7
These Aren’t Your Father’s The New World of Digital Graphic Novels FEATURE I nternet usage has grown exponentially, thanks, in part, to the increasing popularity of handheld devices, such as cell phones, tablet computers, and e-readers. Today’s 21st-century children and teens are surrounded by a mediasphere of visual and textual resources. According to the Teens and the Internet report (Pew Research Center’s Internet & American Life Project 2006, 2), over eleven million teens go online daily, compared to about seven million in 2000. Increasingly, whether it is through computers, televisions, cell phones, or gaming devices, children and teens are accessing online resources to meet their social, recreational, and informational needs. Due to the development of new 21st-century technologies, the world of children’s and young adult literature is continually changing. For example, one of the fastest-growing multimodal formats that today’s visually literate youth embrace is the digital graphic novel. For the purpose of this article, digital graphic novels are defined as graphic novels produced on and/or accessed on some form of digital device, including computers, mobile devices, and e-readers. This engaging literary medium is expanding our definition of children’s and young adult literature, as well as the ways in which we teach. Often referred to as online graphic novels, Web comics, or long-play comics, the digital graphic novel first appeared on the scene in the 1980s. Initially, the conversion from print to Web presented numerous challenges; however, the medium improved greatly in the 1990s with advances in Web 2.0 technologies. Since digital graphic novels are relatively inexpensive to produce compared to print novels, graphic novelists have more incentive to publish their work online, especially independent and beginning illustrators (Rousseau 2009, 206). Furthermore, publishing online enables graphic novelists to make their work accessible more quickly and to larger audiences. Some digital graphic novels and comics have since come out in print editions. For example, Gene Yang originally published American Born Chinese (2006) as a digital comic on the website Modern Tales before publishing the award winning graphic novel edition. Also, Americus by M.K. Reed and Jonathan Hill (2011) first began as the serialized Web comic, “Save Apathea”, part of the To Be Continued line of Web comics by First Second Comics. Americus is about a teenager’s quest to keep his favorite fantasy 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 prefer to read; therefore, it is important for school librarians and teachers to recognize the value of digital literacies for engaging student learners. Unfortunately, findings from the 2010 Speak Up National Research Project reveal Heather Moorefield-Lang [email protected] Karen Gavigan [email protected] & 30 Knowledge Quest | Futurecasting All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions.

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These Aren’t Your Father’s Funny Papers: The New World of Digital Graphic Novels

FeATuRe

Internetusagehasgrownexponentially,thanks,inpart,

totheincreasingpopularityofhandhelddevices,suchascellphones,tabletcomputers,ande-readers.Today’s21st-centurychildrenandteensaresurroundedbyamediasphereofvisualandtextualresources.AccordingtotheTeensandtheInternetreport(PewResearchCenter’sInternet&AmericanLifeProject2006,2),overelevenmillionteensgoonlinedaily,comparedtoaboutsevenmillionin2000.Increasingly,whetheritisthroughcomputers,televisions,cellphones,orgamingdevices,childrenandteensareaccessingonlineresourcestomeettheirsocial,recreational,andinformationalneeds.

Duetothedevelopmentofnew21st-centurytechnologies,theworldofchildren’sandyoungadultliteratureiscontinuallychanging.Forexample,oneofthefastest-growingmultimodalformatsthattoday’svisuallyliterateyouthembraceisthedigitalgraphicnovel.Forthepurposeofthisarticle,digitalgraphicnovelsaredefinedasgraphicnovelsproduced

onand/oraccessedonsomeformofdigitaldevice,includingcomputers,mobiledevices,ande-readers.Thisengagingliterarymediumisexpandingourdefinitionofchildren’sandyoungadultliterature,aswellasthewaysinwhichweteach.

Oftenreferredtoasonlinegraphicnovels,Webcomics,orlong-playcomics,thedigitalgraphicnovelfirstappearedonthesceneinthe1980s.Initially,theconversionfromprinttoWebpresentednumerouschallenges;however,themediumimprovedgreatlyinthe1990swithadvancesinWeb2.0technologies.Sincedigitalgraphicnovelsarerelativelyinexpensivetoproducecomparedtoprintnovels,graphicnovelistshavemoreincentivetopublishtheirworkonline,especiallyindependentandbeginningillustrators(Rousseau2009,206).Furthermore,publishingonlineenablesgraphicnoveliststomaketheirworkaccessiblemorequicklyandtolargeraudiences.Somedigitalgraphicnovelsandcomicshavesincecomeoutinprinteditions.Forexample,GeneYangoriginallypublished

AmericanBornChinese(2006)asadigitalcomiconthewebsiteModernTalesbeforepublishingtheawardwinninggraphicnoveledition.Also,AmericusbyM.K.ReedandJonathanHill(2011)firstbeganastheserializedWebcomic,“SaveApathea”,partoftheToBeContinuedlineofWebcomicsbyFirstSecondComics.Americusisaboutateenager’squesttokeephisfavoritefantasyseries,TheChroniclesofApatheaRavenchilde,frombeingbannedfromtheAmericuspubliclibrary.

