Academic literature on the topic 'Graphic Novels as Topic'

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Journal articles on the topic "Graphic Novels as Topic"

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Bosma, Kari, Audrey C. Rule, and Karla S. Krueger. "Social Studies Content Reading about the American Revolution Enhanced with Graphic Novels." Social Studies Research and Practice 8, no. 1 (March 1, 2013): 59–76. http://dx.doi.org/10.1108/ssrp-01-2013-b0004.

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Graphic novels can contribute to effective content area reading on social studies topics such as the American Revolution. This action research study’s purpose was to examine student recall of facts, enjoyment of reading, and interest in the topic when using graphic novels as compared to illustrated nonfiction prose in social studies content area reading. Twenty-two fifth grade students (13 females, 9 males) in a public school in a Midwestern state participated in the study. Half of the students read about the Boston Massacre and Patrick Henry through graphic novels and read about Paul Revere and the Boston Tea Party with illustrated nonfiction texts, with the other half doing the opposite. The mean number of correct ideas recalled by students two weeks after reading two books in the graphic novel condition was 8.6 compared to 7.1 for the nonfiction prose condition with a medium effect size. Students rated their reading enjoyment significantly higher in the graphic novel condition indicating that graphic novels should be employed more often into the school curriculum. Suggestions for integrating graphic novels into the curriculum are provided along with other ways to take action.
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Holmes, Soline, and Alicia Schwarzenbach. "The “Bane of the Bassinet”? Graphic Novels as Informational Texts." Children and Libraries 18, no. 4 (January 12, 2021): 16. http://dx.doi.org/10.5860/cal.18.4.16.

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Originally, the authors were accepted to present this topic at the 2020 ALA Annual Conference as an Association for Library Service to Children (ALSC) Hot Topic. As the conference was canceled due to the COVID-19 pandemic, information from the presentation was adapted for this article.
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Carlson, Lynette M., Bry Edwards, and Mikiko Aoyagi Nakajima. "Using Graphic Novels to Teach Diversity, Equity, Inclusion, and Social Justice: An Educational Technique." Athletic Training Education Journal 17, no. 4 (October 1, 2022): 262–69. http://dx.doi.org/10.4085/1947-380x-22-009.

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Context The Commission on Accreditation of Athletic Training Education Professional and Residency and Fellowship Standards indicate athletic training students, residents, and fellows must be trained in diversity, equity, inclusion, and social justice (DEI&SJ). Diversity, equity, inclusion, and social justice is a broad, complicated subject. Stereotyping and bias training are 2 topics within DEI&SJ that are important for providing culturally competent health care. Objective To detail a strategy for implementing concepts of DEI&SJ into athletic training education programs. Background As part of the health care team, athletic trainers are at the forefront of access to the medical system. Athletic trainers need to be prepared to service a growing diverse population. Description This learning activity enables athletic training educators to creatively engage students in discussion using graphic novels. This article describes the preparation and delivery methods for using graphic novels to teach stereotyping and bias concepts. Clinical Advantage(s) Integrating graphic novels into a classroom activity allows students the opportunity for open communication with classmates. Interpreting graphic novels may increase patient-centered care by increasing empathy in athletic training students. Conclusion(s) The inclusion of graphic novels into athletic training education using interpretation and open discussion techniques can expose students to complicated topics related to DEI&SJ.
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Schultze, Brigitte. "Textual and pictorial components in the focus: paratext in translated graphic novels." Zeitschrift für Slawistik 63, no. 4 (November 5, 2018): 561–90. http://dx.doi.org/10.1515/slaw-2018-0039.

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Summary In spite of manifold textual-pictorial make-up and remarkably varied meaning making function, paratext is one of the neglected research topics around graphic novels (graphic narrative in general). Even more so, this goes for translated graphic novels. Distinguishing between carrier media of paratext (front and back covers, blurbs) and forms of information (introduction, imprint, appendix), this study starts from describing most characteristic components of graphic novels’ paratext. Different from many articles on graphic narrative, this contribution is not only based on English, French and German, but also on Slavic (Czech, Polish, Serbian) source and target texts. All source texts are internationally respected, prize-winning examples of the genre. Comparative analysis profits from this enlargement of research material: it yields new insight into meaning making contained in or connected with paratext – including target recipients’ privileged position.
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HASIRCI, Baris. "Landscapes in The Graphic Novels of Chris Ware, Gabrielle Bell and Adrian Tomine: Attributes Shared with Woodblock Prints of Kawase Hasui." Journal of Social Research and Behavioral Sciences 8, no. 16 (July 20, 2022): 255–68. http://dx.doi.org/10.52096/jsrbs.8.16.15.

