Publishing graphic novels for kids since 2005
GRAPHIC
NOVELS
A GUIDE TO USING
WITH CHILDREN AND TEENS
POSTER
INSIDE!
1
GRAPHIC NOVELS ARE EVERYWHERE!
No longer an underground movement appealing to a small following of enthusiasts, graphic
novels have emerged as a growing segment of book publishing, and have become accepted
by librarians and educators as mainstream literature for children and young adults
—literature
that powerfully motivates kids to read.
Are graphic novels for you? Should you be t
aking a more serious look at this format? How might
graphic novels fit into your library collection, your curriculum, and your classroom?
Want to know more? If so, this guide is for you.
Art © 2014 Jimmy Gownley
THE DUMBEST IDEA EVER!
from
by Jimmy Gownley
2
What are graphic novels?
In this context, the word “graphic” does not mean “adult” or “explicit.” Graphic novels are books
written and illustrated in the style of a comic book. The term “graphic novel” is generally used to
describe any book in a comic format that resembles a novel in length and narrative development.
Graphic novels are a subgenre of “comics,” which is a word you may also hear people use when
referring to this style of book.
Graphic novels can be any genre, and tell any kind of story, just like their prose counterparts. The
format is what makes the story a graphic novel, and usually includes text, images, word balloons,
sound effects, and panels.
This basic way of storytelling has been used in various forms for centuries—early cave drawings,
hieroglyphics, and medieval tapestries like the famous Bayeux Tapestry can be thought of as
stories told in pictures.
Are graphic novels suitable for the young, and how do I evaluate them?
Some parents, educators, and librarians may associate the term “graphic novel” with content that
is not suitable for young readers. Today there is a wide range of titles and, though not all graphic
novels are intended for children, there are more titles published expressly for kids coming out
every month.
Reviews and roundups of new graphic novels appear regularly in review journals. By reading
these reviews, seeking the advice of trusted colleagues and vendors, and previewing materials
prior to circulation, you can build a collection that is suited to your audience.
How do graphic novels promote literacy?
Motivation
Graphic novels powerfully attract and motivate kids to read. Many librarians have built up graphic
novel collections and have seen circulation figures soar. School librarians and educators have
reported outstanding success getting kids to read with graphic novels, citing particularly their
popularity with discerning readers. At the same time, graphic novels with rich, complex plots and
narrative structures can also be satisfying to advanced readers. Providing young people of all
abilities with diverse reading materials, including graphic novels, can help them become lifelong
readers.
Discerning readers
Graphic novels can be a way in for students who are difficult to reach through traditional texts.
Even those deemed poor readers willingly and enthusiastically gravitate toward these books.
Readers who are not interested in reading or who, despite being capable of reading, prefer
gaming or watching media, can be pulled into a story by the visual elements of graphic novels.
3
Benefits to struggling readers, special-needs students,
and English-language learners
Graphic novels can dramatically help improve reading development for
students struggling with language acquisition for various reasons. For
example, special-needs students may find that the illustrations provide
contextual clues to the meaning of the written narrative. Graphic novels
can also provide autistic students with clues to emotional context they
might miss when reading traditional text. English-language learners may
be more motivated by graphic novels, which can help them acquire new
vocabulary and increase English proficiency.
But are graphic novels “real books”?
Are they “literature”? Do they count as “reading”?
Overcoming prejudices
Some parents and educators may feel that graphic novels are not the
type of reading material that will help young people grow as readers.
They may cling to the belief that graphic novels are somehow a bad
influence that undermines “real reading”—or they may dismiss graphic
novels as inferior literature, or as “not real books.” At best, they may
regard them as something to be tolerated as a means of motivating the
most reluctant readers, who, they hope, will eventually move on to “more
quality literature.
Acceptance by librarians and educators
Graphic novels have come to be accepted by librarians and educators
as a method of storytelling on a par with novels, picture books, movies,
or audiobooks.
The American Library Association has recognized this in establishing its
annual list of Great Graphic Novels for Teens, and in 2011 they added the
annually updated Core Collection of Graphic Novels for young readers
in grades K through 8.
In 2014, the American Library Association showed their continued
support of the format in offering the Will Eisner Graphic Novel Grants for
Libraries, two grants awarded annually to support libraries and librarians
in building the best collections and presenting educational programming
on the format for their communities.