Why use Digital graphic novels in schools?Althoughprintgraphicnovelsareanestablishedliteraryformatinschoollibrariesandclassrooms,digitalgraphicnovelsarearelativelynewmediuminschoolsettings.Thevisualnatureofdigitalgraphicnovelsisthewaymany21st-centurylearnersprefertoread;therefore,itisimportantforschoollibrariansandteacherstorecognizethevalueofdigitalliteraciesforengagingstudentlearners.Unfortunately,findingsfromthe2010SpeakUpNationalResearchProjectreveal

heather [email protected]

Karen [email protected]&

30 Knowledge Quest | Futurecasting

All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions.

These Aren’t Your Father’s Funny Papers: The New World of Digital Graphic Novels

a“persistentdigitaldisconnectbetweenthetech-intensivelivesofstudentsoutsideofschool,andtheunsatisfactoryexperiencesprovidedbymanyschoolstousetechnologymeaningfully”(ProjectTomorrow2011,3).Forthatreason,asE.SuttonFlyntandWilliamBrozonoted,“Wemustdesigninstructionthatreflectsthemediasphereinwhichchildrenandyouthlive”(2010,528).

Digitalgraphicnovelsprovidenewwaysforstudentstoexperiencereading,and/orlearnnewcontent,usingthecomicformat.Intermsofcurriculum,theCommonCoreStateStandardsInitiativesincludethefollowingstatement,“Tobereadyforcollege,workforcetraining,andlifeinatechnologicalsociety,studentsneedtheabilitytogather,comprehend,evaluate,synthesize,andreportoninformationandideas,toconductoriginalresearchinordertoanswerquestionsorsolveproblems,andtoanalyzeandcreateahighvolumeandextensiverangeofprintandnon-printtextsinmediaformsoldandnew”(2010).

This engaging literary medium is expanding our

definition of children’s and young adult literature,

as well as the ways in which we teach.

31Volume 40, No. 3 | January/February 2012

All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions.

Throughtheuseofmultipleresources,suchasdigitalgraphicnovels,schoollibrariansandteacherscanstrengthentheirlessonsbyteachingliteracyskills,suchascomparingandcontrasting.Usingdigitalgraphicnovelsalsoenableseducatorstoallowfordifferentiatedinstruction.InthewordsofJohnShableski,presidentofFourColorPerspectiveandboardmemberofReadingwithPictures,“Weareinthemidstofaculturalshift.Educators,librarians,publishers,andparentsarebeginningtorealizethatliteracyhasmultipleaccesspointsandthecomicsmedium,akagraphicnovelsanddigitalgraphicnovels,areopeningdoorsforsomanyreaderswhotraditionallyhavebeenoverlooked”(2011).

apps and Digital graphic novelsDigitalgraphicnovelsarestillarelativelyyoungmedium,comparedtodigitalcomicbooks;however,subscriptionservicesandapplications(apps)fordigitalgraphicnovelsareontherise.In2010,IDWPublishing(adivisionofIdea+DesignWorks,LLC)introducedadigitalgraphicnovelseriesavailableforuseoniPadsand

othermobiledevices.IDW’sdigitalgraphicnovelsincludetheever-popularStarTrekseries,aswellasJamesPatterson’sseriesWitchandWizard:TheBattleforShadowland.

Furthermore,comiXologyrecentlyintroducedJeffSmith’sBoneandRASLgraphicnovelseriesasappsfortheiPad,iPhone,iPod,andtheAndroid.AdditionalcomiXologydigitalgraphicnoveltitlesforchildrenandteensincludetheMouseGuardseries(DavidPetersen),theScottPilgrimseries(BryanLeeO’Malley),TheWalkingDeadseries(RobertKirkman),andReturnoftheDapperMan( JimMcCannandJanetLee).ThroughpartnershipswithMarvelComics,DCComics,ArchaiaEntertainment,BOOM!Studios,DynamiteEntertainment,andImageComics,comiXologyhostsover10,000digitalgraphicnovelsandcomics(somefree)onitswebsite<https://comics.comixology.com>.