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A common attribute of the graphic novels of Chris Ware, Gabrielle Bell and Adrian Tomine is panels, portraying landscapes that invoke melancholy. The illustration styles are cartoonish yet realistic which lends itself to comedy and tragedy. Some emotional scenes are relayed through illustrations of landscapes that show natural elements such as the sky and trees. They also include elements of modern life such as cars and buildings. By illustrating the timelessness of nature and modern living, these works remind of the woodblock prints of Kawase Hasui. The Shin-hanga prints of Hasui are made with the influence of Impressionism which is influenced by Ukiyo-e. As with the Impressionists, the artists of Shin-hanga presented topics such as landscapes by reflecting fleeting light and the individual experiences they invoke. Hasui represents nature in its quiet glory, mixing it with the everyday which is also in the spirit of the mentioned graphic novelists’ works. This study uncovers the approaches that create the emotional landscape illustrations in graphic novels by determining their common attributes with Shin-hanga. Through the chosen artwork, this discussion aims to contribute to the existing discourse on graphic novels and provide a basis for further understanding of this art form. Keywords: Graphic Novels, Illustration, Landscape Painting, Impressionism, Shin-hanga
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Thornton, Jackie. "Sources: Putting the User First: 30 Strategies for Transforming Library Services." Reference & User Services Quarterly 54, no. 4 (June 19, 2015): 76. http://dx.doi.org/10.5860/rusq.54n4.76.

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Part of the ALA Readers' Advisory Series, The Readers' Advisory Guide to Genre Blends explores the dynamic world of books that combine characteristics of multiple genres. With more than fifteen years of experience in collection development and readers' advisory and her own website devoted to genre blending, author Megan McArdle has both the knowledge and the passion needed to tackle this amorphous topic. More than 420 different titles from adult fiction are listed, and some teen titles, graphic novels, films, and TV shows are also cited.
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TWARK, JILL E. "Approaching History as Cultural Memory Through Humour, Satire, Comics and Graphic Novels." Contemporary European History 26, no. 1 (September 29, 2016): 175–87. http://dx.doi.org/10.1017/s0960777316000345.

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Recent empirical research into humour and memory attests to the fact that people remember better when they perceive a word, phrase or image to be humorous. When the proximity of multiple ethnic groups engenders jokes displaying diverse perspectives and what Henri Bergson described as ‘corrective’ satire, such jokes can help remedy racism and fear of the other. Taking a humorous or satirical stance allows artists and writers to explore alternatives to contemporary reality and to uncover truths overlooked or consciously elided by government and mass media discourse. Such is the case with the recent publications on humour discussed here. Although they vary widely by topic and time period, all focus on how power struggles, oppression and violence are represented by means of humour and satire, as well as by the not necessarily jocular but nevertheless related genres of comics and the graphic novel. Recent historical research demonstrates how these creative genres not only critique political events and figures but also preserve, in a sophisticated cultural format, their readers’ short-term everyday working memory and long-term cultural memory of prejudice, subjugation and mass murder. In these texts the authors spotlight how the primary source creators commented on historical events, incorporated historical artefacts in their works and generated countercultural memories that fill gaps in historical narratives from other sources.
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Muhamadul Bakir, Afeeq Busyra. "Impact of “Socratic Cues” on Young Learners’ Reasoning Abilities of Graphic Novels Through Writing Comprehension." English Teacher 52, no. 1 (June 16, 2023): 1–16. http://dx.doi.org/10.52696/hmfl8301.

