Using Graphic Novels in the Science, Technology, Engineering, and Mathematics (STEM) Classroom

Using Graphic Novels in the Science, Technology, Engineering, and Mathematics (STEM) Classroom
Author: William Boerman-Cornell
Publisher:
Total Pages: 0
Release: 2023
Genre: Education
ISBN: 9781350279223

This book provides everything STEM teachers need to use graphic novels in order to engage students, explain difficult concepts, and enrich learning. Drawing upon the latest educational research and over 60 years of combined teaching experience, the authors describe the multimodal affordances and constraints of each element of the STEM curriculum. Useful for new and seasoned teachers alike, the chapters provide practical guidance for teaching with graphic novels, with a section each for Science, Technology, Engineering, and Mathematics. An appendix provides nearly 100 short reviews of graphic novels arranged by topic, such as cryptography, evolution, computer coding, skyscraper design, nuclear physics, auto repair, meteorology, and human physiology, allowing the teacher to find multiple graphic novels to enhance almost any unit. These include graphic novel biographies of Stephen Hawking, Jane Goodall, Alan Turing, Rosalind Franklin, as well as popular titles such as T-Minus by Jim Ottaviani, Brooke Gladstone's The Influencing Machine, Theodoris Andropoulos's Who Killed Professor X, and Gene Yang's Secret Coders series.

Using Graphic Novels in the STEM Classroom

Using Graphic Novels in the STEM Classroom
Author: William Boerman-Cornell
Publisher: Bloomsbury Publishing
Total Pages: 188
Release: 2023-11-02
Genre: Education
ISBN: 135027920X

This book provides everything STEM teachers need to use graphic novels in order to engage students, explain difficult concepts, and enrich learning. Drawing upon the latest educational research and over 60 years of combined teaching experience, the authors describe the multimodal affordances and constraints of each element of the STEM curriculum. Useful for new and seasoned teachers alike, the chapters provide practical guidance for teaching with graphic novels, with a section each for Science, Technology, Engineering, and Mathematics. An appendix provides nearly 100 short reviews of graphic novels arranged by topic, such as cryptography, evolution, computer coding, skyscraper design, nuclear physics, auto repair, meteorology, and human physiology, allowing the teacher to find multiple graphic novels to enhance almost any unit. These include graphic novel biographies of Stephen Hawking, Jane Goodall, Alan Turing, Rosalind Franklin, as well as popular titles such as T-Minus by Jim Ottaviani, Brooke Gladstone's The Influencing Machine, Theodoris Andropoulos's Who Killed Professor X, and Gene Yang's Secret Coders series.

Wham! Teaching with Graphic Novels Across the Curriculum

Wham! Teaching with Graphic Novels Across the Curriculum
Author: William G. Brozo
Publisher: Teachers College Press
Total Pages: 169
Release: 2013-11-15
Genre: Education
ISBN: 0807754951

Graphic novels are an excellent medium to motivate today's youth to become independent learners and thinkers. This practical guide shows secondary school teachers how to incorporate graphic novels into content area instruction as a tool for meeting the needs of diverse learners and achieving the goals of the Common Core State Standards. The authors provide instructional guidelines with classroom examples that demonstrate how graphic novels can be used to expand content knowledge and literacy in science, social studies, math, and English/language arts. Teachers will appreciate the book's specific suggestions for selecting graphic novels and for employing responsive practices that will build students' reading, writing, speaking, listening, and media competencies.

How to STEM

How to STEM
Author: Carol Smallwood
Publisher: Rowman & Littlefield
Total Pages: 300
Release: 2013-12-05
Genre: Language Arts & Disciplines
ISBN: 081089274X

During the past few years, groups like the President's Council of Advisors on Science and Technology, Center for Education have been placing great emphasis on the significance of STEM (science, technology, engineering, and math) education. In brief, the US is seen as falling behind the rest of the world in science and technology education. In response, the curricula have been revised in many educational institutions and school districts across the country. It is clear that for STEM to be successful, other community organizations, most particularly libraries, need to be closely involved in the process. Library staff realize the importance of getting involved in STEM education, but many have difficulty finding comprehensive information that will help them plan and successfully implement STEM direction in their organization. This book is designed to meet that need. It is timely and relevant. How to STEM: Science, Technology, Engineering, and Math Education in Libraries is by and for libraries who are involved in contributing efforts into advancing these subjects. It is organized in 9 parts including funding, grant writing, community partnerships, outreach, research, and examples of specific programming activities. Authors are drawn from the professional staffs of educational institutions, libraries, and non-profit organizations such as science museums. The book contains eight parts, each emphasizing a different aspect of how to succeed with STEM. Part 1 emphasizes how hands-on activities that are both fun and educational can be used to further STEM awareness. Parts 2 and 3 contain chapters on the uniting of STEM with Information Literacy. Innovative collection development ideas are discussed in Part 4 and Part 5 focuses on research and publishing. Outreach is the theme of Part 6 and the programs described in these chapters offer an array of ways to connect with students of all ages. The final section of How to STEM: Science, Technology, Engineering, and Math Education in Libraries addresses the funding of these programs. Librarians of all types will be pleased to discover easy-to-implement suggestions for collaborative efforts, many rich and diverse programming ideas, strategies for improving reference services and library instruction to speakers of English as a second language, marketing and promotional tips designed to welcome multicultural patrons into the library, and much more.