In 2015, El Deafo, Cece Bell’s graphic memoir about her experiences
as a child with hearing loss, won an Eisner Award. The memoir was also
selected as a Newbery Honor book for its contribution to children’s
literature. In 2016, Victoria Jamieson’s bestselling graphic novel Roller
Girl was named a Newbery Honor book.
Art © 2014 Mike Maihack
CLEOPATRA IN SPACE
from
by Mike Maihack
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Critical reading skill development
The notion that graphic novels are too simplistic to be regarded as serious
reading is outdated. The excellent graphic novels available today are
linguistically appropriate reading material demanding the same skills
that are needed to understand traditional works of prose fiction. Often
they actually contain more advanced vocabulary than traditional books
at the same age/grade/interest level. They require readers to be actively
engaged in the process of decoding and comprehending a range of
literary devices, including narrative structures, metaphor and symbolism,
point of view, the use of puns and alliteration, intertextuality, and inference.
Reading graphic novels can help students develop the critical skills
necessary to read more challenging works, including the classics.
In addition to the connections to analyzing text, graphic novels inspire
readers to understand and interpret information differently from how
readers process prose. In a world where young people are growing up
navigating narratives presented through websites, video games, television,
films, and increasingly interactive media, learning and maintaining visual
literacy is a necessary skill. Today’s world of stories contains far more
than just prose, and readers who are skilled at understanding and being
critical of multiple formats will excel.
Do graphic novels have a place in the curriculum?
Many educators have reported great success when they have integrated
graphic novels into their curriculum, especially in the areas of English,
science, social studies, and art. Teachers are discovering that graphic
novels—just like traditional forms of literature—can be useful tools for
helping students critically examine aspects of history, science, literature,
and art. Graphic novels can be integral parts to implementing any
curriculum standards, including the Common Core, Next Generation
Standards, and state standards.
What are the literary themes in graphic novels?
Graphic novels contain all of the same literary themes used in classic
literature. Some, like Jeff Smith’s BONE, are works of epic adventure
with many parallels to mythology, such as the quests in
The Iliad
and
The
Odyssey
. Other classic archetypes in BONE and other graphic novels
include the reluctant hero, the unknown destiny, and the mentor-wizard figure.
Using graphic novels along with traditional works of literature can motivate
students who may have had little interest in studying literature and history.
Refer to the Graphic Novels Themes chart in this guide to identify which
topics, genres, and themes are present in various books and series and
determine which is right for your needs.
Art © 2010 Raina Telgemeier
SMILE
from
by Raina Telgemeier
5
What are the benefits of studying graphic novels as a format?
A unique art form
Novels speak to us usually in a linear written narrative; picture books tell a story with text
accompanied by illustrations; film does so with moving images and dialogue; and poetry can
communicate on levels that no other storytelling can.
Graphic novels combine all these elements in their own unique way.
They are like prose in that they
are in a written printed format, but they are also like film in that they tell a story through dialogue,
and through visual
images that give the impression of movement.
Graphic novels do not and aren’t intended to replace other kinds of reading—it’s not an either/
or choice. Reading all kinds of formats encourages readers to think critically about how stories
work across the different formats.
Learning from the unique format of graphic novels
Students can compare the different experiences of receiving information through written narrative,
versus receiving it visually without words. They can analyze how information about character
is derived from facial and bodily expressions, and about meaning and foreshadowing from the
pictures’ composition and viewpoint. You can invite students to find examples of where the
viewpoint of the picture is critical to the reader’s experience of the story.
Students can also discuss how in graphic novels, as in movies, readers can often deduce what
happened—but was not explicitly stated—in the interval between one image and the next.
Students hopefully know what it’s like to be so engrossed in a riveting novel that they feel as if
they’re watching a movie of the story in their imagination. Graphic novels are literature that is
actually in a cinematic format. You can discuss with students the similarities and differences
between these experiences.
Poetry
Some graphic novels can be compared to works of poetry in the way they convey intangible
feelings through allusion rather than direct description.
Creative writing
Graphic novels can be a springboard to many creative writing projects. Students can write their
own alternative endings, or accounts of what happened before or after the story. They can fill in
an interval in the story that is not depicted, or only depicted visually. Another great exercise is to
take a prose passage from a traditional novel and rewrite it as dialogue in a graphic novel, then
create the pictures to go with it. Of course students can also create their own original graphic
novels, and even have them published on the “Comic Book Project” (see the online resources
page for more).