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Critical reasoning ability was regarded as an essential skill for the 21stcentury, and it was crucial for pupils to develop this skill beginning from a young age. This research was based on the problem where pupils could not provide critical ideas in writing and could not generate various ideas during their pre-writing stage. This study proposed to improve young learners’ reasoning ability using the Socratic questioning strategy when reading graphic novels in the English Literature classroom. Throughout this research, “Socratic cues” was introduced as a means of assisting pupils in doing their writing tasks and trigger pupils’ reasoning ability regarding a certain topic. This case study adopted a mixed-methods approach in which three instruments were used to obtain triangulated data that included a pre-and post-test, a semi-structured interview, and an observation checklist. The research participants were selected through nonprobability convenience sampling consisting of fifteen pupils from a rural primary school in Negeri Sembilan. The results indicated that using “Socratic cues” had a positive impact on improving all fifteen participants’ reasoning ability through graphic novels. Through the use of Socratic cues, it was evident that pupils felt empowered and engaged in the classroom
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McNair, Jonda C., Deanna Day, Karla J. Möller, and Angie Zapata. "Children’s Literature Reviews: A Splash of Books for Reading and Sharing with Students in Grades K–8." Language Arts 91, no. 5 (May 1, 2014): 377–85. http://dx.doi.org/10.58680/la201425006.

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This column features notable children’s books spanning a number of genres and subgenres (e.g., wordless books, graphic novels). There are varied topics addressed including geographical discoveries, Horace Pippin, Elizabeth Blackwell, friendship, and even bubble gum.
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Bhagoji, Manisah D. "Graphic Novels: An Embryonic Pedagogical Tool for Practical Subjects, Prolific art, and Second language; Substantiating Objectives of NEP-2020." Shodh Sari-An International Multidisciplinary Journal 03, no. 03 (July 1, 2024): 03–12. http://dx.doi.org/10.59231/sari7713.

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Graphic Novels are the latent means of acquiring language skills in terms of acquisition of a second language and creativity in education, if it is brought as a part of syllabi in academics. Many small types of research are conducted on the GNs to find out the popularity of it over textbooks by librarians, using it in the classroom to teach English as a second language amongst Chines elementary pupils, minor research to teach the German Language with GNs, teaching vocabulary with it and so on. With the help of available outcomes of these relevant researches on the topic, the present research paper focuses on and identifies the scope for the pedagogical implications of it in instruction in the present scenario. Along with language skills, GNs introduce a wide range of knowledge of assorted subjects leading to creativity. Language is the predominant part of the GNs to be studied however, the emerging potential skills with the use of it in academics, could be developed by sighting the objectives of the present NEP 2020. Cognitive development is also stimulated with the help of GNs. The creativity in students with GNs has a good scope for skill development. The technicality, organized story, the format, and the illustrations are some of the areas along with the language that attracts the students to it than traditional textbooks. Graphic Novels have never been considered a serious piece of literature but a format. Usage of it in the practical subjects may result in better learning and generating good taught students than that degree holders. According to NEP-2020, the education should be skill-based; considering this objective the GNs exhibit a great amount of scope in learning with efficiency. Using it in the new syllabus for imparting the knowledge and flourishing the skills will prove it to be effective pedagogical means of teaching practical subjects as well.
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Dissertations / Theses on the topic "Graphic Novels as Topic"

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Phelps, Valarie L. "Pedagogy of Graphic Novels." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1065.

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Graphic texts, or graphic novels, have spent many years on shelves with comic books about superheroes and adventurers. They officially gained notoriety in 1992 with Art Spiegelman’s Maus, and at this time, critics and scholars began to take notice. However, graphic novels have not been fully adapted by academia. Graphic novels have the ability to offer new levels of instruction and learning in upper-level classrooms.The following is a study in the multitude of uses of graphic text in academia. Chapter 1 looks at the history of graphic text to understand the present and future of graphic novels. Chapter 2 focuses on literacy issues to develop a basis for the use of graphic novels in the classroom. Chapter 3 offers a method of using graphic novels to broaden a students’ understanding of plays. Chapter 4 moves on to a study of graphic novels as works of literature. Through this look of historical data and an analysis and discussion of the modern form of graphic novels, we will come to the conclusion that graphic novels can be useful assets in the classroom when they are taken from the shelf of comic books and used to their full potential.
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Prévost-Levac, Caroline. "Defining graphic novels : the contentious case of wordless novels." Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/29545.