Using Content-area Graphic Texts for Learning

Using Content-area Graphic Texts for Learning
Author: Meryl Jaffe
Publisher: Capstone
Total Pages: 161
Release: 2013
Genre: Education
ISBN: 1936700603

What counts as literacy has been redefined in today's classrooms. Teachers must address what it means to read and live in a multi-literate world that includes both print text and image text. Focused specifically on young adult graphic novels in the four primary content areas--math, language arts, social studies, and science--Using Content-Area Graphic Texts for Learning: A Guide for Middle-Level Educators by Dr. Meryl Jaffe and Dr. Katie Monnin empowers twenty-first-century, middle-school educators to not only better understand content-area graphic novels, but also teach them. Like their print counterparts, graphic texts reinforce traditional content-area thinking skills like memory, attention, cognition, language learning, and sequencing. Unlike print texts, however, comics and graphic novels reach out to diverse types of literacy learners and their particular reading strengths, making them the perfect, high-quality, literary-level texts for core content-area classrooms. Using Content-Area Graphic Texts for Learning begins with the building blocks of graphic novel terminology 101, moves into a detailed look at how graphic texts specifically help and empower different types of learners, and then branches off into specific chapters for each of four content areas: math, language arts, social studies, and science. Each of these content-area chapters includes: an overview of how graphic novels help students tackle, integrate, and enhance content-area material; two content-area lesson plans, each utilizing graphic novels in different ways; a demonstration of what that lesson plan is asking students to do, focusing on five learning skills--attention, memory, language, sequencing, and cognition--and how the lesson aligns with the appropriate content area's Common Core Standards; a discussion on how graphic novels help different types of learners succeed in the content-area classrooms; and a list of suggested graphic novels for each content-area classroom. Jaffe and Monnin more than make the case for using graphic novels as valid young adult literary texts that engage students and meet Common Core State Standards within the content-area classroom.

Cases on STEAM Education in Practice

Cases on STEAM Education in Practice
Author: Bazler, Judith
Publisher: IGI Global
Total Pages: 406
Release: 2017-02-08
Genre: Education
ISBN: 1522523359

Curriculums for STEM education programs have been successfully implemented into numerous school systems for many years. Recently, the integration of arts education into such programs has proven to be significantly beneficial to students, resulting in a new method of teaching including science, technology, engineering, art, and mathematics. Cases on STEAM Education in Practice is an essential research publication for the latest scholarly information on curriculum development, instructional design, and educational benefits of STEAM learning initiatives. Featuring coverage on a range of topics including fine arts, differentiated instruction, and student engagement, this book is ideally designed for academicians, researchers, and professionals seeking current research on the implementation of STEAM education.

Max Axiom Graphic Science: Science and Literacy Development

Max Axiom Graphic Science: Science and Literacy Development
Author: Oxford
Publisher:
Total Pages: 320
Release: 2013-01-15
Genre:
ISBN: 9781625210050

Max Axiom, super cool super scientist extraordinaire, is back in action in these nonfiction graphic novels! Using the powers he acquired in a freak accident, Max demonstrates and explores these science, technology, engineering, and math STEM concepts in ways never before experienced in the classroom. See firsthand how cool and exciting science can be! The NEW Teacher's Resource Guide provides 320 pages of instruction. Each of the 28 lessons has a section for teaching science and 2nd part for literacy development. The program incorporates the 5Es model for science instruction: Engage, Explore, Explain, Elaborate and Evaluate. The literacy development focuses on building students academic vocabulary and fluency strategies.

The Graphic Novel Classroom

The Graphic Novel Classroom
Author: Maureen Bakis
Publisher: Corwin Press
Total Pages: 177
Release: 2011-11-07
Genre: Education
ISBN: 1452299102

A secret weapon for engaging adolescents Could you use a superhero to teach reading, writing, critical thinking, and problem-solving? While seeking the answer, secondary language arts teacher Maureen Bakis discovered a powerful pedagogy that teaches those skills and more. The amazingly successful results prompted her to write this practical guide that shows how to use graphic novels to: Teach 21st-century skills, including interpretation of content and form Promote authentic literacy learning Grow learners’ competency in writing and visual comprehension Motivate students to create in multiple formats, including images Engage struggling as well as proficient students in reading

Cases on Models and Methods for STEAM Education

Cases on Models and Methods for STEAM Education
Author: Judith Bazler
Publisher: Information Science Reference
Total Pages:
Release: 2019
Genre: Interdisciplinary approach in education
ISBN: 9781522596363

"This book examines the latest scholarly information on curriculum development, instructional design, and educational benefits of STEAM learning initiatives"--

The Stem Files (Set)

The Stem Files (Set)
Author: D. C. London
Publisher: Torch Graphic Press
Total Pages: 32
Release: 2020-08
Genre:
ISBN: 9781534170018

The STEM Files graphic novel series focuses on the hilarious, top secret stories of ambitious, but inept, would-be evil villains. These blundering cast of characters try their hardest to take over the world and unleash their evil plan only to fail miserably due to their lack of STEM understanding. It's hard to take over the world using science, technology, engineering, or math if you don't know the basics! Each book in the series focuses on a key STEM concept. Includes educational callouts, sidebars, and backmatter material. Supplemental activity also included.