6
GUIDE FOR EDUCATOR AND CLASSROOM USE
Thinking through the format
When considering a graphic novel in a classroom or educational setting, it’s important to encourage
readers to look at all of the elements that make up a graphic novel. Here are discussion prompts
and visual examples to get discussions started.
Panels and gutters
Consider the size and shape of panels. How do
they fit together? Do they interrupt or overlap with
each other? Are there any images without any
panel borders at all? The spaces in between the
panels—the gutters—indicate a change: in how
time is passing, in where you are, or in whom
you’re looking at or talking to. What do the gutters
add to how you understand the story?
Description and word balloons
Think about how the dialogue appears. Are the words
different colors? Written with thicker or thinner lines? How
would that sound? How about the silence when no one is
speaking? Is there any narration or description (words in
boxes, but not spoken)? How is that important to how the
story unfolds?
Sound effects and motion lines
Sounds set the scene, signal something off scene, and add
another layer to each story. Motion lines indicate how characters
or objects are moving. What sounds do you see? How are each
of the sounds written—does the way it’s written reflect what it
actually sounds like? What gestures do you see?
Art
Every creator has their own style. Is the
art realistic? Cartoony? What can you
tell from the expressions on faces? The
gestures and movement of characters?
The background and its details? If there
is color, how does that change over the
course of a page? Each chapter?
Art © 2008 Kazu Kibuishi.
Art © 2018 Douglas Holgate.
Art © 2018 Nina Matsumoto.
Art © 2014 Mike Maihack. Art © 2018 Kristen Gudsnuk.
Art © 2017 Molly Knox Ostertag.Art © 2017 Ru Xu. Art © 2018 Jarrett J. Krosoczka.
Art © 2004 James Burks.
7
Discussion questions for any graphic novel
Discussions can and should shift to address the specifics of each particular graphic novel,
especially in the story content, but here is a list of starter questions that should work for any
graphic novel you present for analysis.
1.
Can you find all the elements that make up graphic novels:
panels, word balloons, sound effects, motion lines, narration,
and background colors? If you take out any one of these,
what do you lose? Can you still understand the story?
2
.
How do you read a graphic novel? Do you look at the images
and words together, panel by panel? Do you read all the
text on the page and then go
back and look at the pictures?
Do you look at the pictures first and then go back and read
the words? There’s no right way to read a graphic novel,
and many readers go through them differently. Compare
how you read an assigned graphic novel with how your
neighbor does, and see if how you read it is different or
the same.
3. Graphic novels use both words and images. Pick a page
or a sequence from a graphic novel and think through what
you learn from just the words. Then think about what you
learn from just the images. Are they telling you the same
information, or are they giving you different information? How
do they work together?
4.
Ex
pressions and gestures are important to how we
understand characters. Can you find an example of a
particular expression or movement that you think shows a
significant character trait?
Art © 2017 Dav Pilkey.
DOG MAN:
A TALE OF TWO KITTIES
from
by Dav Pilkey
8
Art © 2018 Aron Nels Steinke
5. Literary devices frequently featured in graphic novels include point of view, flashbacks,
foreshadowing, and metaphor. Choose a graphic novel and see if you can find examples of
a traditional literary device within its pages.
6.
Many elements of graphic novels are similar to what you see in movies. A graphic novel creator
can be the director in deciding what each panel and page shows. Think about the frame of
each panel. What are you seeing? What are you not seeing? What about the camera angle?
The distance from the subject of the panel? Are there any sound effects? Why did the creator
make those choices?
7.
On top of being a director
, graphic novel creators are also editors. The action in comics
happens “in the gutters,” or in the spaces between each panel. Sometimes big things happen
in the time it takes to turn the page. Looking through a graphic novel, can you find a specific
sequence of panels or a page turn that you think is dramatic or exciting? Why do you think
the creator chose that sequence of images or that page turn to emphasize that moment?
8. The pace at which panels change, and how much time seems to pass, is carefully presented.
Time, in how fast or slowly it seems to pass, is important in how panels change. Can you
find a sequence where the pacing is slow, observing a character or scene? How about a
sequence when everything speeds up?
9. In prose works, details are
given to the reader in the
descriptions. In graphic
novels, details are in the
images in the background,
character design, clothing,
and objects. Take a look at
this graphic novel and see
if you can find five details in
the way a person or object
is drawn. What does each
detail tell you about the
characters? The place?
The world?