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Malgré la longue et riche histoire des bandes dessinées, leur définition continue de stimuler le débat parmi les experts. Ces derniers ne parviennent toujours pas à s’entendre sur la composition d’une bande dessinée, certains choisissant de mettre l’emphase sur l’usage de phylactères ou de lignes de mouvement, tandis que d’autres insistent plutôt sur la présence d’éléments à la fois graphiques et narratifs. Une définition impeccable est peut-être improbable, mais un problème mérite toutefois d’être adressé: il s’agit bien sûr de la constante exclusion des romans graphiques sans texte. Cette catégorie d’œuvres est parfois mentionnée, mais se révèle plus souvent ignorée par les experts. En effet les définitions courantes persistent à représenter les bandes dessinées comme un indéniable mélange de texte et d’images. Ce mémoire cherche donc à démontrer la nécessité de définitions plus inclusives, afin d’incorporer les romans graphiques sans texte. D’abord, en explorant l’histoire du médium et le rôle du texte dans la création et la lecture des romans graphiques, nous réfuterons les idées préconçues qui ont apporté à l’élément textuel de la bande dessinée une allure de nécessité. Puis, à travers l’analyse des romans graphiques sans texte The Arrival de Shaun Tan et The System de Peter Kuper, nous rendrons évidente la nature facultative du texte dans le processus de création d’une histoire de bande dessinée. Finalement, avec le support d’exemples provenant des romans graphiques The System de Peter Kuper et Asterios Polyp de David Mazzucchelli, nous analyserons le rôle de l’image dans le développement de la complexité narrative d’une histoire de bande dessinée, afin de prouver qu’une image n’est pas intrinsèquement plus simpliste qu’un extrait de texte. Les romans graphiques sans texte méritent tout autant l’attention académique reçue par les bandes dessinées avec texte, et devraient ainsi être reconnus dans les définitions courantes du médium.
In spite of comics’ long and rich history, their definition remains today a significant source of contention in the field. Scholars cannot seem to agree on what constitutes comics, with some of them stressing the importance of conventions such as speech balloons or motion lines, and others focusingon the pictorial and narrative elements of the form. A perfect definition may be impossible, but one issue that needs tobe addressed is the current exclusion of wordless graphic novels. While occasionally acknowledged, these works remain mainly ignored, as most working definitions present comics as a combination of text and image. This thesis intends to show that there is a need for more inclusive definitions of the medium, in order to incorporate wordless graphic novels. By first exploring the wordless ancestry of the medium and the role of text in creating and reading graphic novels, this thesis refutes the foundationally baseless assumptions about the form that have made text so widely accepted as a defining element. Then, through an analysis of Shaun Tan’s The Arrival and Peter Kuper’s The System, both of which are wordless graphic novels, this thesis demonstrates the superfluous nature of text when it comes to narrative in this medium. Finally, through readings of Peter Kuper’s The System and David Mazzucchelli’s Asterios Polyp, the thesis considers the contribution of the image to the complexity of graphic novels with and without text, in order to prove that images are not more simplistic in nature than text. The case is thereby made that wordless novels are as worthy of academic attention as graphic novels with text, and deserve acknowledgement in definitions of the medium.
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Johannessen, Lindsey. "Incorporating graphic novels into social studies based instruction an effective means of determining quality graphic novels." Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/442.

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It is becoming increasing important that teachers educate students about social studies in such a way so that students are interested and motivated by what they read. So often the curriculum is bombarded with physically heavy, incomprehensible, and traditional textbooks. Based upon the need for extensions to the social studies textbooks, my goal to establish a guideline for selecting quality graphic novels fitted for elementary social studies instruction. Therefore, my study will attempt to answer the question: What is an effective means of determining quality graphic novels? Following my adaptation and creation of rubrics established for determining the needs and qualities of graphic novels, I was able to establish and analyze several social studies content related graphic novels appropriate for the elementary social studies curriculum. This investigation into social studies graphic novels provided 18 graphic novels for possible use in the elementary social studies curriculum, 5 of which were deemed quality via the established rubrics. Furthermore, the investigation proved that the books deemed quality provided more than what was established as necessary within the rubrics. The additional information found within those texts was referred to as a postlude. One strong conclusion from this study is the large void of graphic novels that teachers might link with the social studies curriculum so as to enhance elementary social studies instruction.
B.S.
Bachelors
Education
Elementary Education
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Adams, Jeff. "Documentary graphic novels and social realism." Oxford Bern Berlin Bruxelles Frankfurt, M. New York, NY Wien Lang, 2003. http://d-nb.info/990541126/04.

