The New World Of Digital Graphic Novels T

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All materials in this journal subject to copyright by the American Library Associationmay be used for the noncommercial purpose of scientific or educational advancementgranted by Sections 107 and 108 of the Copyright Revision Act of 1976. Addressusage requests to the ALA Office of Rights and Permissions.FEATUREThese Aren’t Your Father’sThe New World of Digital Graphic NovelsHeather Moorefield-Langhmlang@vt.eduInternet usage has grownexponentially, thanks, in part,to the increasing popularity ofhandheld devices, such as cellphones, tablet computers, ande-readers. Today’s 21st-centurychildren and teens are surroundedby a mediasphere of visual andtextual resources. According tothe Teens and the Internet report (PewResearch Center’s Internet &American Life Project 2006, 2),over eleven million teens go onlinedaily, compared to about sevenmillion in 2000. Increasingly,whether it is through computers,televisions, cell phones, or gamingdevices, children and teens areaccessing online resources tomeet their social, recreational,and informational needs.Due to the development of new21st-century technologies, theworld of children’s and youngadult literature is continuallychanging. For example, one ofthe fastest-growing multimodalformats that today’s visually literateyouth embrace is the digital graphicnovel. For the purpose of thisarticle, digital graphic novels aredefined as graphic novels produced30 Knowledge Quest Futurecasting&Karen Gavigankgavigan@mailbox.sc.eduon and/or accessed on someform of digital device, includingcomputers, mobile devices,and e-readers. This engagingliterary medium is expandingour definition of children’s andyoung adult literature, as wellas the ways in which we teach.Often referred to as online graphicnovels, Web comics, or long-playcomics, the digital graphic novelfirst appeared on the scene in the1980s. Initially, the conversionfrom print to Web presentednumerous challenges; however, themedium improved greatly in the1990s with advances in Web 2.0technologies. Since digital graphicnovels are relatively inexpensiveto produce compared to printnovels, graphic novelists have moreincentive to publish their workonline, especially independent andbeginning illustrators (Rousseau2009, 206). Furthermore,publishing online enables graphicnovelists to make their workaccessible more quickly and to largeraudiences. Some digital graphicnovels and comics have since comeout in print editions. For example,Gene Yang originally publishedAmerican Born Chinese (2006)as a digital comic on the websiteModern Tales before publishingthe award winning graphic noveledition. Also, Americus by M.K.Reed and Jonathan Hill (2011)first began as the serialized Webcomic, “Save Apathea”, part ofthe To Be Continued line of Webcomics by First Second Comics.Americus is about a teenager’squest to keep his favorite fantasyseries, The Chronicles of ApatheaRavenchilde, from being bannedfrom the Americus public library.Why Use Digital GraphicNovels in Schools?Although print graphic novels arean established literary format inschool libraries and classrooms,digital graphic novels are a relativelynew medium in school settings.The visual nature of digital graphicnovels is the way many 21st-centurylearners prefer to read; therefore, itis important for school librariansand teachers to recognize the valueof digital literacies for engagingstudent learners. Unfortunately,findings from the 2010 Speak UpNational Research Project reveal

All materials in this journal subject to copyright by the American Library Associationmay be used for the noncommercial purpose of scientific or educational advancementgranted by Sections 107 and 108 of the Copyright Revision Act of 1976. Addressusage requests to the ALA Office of Rights and Permissions.Funny Papers:a “persistent digital disconnectbetween the tech-intensive livesof students outside of school, andthe unsatisfactory experiencesprovided by many schools to usetechnology meaningfully” (ProjectTomorrow 2011, 3). For thatreason, as E. Sutton Flynt andWilliam Brozo noted, “We mustdesign instruction that reflects themediasphere in which childrenand youth live” (2010, 528).Digital graphic novels provide newways for students to experiencereading, and/or learn new content,using the comic format. In termsof curriculum, the Common CoreState Standards Initiatives includethe following statement, “To beready for college, workforce training,and life in a technological society,students need the ability to gather,comprehend, evaluate, synthesize,and report on information andideas, to conduct original researchin order to answer questions orsolve problems, and to analyze andcreate a high volume and extensiverange of print and non-print textsin media forms old and new” (2010).This engaging literary medium is expanding ourdefinition of children’s and young adult literature,as well as the ways in which we teach.Volume 40, No. 3 January/February 2012 31