MR. WOLF'S CLASS
from
by Aron Nels Steinke
9
Classroom activities
Many of the websites, articles, and print titles listed on the following page offer lesson plans,
worksheets, and guides for how to best use graphic novels in a classroom.
A few examples of these activities are below—see the Resources page for lesson plans and guides
that provide more details and specific step-by-step instructions.
Highlight the visuals:
Hand out examples of comic sequences with the text removed and have students fill in what
they think the characters might be saying. See what they can gather from the visual context, and
finally reveal the actual panels with text to see how everyone’s brainstormed ideas compare to
what the author intended.
Mix it up:
Give each student, or group of students, a selection of panels featuring around ten different
scenes or images, each on their own sheet of paper. Have each group move the images around,
like tiles in a word game, to create a story out of six of the given panels. Once they’ve recorded
their created story, ask them to swap out one image with one not yet used. What is the story now?
Onomatopoeia:
Introduce the concept of onomatopoeia using the sound effects from graphic novel panels as
examples. Hand out pages from graphic novels that use onomatopoeia, and have the students
create their own three- to four-panel comic strips using similar words. (Grades 6–8)
Character design:
Provide students with a collection of images and portraits of the various heroes and villains from
an array of graphic novels. Discuss the trademarks of how each character is designed: their
body type, their expressions, their clothing, and the colors used in each illustration. Investigate if
students can tell who is a hero and who is a villain from only visual clues.
Graphic novel book reports:
Instead of writing up a traditional book report, have your students present
their book reports in graphic novel format. Encourage the students to think
carefully about which scenes they will feature, what the dialogue would
be, and what details are necessary to get across the important parts of
the story. Students may create their own art or use online comics creators,
like ReadWriteThink’s Comics Creator, to illustrate their chosen scenes.
(Grades 6–8)
Graphic novel creation:
For older students, through a few basic story prompts and an investigation
of how graphic novels and comics are created, each can try their hand
at writing a script and then see how an artist might adapt their script.
(Grades 9–12)
Art © 2017 Mathew Holm
SWING IT, SUNNY
from
by Jennifer L. Holm
&
Matthew Holm
10
Online Resources
Bookshelf from Diamond Comics—A great start for using comics and graphic novels in schools, including
articles, lesson plans, and core lists. http://www.diamondbookshelf.com/
PW Comics World Subscribe at www.publishersweekly.com
No Flying, No Tights: A Graphic Novel Review Website—This website, created by Robin Brenner, holds a phenomenal
number of reviews and features on current and classic graphic novels. www.noflyingnotights.com
Good Comics for Kids (hosted by School Library Journal) blogs.slj.com/goodcomicsforkids/
The Comic Book Legal Defense Fund—This website has great resources for librarians and educators, with articles on
everything from using specific graphic novels in the classroom to building a library collection, as well as resources on
the benefits of reading graphic novels and comics. http://cbldf.org
The American Library Association Graphic Novels Reading List
http://www.ala.org/alsc/publications-resources/book-lists/graphicnovels2016
Classroom Resources
The Comic Book Project—This site helps children forge an alternative pathway
to literacy by writing, designing, and publishing original comic books.
http://www.comicbookproject.org
Comics Curriculum & Lesson Plans—Do a keyword search for comics at
ReadWriteThink, and you will find a treasure trove of lesson plans and
guides from trusted comics educators. http://www.readwritethink.org
Comics in the Classroom—An excellent resource for using comics and graphic novels
in the classroom—including lesson plans! http://comicsintheclassroom.net/
Art © 2014 Jeffrey Brown
Resources
Print Resources
Building Literacy Connections with Graphic Novels: Page by Page, Panel by Panel
by James Bucky Carter. Published by the National Council of Teachers for English.
Graphic Novels for Young Readers: A Genre Guide for Ages 4–14
by Nathan Herald. Published by Libraries Unlimited.
Graphic Novels Now: Building, Managing and Marketing a Dynamic Collection
by Francisca Goldsmith. Published by the American Library Association.
The Librarian’s Guide to Graphic Novels for Children and Tweens
by David S. Serchay. Published by Neal-Schuman.
A Parents Guide to the Best Kids’ Comics: Choosing Titles Your Children Will Love
by Scott Robins and Snow Wildsmith. Published by Krause Publications.
Understanding Comics
by Scott McCloud. Published by Harper Paperbacks.
DARTH VADER
AND SON
from
by Jeffrey Brown
WHAT YOU’LL FIND IN THIS GUIDE:
How graphic novels support learning!