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Figueiredo, Camila Augusta Pires de. "Hollywood goes graphiC: the intermedial transposition of graphic novels to films." Universidade Federal de Minas Gerais, 2010. http://hdl.handle.net/1843/ECAP-84ZQTQ.

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Comic books have always been consigned the children's shelves at libraries and bookstores. Recently, however, a massive publishing of comic books designed for the adult audience called graphic novels has caught the attention of academics, critics and the film industry. Despite the existence of a vast theoretical bibliography of screen adaptations based on novels, those theories can not be satisfactorily applied to the analysis of films based on comics and graphic novels, since they do not conceive, among other aspects, the translation of the drawing image in comics to the photography of film. In this sense, this thesis focuses on an area that has remained quite untheorized: the specific case of the translation of comics and particularly of graphic novels into films. In light of this, I approach Alan Moore's Watchmen and Frank Miller's Sin City and their respective film versions. In order to support this debate, I will draw upon Irina Rajewsky's categories of intermedial relations as well as Pascal Lefvre's considerations about film adaptations of comics.
Histórias em quadrinhos sempre estiveram relegadas às estantes infanto-juvenis das livrarias e bibliotecas. Recentemente, no entanto, um grande número de publicações de quadrinhos destinadas a um público adulto os romances gráficos tem atraído a atenção de acadêmicos, críticos e da indústria cinematográfica. Apesar da vasta bibliografia teórica existente sobre adaptações de romances, tais teorias não conseguem, satisfatoriamente, explicar as versões fílmicas de quadrinhos e romances gráficos, uma vez que não concebem, entre outros aspectos, a tradução da imagem desenhada dos quadrinhos para a fotografia do filme. Neste sentido, este trabalho pretende analisar uma área que permanece relativamente sem teorização o caso específico da tradução de quadrinhos e em especial dos romances gráficos para o cinema. À luz dessas questões, analisaremos os romances gráficos Watchmen, de Alan Moore e Sin City, da autoria de Frank Miller e suas respectivas versões fílmicas. Neste debate, utilizaremos as relações intermidiáticas de Irina Rajewsky bem como as considerações de Pascal Lefèvre sobre adaptações fílmicas de quadrinhos.
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Hernandez, Fisher Carlos. "The design process of The Legend of Wild Man Fischer /." Burnaby B.C. : Simon Fraser University, 2005. http://ir.lib.sfu.ca/handle/1892/2353.

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Dallacqua, Ashley Kaye. "Engaged in Graphic Novels with Fifth Graders." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1290088200.

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Alishusky, Haley. "Illustrated Myth: Exploring Culture through Graphic Novels." Ohio University Honors Tutorial College / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1526639815771596.

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Snowball, Clare. "Graphic novels: enticing teenagers into the library." Thesis, Curtin University, 2011. http://hdl.handle.net/20.500.11937/791.

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This thesis investigates the inclusion of graphic novels in library collections and whether the format encourages teenagers to use libraries and read in their free time. Graphic novels are bound paperback or hardcover works in comic-book form and cover the full range of fiction genres, manga (Japanese comics), and also nonfiction. Teenagers are believed to read less in their free time than their younger counterparts. The importance of recreational reading necessitates methods to encourage teenagers to enjoy reading and undertake the pastime. Graphic novels have been discussed as a popular format among teenagers. As with reading, library use among teenagers declines as they age from childhood. The combination of graphic novel collections in school and public libraries may be a solution to both these dilemmas.Teenagers’ views were explored through focus groups to determine their attitudes toward reading, libraries and their use of libraries; their opinions on reading for school, including reading for English classes and gathering information for school assignments; and their liking for different reading materials, including graphic novels. Opinions on school reading can impact feelings on reading in general and thus influence views and amount of recreational reading.A survey of public libraries determined the incidence of graphic novel collections throughout Australia and how collections are managed, with the intention of comparing libraries from different states and territories and metropolitan or rural areas. Interviews with selected librarians who collected graphic novels provided insight into their attitudes to the place of graphic novels in public and high school libraries and a more detailed picture of how the format is managed. This included use of graphic novel by the libraries’ teenage users or students and problems encountered, such as complaints about specific titles.Graphic novel collections are widespread among surveyed Australian libraries, although a metropolitan location led to a greater likelihood of collection of graphic novels, and librarians were passionate about the format and its popularity among teenagers. The teenagers investigated were not as universally positive about graphic novels or libraries. The necessity of inclusion of all formats of reading matter in library collections will enable teenagers to discover for themselves what provides enjoyable reading experiences, so these become the norm, and lead to a greater enthusiasm for reading and more undertaken in their free time.
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Tonegato, Nicholas G. "Are Graphic Novels Just for Boys? A Study on the Interests of 5th Grade Students in Reading Graphic Novels." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1335289180.