All materials in this journal subject to copyright by the American Library Associationmay be used for the noncommercial purpose of scientific or educational advancementgranted by Sections 107 and 108 of the Copyright Revision Act of 1976. Addressusage requests to the ALA Office of Rights and Permissions.Through the use of multipleresources, such as digital graphicnovels, school librarians andteachers can strengthen theirlessons by teaching literacy skills,such as comparing and contrasting.Using digital graphic novels alsoenables educators to allow fordifferentiated instruction. In thewords of John Shableski, presidentof Four Color Perspective andboard member of Reading withPictures, “We are in the midstof a cultural shift. Educators,librarians, publishers, and parentsare beginning to realize thatliteracy has multiple access pointsand the comics medium, akagraphic novels and digital graphicnovels, are opening doors for somany readers who traditionallyhave been overlooked” (2011).Apps and DigitalGraphic NovelsDigital graphic novels are stilla relatively young medium,compared to digital comic books;however, subscription servicesand applications (apps) for digitalgraphic novels are on the rise. In2010, IDW Publishing (a divisionof Idea Design Works, LLC)introduced a digital graphic novelseries available for use on iPads and32 Knowledge Quest Futurecastingother mobile devices. IDW’s digitalgraphic novels include the everpopular Star Trek series, as well asJames Patterson’s series Witch andWizard: The Battle for Shadowland.Furthermore, comiXology recentlyintroduced Jeff Smith’s Boneand RASL graphic novel series asapps for the iPad, iPhone, iPod,and the Android. AdditionalcomiXology digital graphic noveltitles for children and teens includethe Mouse Guard series (DavidPetersen), the Scott Pilgrim series(Bryan Lee O’Malley), The WalkingDead series (Robert Kirkman),and Return of the Dapper Man ( JimMcCann and Janet Lee). Throughpartnerships with Marvel Comics,DC Comics, Archaia Entertainment,BOOM! Studios, DynamiteEntertainment, and Image Comics,comiXology hosts over 10,000digital graphic novels and comics(some free) on its website https://comics.comixology.com .Other companies that distributecomic apps and digital graphicnovels include Cognito Comics,Comics, Comics , ComicZeal,Graphicly, iVerse Media, Panelfly,Viz, and Yen Press. Please see thecompanies’ websites for a completelist of their apps and digital graphicnovels, available platforms, andcosts per volume. Several of thesecompanies offer the first chapteror two of their products for free,in the hopes that consumers willreturn to purchase future chapters.E-Book Readers andDigital Graphic NovelsE-book readers are joining thedigital graphic novel bandwagon,adding titles for children and teenssuch as the Graphic Universe series(Lerner Publishing) on Amazon'sKindle Fire, as well as the ArchieComics series and Sonic theHedgehog series, both by ArchieComics, on the Barnes & NobleNOOK. Free Spirit Publishing andElectric Eggplant recently partneredto produce the app Be Confident inWho You Are: A Graphic Novel basedon Book 1 of the award-winningMiddle School Confidential seriesby Annie Fox and Matt Kindt. Theseries for middle school studentsaddresses bullying and other socialissues. Originally an app for theiPad, the digital graphic novel isnow available on the NOOK ColorReader’s Tablet. Depending on theapplication, the price to downloaddigital graphic novels currentlyranges anywhere from 1.99 to 10.99 per title. As is the case with

All materials in this journal subject to copyright by the American Library Associationmay be used for the noncommercial purpose of scientific or educational advancementgranted by Sections 107 and 108 of the Copyright Revision Act of 1976. Addressusage requests to the ALA Office of Rights and Permissions.comic and digital graphic novel apps,some of these titles are available forfree to whet consumer’s appetites.Online and InteractiveAlong with digital graphic novels,which can be read online or throughdevices such as iPads, NOOKs, andKindles, there is also a growingbody of interactive Web 2.0 sitesand apps that encompass the digitalgraphic novel style. These sitesand applications take readers intoa two-way interaction with thegraphic novel, where the book maybe read aloud to them; they canchoose outcomes or options forthe characters, help create storiesas well as read them, or completeactivities after reading Web comics.One option for sharing these sitesis through the use of interactivewhiteboards. John Shableskidescribes how they can be usedwith digital and interactive graphicnovels for a great collaboration:“The best partnership possibility isvia SMART Board applications When the entire class can view thesame images displayed on a screen,the interaction opportunitiesmultiply ten-fold” (2011).The following digital graphic novelsare free, and can be used in yourlibraries and classrooms.Inanimate Alice www.inanimatealice.com is a multi-chapter, interactive digitalgraphic novel set in the early years of thetwenty-first century. Readers can interactwith Alice’s adventures as she travels insearch of her father throughout remoteareas of northern China. Full of beautifulimages and fun activities, InanimateImage courtesy of Intimate Alice.Alice not only will hook readers, butteachers and school librarians will be able to use the education packs andstandard alignment pages on the site. (Grades 4–6, and possibly higher)Toon Books http://toon-books.com/rdr one.php will help emerging youngreaders in multiple languages throughthese interactive, fun-to-read comicbooks. The books come in three levelsfor grades K–3, and are available infive different languages. Students canread the graphic novels themselves,All images (c) RAW Junior, LLC/TOON Books . All rights reserved.or have a Toon Books narratorread the comics to them by movingthe mouse cursor over the words. Books can be read in eachstudent’s chosen language. Available languages are English,Spanish, French, Chinese, and Russian. (Grades K–3)Myths and Legends http://myths.e2bn.org is an interactive site for thosewho like a good story, and for those whoenjoy telling a fine story. This resourcenot only lets students read stories basedon folktales and fables from the BritishIsles, but it also has a separate sectionwhere users can create their ownImage coutesy of myths.e2bn.org.tales and share them. Teachers andschool librarians can incorporate theresources page, as well. (Grades 3–6)Volume 40, No. 3 January/February 2012 33