Discussion questions for educators
and librarians!
Activities for the classroom!
Print, online, and educator resources!
PLUS: A pull-out poster with a topic
checklist to display in your library,
classroom, or anywhere!
SCHOLASTIC and associated logos are trademarks and/or registered trademarks of Scholastic Inc.
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GRAPHIC NOVELS THEMES
Books and Series
(alphabetical by title) Author
Age/
Grades
Mystery/
Thriller
Fantasy/
SciFi
Action/
Adventure
Real
World
Stories Historical Humor
Tough
Topics
The Adventures of John Blake
Philip Pullman,
Illustrated by Fred Fordham
8–12 3–7
The Adventures of Ook
and Gluk
Dav Pilkey 7+ 2+
Amulet Series
Kazu Kibuishi 8–12 3–7
The Arrival
Shaun Tan 12+ 7+
The Baby-sitters Club Graphix
Series
Ann M. Martin, Adapted and
Illustrated by Raina Telgemeier
and Gale Galligan
8–12 3–7
Bad Island
Doug TenNapel 9–12 4–7
Bird & Squirrel Series
James Burks 7–10 2–5
BONE Series
Jeff Smith 8–12 3–7
Bunny vs. Monkey Series
Jamie Smart 7–10 2–5
Cardboard
Doug TenNapel 9–12 4–7
City of Light, City of Dark
Avi, Illustrated by Brian Floca 8–12 3–7
Clem Hetherington Series
Jen Breach,
Illustrated by Douglas Holgate
8–12 3–7
Cleopatra in Space Series
Mike Maihack 8–12 3–7
Copper
Kazu Kibuishi 11–13 6–8
Dog Man Series
Dav Pilkey 7+ 2+
Dogs of War
Sheila Keenan,
Illustrated by Nathan Fox
8–12 3–7
Drama
Raina Telgemeier 10–14 5–9
Dream Jumper Series
Greg Grunberg and
Lucas Turnbloom,
Illustrated by Lucas Turnbloom
8–12 3–7
The Dumbest Idea Ever!
Jimmy Gownley 9–12 4–7
Evil Emperor Penguin Series
Laura Ellen Anderson 7–10 2–5
Ghostopolis
Doug TenNapel 9–12 4–7
Ghosts
Raina Telgemeier 8–12 3–7
Goosebumps Graphix
R. L. Stine, Adapted and
Illustrated by Various
8–12 3–7
Graveyard Shakes
Laura Terry 8–12 3–7
Hey, Kiddo
Jarrett J. Krosoczka 12+ 7+
The Hidden Witch
Molly Knox Ostertag 8–12 3–7
How to Make Awesome Comics
Neill Cameron 7–10 2–5
Jedi Academy Series
Jeffrey Brown and
Jarrett J. Krosoczka
8–12 3–7
The King of Kazoo
Norm Feuti 7–10 2–5
Knights Of The Lunch Table
Series
Frank Cammuso 7–10 2–5
The Lost Boy
Greg Ruth 8–12 3–7
Making Friends
Kristen Gudsnuk 8–12 3–7
Mega Robo Bros
Neill Cameron 8–12 3–7
Missile Mouse Series
Jake Parker 8–12 3–7
Mr. Wolf's Class Series
Aron Nels Steinke 7–10 2–5
NewsPrints
Ru Xu 8–12 3–7
Nnewts Series
Doug TenNapel 8–12 3–7
The Phoenix Comics Collection
Various 8–12 3–7
Sidekicks
Dan Santat 8–12 3–7
Sisters
Raina Telgemeier 8–12 3–7
Smile
Raina Telgemeier 8–12 3–7
Sparks!
Ian Boothby,
Illustrated by Nina Matsumoto
7–10 2–5
Swing it, Sunny
Jennifer L. Holm,
Illustrated by Matthew Holm
8–12 3–7
Sunny Side Up
Jennifer L. Holm,
Illustrated by Matthew Holm
8–12 3–7
Super Diaper Baby Series
Dav Pilkey 7+ 2+
Time Shifters
Chris Grine 8–12 3–7
Toby Goes to School
Franck Girard,
Illustrated by Serge Bloch
7–10 2–5
Tommysaurus Rex
Doug TenNapel 9–12 4–7
Wings of Fire Graphic Novel
Series
Tui T. Sutherland,
Illustrated by Mike Holmes
8–12 3–7
The Witch Boy
Molly Knox Ostertag 8–12 3–7
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