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Books on the topic "Graphic Novels as Topic"

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Bacchereti, Elisabetta, Federico Fastelli, and Diego Salvadori, eds. Il graphic novel. Un crossover per la modernità. Florence: Firenze University Press, 2020. http://dx.doi.org/10.36253/978-88-5518-221-8.

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The graphic novel is one of the most suggestive and successful semiotic phenomena. This collection of essays focuses on the interrelations of image and text, and how they are substantiated and thematized by graphic novels. The volume gathers together twelve essays and follows a twofold structure: a historical and theoretical one, providing different and complementary approaches to the topic, from neurocognitive narratology to Digital Humanities; in the second part of the volume several case studies are discussed, based on key examples as shown by the following authors and their work: from Vanna Vinci and Lorenza Natarella, to Gipi, Zerocalcare and Manuel Fior; from Dino Buzzati to Hugo Pratt and Pazienza; from Pablo Echaurren to the Homeric epics’ comics remediation.
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Brown, Jeffrey. Cat Getting Out of a Bag: And Other Observations. 2nd ed. San Francisco: Chronicle Books, 2007.

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Jim, Borgman, ed. Thrashed. Kansas City, Mo: Andrews McMeel Pub., 2005.

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McDonnell, Patrick. The Mutts Winter diaries. Kansas City: Andrews McMeel Publishing, 2015.

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McGruder, Aaron. Birth of a nation: A comic novel. New York, USA: Crown Publishers, 2004.

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Reginald, Hudlin, and Baker Kyle, eds. Birth of a nation: A comic novel. New York: Three Rivers Press, 2004.

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Bechdel, Alison. Are you my mother?: A comic drama. Boston: Houghton Mifflin Harcourt, 2012.

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Off the leash: The secret life of dogs. New York: St. Martin's Griffin, 2014.

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Jim, Borgman, ed. Humongous Zits: A Zits treasury. Kansas City, Mo: Andrews McMeel, 2000.

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Romero-Jodar, Andres. Trauma Graphic Novel. Taylor & Francis Group, 2019.

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Book chapters on the topic "Graphic Novels as Topic"

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Smyth, Tim. "Tough Topics." In Teaching with Comics and Graphic Novels, 55–59. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003291671-9.

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Jasienski, Jean-Philippe, Denis Zastavni, and Sylvain Rasneur. "On the Development of Timber Structures Based on 3D Interactive Vector-Based Graphic Statics (VGS)." In Computational Design and Robotic Fabrication, 65–77. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-8405-3_6.

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AbstractThe present contribution addresses the topic of how to design novel structures in timber with the aid of a computational tool based on vector-based graphic statics (VGS) in a research-by-design approach. The context, scope and theoretical framework allowing to design strut-and-tie models in timber is explained. An application (design task given to Eng. Arch. Students) is presented. The results concern the primary structure and joints, and are discussed regarding the initial objectives.
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Eder, Barbara. "Graphic Novels." In Comics und Graphic Novels, 156–68. Stuttgart: J.B. Metzler, 2016. http://dx.doi.org/10.1007/978-3-476-05443-2_8.

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Burger, Alissa. "Graphic Novels." In Teaching Stephen King, 153–69. New York: Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/9781137483911_11.

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Queipo, Isabel Maurer, and Lukas Etter. "Graphic novels." In The Routledge Handbook to the Culture and Media of the Americas, 99–109. Abingdon, Oxon ; New York, NY : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9781351064705-9.

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Barnas, Frank, and Marie Barnas. "Graphic Novels." In Scripting Media, 36–45. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003274766-5.

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Koch, Christina Maria, Daniel Stein, and Lukas Etter. "Comics, Graphic Novels, Graphic Memoirs." In Behinderung, 326–33. Stuttgart: J.B. Metzler, 2020. http://dx.doi.org/10.1007/978-3-476-05738-9_59.