All materials in this journal subject to copyright by the American Library Associationmay be used for the noncommercial purpose of scientific or educational advancementgranted by Sections 107 and 108 of the Copyright Revision Act of 1976. Addressusage requests to the ALA Office of Rights and Permissions.Digital Graphic Novelsand Your LibraryImage courtesy of Howtoons.Howtoons www.howtoons.com callsitself the world’s greatest Do-It-YourselfComic Website. On Howtoons, studentscan read about the adventures of Tuckerand Celine, and learn how to createuseful (or silly but fun) projects from lists ofeveryday materials. School librarians canuse Howtoons to get ideas for activitiesand science projects. Currently Howtoonsis a read-only online comic strip; however,it will soon be available as an interactivee-reader app, as well. (Grades 3–6)TheImage courtesy of Whirlwhim.BB Brothers www.blunderbrothers.com (which is short for BlundernaggingBrothers). This story is solely an iPad, iPodTouch, and iPhone application. The story,with gorgeous illustrations, is read to usersby an expressive narrator. As with manycomic book and graphic novel apps, thecompany gives readers the first threechapters (60 minutes) free and then requestspayment to finish the story ( 2.99 for the fullstory). Students will enjoy the narration andinteraction with the story. (Grades 3–6)34 Knowledge Quest FuturecastingAs stated in A ASL’s Standards forthe 21st -Century Learner, “Multipleliteracies, including digital, visual,textual, and technological, havenow joined information literacyas crucial skills for this century”(A ASL 2007, 3). However,teaching 21st- century literacyskills through digital resourcescan be challenging for schoollibrarians and teachers. MarkSiegel, editorial director of FirstSecond Books, points out, “TheInternet often changes thenature of connection betweenauthor and readers” (Brothers2011). Therefore, it is importantfor school librarians to learnhow digital graphic novels useimage and text in multiple waysto produce meaning for childrenand teens. School librarians mustalso become knowledgeable aboutequipment and licensing issuespertaining to digital graphicnovels. Then, by sharing theirknowledge regarding digitalgraphic novels with felloweducators, school librarians canfurther establish themselves astechnology leaders in their schools.Last, but not least, adding freedigital graphic novels to theirrepertoire of digital resourcescan help school librariansexpand their library collectionsduring tough economic times.HeatherMoorefield-Langis the education andapplied social scienceslibrarian at VirginiaTech. She is currently the chair of the AASLBest Websites for Teaching and LearningCommittee. The focus of her work is ontechnolog y in libraries and arts in libraries.To read more of her work, see her website at www.actinginthelibrary.com .Karen Gaviganis an assistantprofessor in theSchool of Library andInformation Scienceat the University of South Carolina. Aprimary focus of her research is using graphicnovels in schools. She is the author of thearticle “More Powerful than a Locomotive:Using Graphic Novels to Motivate StrugglingMale Adolescent Readers” in the Journalof Research on Libraries and Young Adults.She and Mindy Tomasevich are coauthors ofConnecting Comics to Curriculum: Strategiesfor Grades 6–12 (Libraries Unlimited 2011).

All materials in this journal subject to copyright by the American Library Associationmay be used for the noncommercial purpose of scientific or educational advancementgranted by Sections 107 and 108 of the Copyright Revision Act of 1976. Addressusage requests to the ALA Office of Rights and Permissions."Adding free digitalgraphic novels totheir repertoire ofdigital resourcescan help schoollibrarians expandtheir librarycollections duringtough economic times."Works Cited:American Association of SchoolLibrarians. 2007. “Standardsfor the 21st-CenturyLearner.” andards/standards (accessed October 14, 2011).Brothers, David. 2011. “FirstSecond Evolves for the Internetwith Webcomics Imprint.”Publisher’s Weekly Book News. rnet-withwebcomics-imprint.html (accessed September 22, 2011).Common Core State StandardsInitiative. 2010. “EnglishLanguage Arts Standards.” ge-arts-standards (accessed September 22, 2011).Flynt, E. Sutton, and William Brozo.2010. “Visual Literacy and theContent Classroom: A Questionof Now, Not When.” ReadingTeacher 63, no.6 (March) 526–28.Pew Research Center’s Internet& American Life Project.2006. “Teens and the Internet.”Washington, DC: Pew ResearchCenter.Project Tomorrow. 2011. The NewThree E’s of Education: Enabled,Engaged, Empowered: How Today’sStudents Are Leveraging EmergingTechnologies for Learning. Irvine, CA:Project Tomorrow.Rousseau, Taylor, 2009. “ComicsGo Digital: The Rise ofWebcomics.” Teaching GenerationM: A Handbook for Librarians andEducators. Vibiana BowmanCvetkovic and Robert J. Lackie,eds. New York: Neal-Schuman.Shableski, John. 2011. Personalcommunication. July 26.AASLVolunteeringVolume 40, No. 3 January/February 2012 35

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series, The Chronicles of Apathea Ravenchilde, from being banned from the Americus public library. Why use Digital graphic novels in schools? Although print graphic novels are an established literary format in school libraries and classrooms, digital graphic novels are a relatively new medium in school settings. The visual nature of digital graphic novels is the way many 21st-century learners .

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