book Description

Contributions by Paul Fisher Davies, Lisa DeTora, Yasemin J. Erden, Adam Gearey, Thomas Giddens, Peter Goodrich, Maggie Gray, Matthew J. A. Green, Vladislav Maksimov, Timothy D. Peters, Christopher Pizzino, Nicola Streeten, and Lydia Wysocki Recent decades have seen comics studies blossom, but within the ecosystems of this growth, dominant assumptions have taken root—assumptions around the particular methods used to approach the comics form, the ways we should read comics, how its “system” works, and the disciplinary relationships that surround this evolving area of study. But other perspectives have also begun to flourish. These approaches question the reliance on structural linguistics and the tools of English and cultural studies in the examination and understanding of comics. In this edited collection, scholars from a variety of disciplines examine comics by addressing materiality and form as well as the wider economic and political contexts of comics’ creation and reception. Through this lens, influenced by poststructuralist theories, contributors explore and elaborate other possibilities for working with comics as a critical resource, consolidating the emergence of these alternative modes of engagement in a single text. This opens comics studies to a wider array of resources, perspectives, and modes of engagement. Included in this volume are essays on a range of comics and illustrations as well as considerations of such popular comics as Deadpool, Daredevil, and V for Vendetta, and analyses of comics production, medical illustrations, and original comics. Some contributions even unfold in the form of comics panels.




Visible Cities, Global Comics


Book Description

CHOICE Outstanding Academic Title for 2020 More and more people are noticing links between urban geography and the spaces within the layout of panels on the comics page. Benjamin Fraser explores the representation of the city in a range of comics from across the globe. Comics address the city as an idea, a historical fact, a social construction, a material-built environment, a shared space forged from the collective imagination, or as a social arena navigated according to personal desire. Accordingly, Fraser brings insights from urban theory to bear on specific comics. The works selected comprise a variety of international, alternative, and independent small-press comics artists, from engravings and early comics to single-panel work, graphic novels, manga, and trading cards, by artists such as Will Eisner, Tsutomu Nihei, Hariton Pushwagner, Julie Doucet, Frans Masereel, and Chris Ware. In the first monograph on this subject, Fraser touches on many themes of modern urban life: activism, alienation, consumerism, flânerie, gentrification, the mystery story, science fiction, sexual orientation, and working-class labor. He leads readers to images of such cities as Barcelona, Buenos Aires, London, Lyon, Madrid, Montevideo, Montreal, New York, Oslo, Paris, São Paolo, and Tokyo. Through close readings, each chapter introduces readers to specific comics artists and works and investigates a range of topics related to the medium’s spatial form, stylistic variation, and cultural prominence. Mainly, Fraser mixes interest in urbanism and architecture with the creative strategies that comics artists employ to bring their urban images to life.




The Cambridge Companion to Comics


Book Description

Interweaving history and theory, this book unpacks the complexity of comics, covering formal, critical and institutional dimensions.




Comics and Power


Book Description

Many introductions to comics scholarship books begin with an anecdote recounting the author’s childhood experiences reading comics, thereby testifying to the power of comics to engage and impact youth, but comics and power are intertwined in a numbers of ways that go beyond concern for children’s reading habits. Comics and Power presents very different methods of studying the complex and diverse relationship between comics and power. Divided into three sections, its 14 chapters discuss how comics interact with, reproduce, and/or challenge existing power structures – from the comics medium and its institutions to discourses about art, subjectivity, identity, and communities. The contributors and their work, as such, represent a new generation of comics research that combines the study of comics as a unique art form with a focus on the ways in which comics – like any other medium – participate in shaping the societies of which they are part.







The Graphic Novel Classroom


Book Description

Every teacher knows that keeping adolescents interested in learning can be challenging—The Graphic Novel Classroom overcomes that challenge. In these pages, you will learn how to create your own graphic novel in order to inspire students and make them love reading. Create your own superhero to teach reading, writing, critical thinking, and problem solving! Secondary language arts teacher Maureen Bakis discovered this powerful pedagogy in her own search to engage her students. Amazingly successful results encouraged Bakis to provide this learning tool to other middle and high school teachers so that they might also use this foolproof method to inspire their students. Readers will learn how to incorporate graphic novels into their classrooms in order to: Teach twenty-first-century skills such as interpretation of content and form Improve students’ writing and visual comprehension Captivate both struggling and proficient students in reading Promote authentic literacy learning Develop students’ ability to create in multiple formats This all-encompassing resource includes teaching and learning models, text-specific detailed lesson units, and examples of student work. An effective, contemporary way to improve learning and inspire students to love reading, The Graphic Novel Classroom is the perfect superpower for every teacher of adolescent students!