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Botzakis, Stergios. "Teaching Graphic Novels." In How Young Adult Literature Gets Taught, 77–86. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003295778-8.

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Prickett, Robert, and Casey A. Cothran. "Graphic crime novels." In The Routledge Companion to Crime Fiction, 65–75. Abingdon, Oxon; New York, NY: Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9780429453342-9.

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Klauk, Tobias, and Stephan Naguschewski. "Gaiman, Neil: Graphic Novels." In Kindlers Literatur Lexikon (KLL), 1–3. Stuttgart: J.B. Metzler, 2020. http://dx.doi.org/10.1007/978-3-476-05728-0_8585-1.

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Conference papers on the topic "Graphic Novels as Topic"

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Parschalk, Norbert, and Claudia Rauchegger-Fischer. "Graphic Novels und Comic im Geschichtsunterricht." In Tagung der Fachdidaktik 2013. innsbruck university press, 2014. http://dx.doi.org/10.15203/2936-43-1-08.

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kohlmeier, paul. "Graphic Novels and Adult Literacy (Poster 23)." In AERA 2022. USA: AERA, 2022. http://dx.doi.org/10.3102/ip.22.1886038.

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Kido, Guilherme Sakaji, Rodrigo Augusto Igawa, and Sylvio Barbon Jr. "Topic Modeling based on Louvain method in Online Social Networks." In XII Simpósio Brasileiro de Sistemas de Informação. Sociedade Brasileira de Computação, 2016. http://dx.doi.org/10.5753/sbsi.2016.5982.

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Online Social Networks (OSNs) are the most used media nowadays, such as Twitter. The OSNs provide valuable information to marketing and competitiveness based on users posts and opinions stored inside huge volume of data from several themes, topics and subjects. In order to mining the topics discussed on an OSN we present a novel application of Louvain method for Topic Modeling based on communities detection in graphs by modularity. The proposed approach succeeded in finding topics in five different datasets composed of textual content from Twitter and Youtube. Another important contribution achieved was about the presence of texts posted by spammers. In this case, a particular behavior observed by graph architecture (density and degree) allows the classification of a topic as natural or artificial, this last created by the spammers on OSNs.
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Rahmah, Fahra, and Sony Sukmawan. "Utilization of Graphic Novels as BIPA Learning Resources." In Proceedings of the 2nd International Conference on Advances in Humanities, Education and Language, ICEL 2022, 07–08 November 2022, Malang, Indonesia. EAI, 2023. http://dx.doi.org/10.4108/eai.7-11-2022.2329342.

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Romanova, Alex. "Detect Text Topics by Semantics Graphs." In 2nd International Conference on Blockchain and Internet of Things (BIoT 2021). AIRCC Publishing Corporation, 2021. http://dx.doi.org/10.5121/csit.2021.110806.

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It is beneficial for document topic analysis to build a bridge between word embedding process and graph capacity to connect the dots and represent complex correlations between entities. In this study we examine processes of building a semantic graph model, finding document topics and validating topic discovery. We introduce a novel Word2Vec2Graph model that is built on top of Word2Vec word embedding model. We demonstrate how this model can be used to analyze long documents and uncover document topics as graph clusters. To validate topic discovery method we transfer words to vectors and vectors to images and use deep learning image classification.
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Tarchanyn, Mariana. "AUTOBIOGRAPHY IN GRAPHIC NOVELS AS THE EXAMPLE OF INTERCULTURAL PERSPECTIVE." In KORSZERŰ MŰSZEREK ÉS ALGORITMUSA TAPASZTALATI ÉS ELMÉLETI TUDOMÁNYOS KUTATÁSI. European Scientific Platform, 2020. http://dx.doi.org/10.36074/18.09.2020.v3.22.

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Wu, Likang, Junji Jiang, Hongke Zhao, Hao Wang, Defu Lian, Mengdi Zhang, and Enhong Chen. "KMF: Knowledge-Aware Multi-Faceted Representation Learning for Zero-Shot Node Classification." In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. California: International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/262.

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Recently, Zero-Shot Node Classification (ZNC) has been an emerging and crucial task in graph data analysis. This task aims to predict nodes from unseen classes which are unobserved in the training process. Existing work mainly utilizes Graph Neural Networks (GNNs) to associate features' prototypes and labels' semantics thus enabling knowledge transfer from seen to unseen classes. However, the multi-faceted semantic orientation in the feature-semantic alignment has been neglected by previous work, i.e. the content of a node usually covers diverse topics that are relevant to the semantics of multiple labels. It's necessary to separate and judge the semantic factors that tremendously affect the cognitive ability to improve the generality of models. To this end, we propose a Knowledge-Aware Multi-Faceted framework (KMF) that enhances the richness of label semantics via the extracted KG (Knowledge Graph)-based topics. And then the content of each node is reconstructed to a topic-level representation that offers multi-faceted and fine-grained semantic relevancy to different labels. Due to the particularity of the graph's instance (i.e., node) representation, a novel geometric constraint is developed to alleviate the problem of prototype drift caused by node information aggregation. Finally, we conduct extensive experiments on several public graph datasets and design an application of zero-shot cross-domain recommendation. The quantitative results demonstrate both the effectiveness and generalization of KMF with the comparison of state-of-the-art baselines.
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Babaian, C. S. "Comic books, graphic novels, and a novel approach to teaching anatomy and surgery." In 2014 IEEE Integrated STEM Education Conference (ISEC). IEEE, 2014. http://dx.doi.org/10.1109/isecon.2014.6891007.

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Wang, Yongheng, Kening Cao, and Xiaoming Zhang. "Ontology-based topic clustering for online discussion data." In 2012 International Conference on Graphic and Image Processing, edited by Zeng Zhu. SPIE, 2013. http://dx.doi.org/10.1117/12.2011097.

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Nugraha, Reza, M. Yoesoef, and Afnan Arummi. "Gender Equality and Children’s Rights: The Adults’ Ideology in Two Egyptian Children's Graphic Novels." In Proceedings of the First International Seminar on Languare, Literature, Culture and Education, ISLLCE, 15-16 November 2019, Kendari, Indonesia. EAI, 2020. http://dx.doi.org/10.4108/eai.15-11-2019.2296253.

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Reports on the topic "Graphic Novels as Topic"

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Brooks, Adam, Mary Tabit, John Cacciola, Kimberly Kirby, Lawrence Schoen, Alvin Kingcade, and David Gastfriend. Using Graphic Novels when Choosing Treatment for Alcohol Use Disorder. Patient-Centered Outcomes Research Institute (PCORI), July 2020. http://dx.doi.org/10.25302/07.2020.cdr.131007308.

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PODDUBSKAYA, O. N., and N. R. ROMANOV. LEXICO-SEMANTIC FIELD “FOOD” IN THE SERIES OF NOVELS BY J. GALSWORTHY “THE FORSYTE SAGA” AND “MODERN COMEDY”. Science and Innovation Center Publishing House, April 2022. http://dx.doi.org/10.12731/2077-1770-2021-14-1-3-69-76.

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The article is devoted to the research of lexical-semantic field “Food” based on the study and analysis of the vocabulary on the topic in the novels “The Forsyte Saga” and “Modern Comedy” by J. Galsworthy, as well as the menu of restaurants in modern Britain. The relevance of the article is in the study of the difference between the lexical-semantic fields, which allows to determine how the “food code” of the nation changed at a certain stage of the society development.
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Пахомова, О. В. Using Scaffolding Strategy for Teaching Creative Writing. Маріупольський державний університет, 2018. http://dx.doi.org/10.31812/0564/2145.

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The article deals with scaffolding strategy for teaching creative writing in the English classroom. The importance of using the creative writing technique, which is an effective means of optimization and intensification of the process of foreign language study, for forming students' communicative competence in writing is highlighted. It is supposed that an elaborated scaffolding strategy might help lecturers to organize the educational process with maximum capacity and successful results. A variety of techniques such as intensive usage of graphic organizers ("Plan Think Sheet", "Mind-map", "Concept Map", "Clustering", "Spider Map", "Cycle", "Chain of Events", "Web"), "Teaching by Example", "Sentence Stem Completion" / "Close procedures", “Stream of Consciousness”, Genre scaffolding techniques are recommended to empower learners' creative abilities to write and express themselves on any topic using the wide range of writing techniques with the relevant structure and vocabulary.
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