OthercompaniesthatdistributecomicappsanddigitalgraphicnovelsincludeCognitoComics,Comics,Comics+,ComicZeal,Graphicly,iVerseMedia,Panelfly,Viz,andYenPress.Pleaseseethecompanies’websitesforacompletelistoftheirappsanddigitalgraphic

novels,availableplatforms,andcostspervolume.Severalofthesecompaniesofferthefirstchapterortwooftheirproductsforfree,inthehopesthatconsumerswillreturntopurchasefuturechapters.

e-Book readers and Digital graphic novelsE-bookreadersarejoiningthedigitalgraphicnovelbandwagon,addingtitlesforchildrenandteenssuchastheGraphicUniverseseries(LernerPublishing)onAmazon'sKindleFire,aswellastheArchieComicsseriesandSonictheHedgehogseries,bothbyArchieComics,ontheBarnes&NobleNOOK.FreeSpiritPublishingandElectricEggplantrecentlypartneredtoproducetheappBeConfidentinWhoYouAre:AGraphicNovelbasedonBook1oftheaward-winningMiddleSchoolConfidentialseriesbyAnnieFoxandMattKindt.Theseriesformiddleschoolstudentsaddressesbullyingandothersocialissues.OriginallyanappfortheiPad,thedigitalgraphicnovelisnowavailableontheNOOKColorReader’sTablet.Dependingontheapplication,thepricetodownloaddigitalgraphicnovelscurrentlyrangesanywherefrom$1.99to$10.99pertitle.Asisthecasewith

32 Knowledge Quest | Futurecasting

All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions.

comicanddigitalgraphicnovelapps,someofthesetitlesareavailableforfreetowhetconsumer’sappetites.

Online and interactive

Alongwithdigitalgraphicnovels,whichcanbereadonlineorthroughdevicessuchasiPads,NOOKs,andKindles,thereisalsoagrowingbodyofinteractiveWeb2.0sitesandappsthatencompassthedigitalgraphicnovelstyle.Thesesitesandapplicationstakereadersintoatwo-wayinteractionwiththegraphicnovel,wherethebookmaybereadaloudtothem;theycanchooseoutcomesoroptionsforthecharacters,helpcreatestoriesaswellasreadthem,orcompleteactivitiesafterreadingWebcomics.Oneoptionforsharingthesesitesisthroughtheuseofinteractivewhiteboards.JohnShableskidescribeshowtheycanbeusedwithdigitalandinteractivegraphicnovelsforagreatcollaboration:

“ThebestpartnershippossibilityisviaSMARTBoardapplications…Whentheentireclasscanviewthesameimagesdisplayedonascreen,theinteractionopportunitiesmultiplyten-fold”(2011).

The following digital graphic novels are free, and can be used in your libraries and classrooms.

inanimate Alice<www.inanimatealice.

com>isamulti-chapter,interactivedigital

graphicnovelsetintheearlyyearsofthe

twenty-firstcentury.Readerscaninteract

withAlice’sadventuresasshetravelsin

searchofherfatherthroughoutremote

areasofnorthernChina.Fullofbeautiful

imagesandfunactivities,Inanimate

Alicenotonlywillhookreaders,but

teachersandschoollibrarianswillbeabletousetheeducationpacksand

standardalignmentpagesonthesite.(Grades4–6,andpossiblyhigher)

Toon books<http://toon-books.com/

rdr_one.php>willhelpemergingyoung

readersinmultiplelanguagesthrough

theseinteractive,fun-to-readcomic

books.Thebookscomeinthreelevels

forgradesK–3,andareavailablein

fivedifferentlanguages.Studentscan

readthegraphicnovelsthemselves,

orhaveaToonBooksnarrator

readthecomicstothembymoving

themousecursoroverthewords.Bookscanbereadineach

student’schosenlanguage.AvailablelanguagesareEnglish,

Spanish,French,Chinese,andRussian.(GradesK–3)

Myths and Legends<http://myths.

e2bn.org>isaninteractivesiteforthose

wholikeagoodstory,andforthosewho

enjoytellingafinestory.Thisresource

notonlyletsstudentsreadstoriesbased

onfolktalesandfablesfromtheBritish

Isles,butitalsohasaseparatesection

whereuserscancreatetheirown

talesandsharethem.Teachersand

schoollibrarianscanincorporatethe

resourcespage,aswell.(Grades3–6)

Image courtesy of Intimate Alice.

All images (c) RAW Junior, LLC/

TOON Books®. All rights reserved.

Image coutesy of myths.e2bn.org.

33Volume 40, No. 3 | January/February 2012

All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions.

Digital graphic novels and Your Library

AsstatedinAASL’sStandardsforthe21st-CenturyLearner,“Multipleliteracies,includingdigital,visual,textual,andtechnological,havenowjoinedinformationliteracyascrucialskillsforthiscentury”(AASL2007,3).However,teaching21st-centuryliteracyskillsthroughdigitalresourcescanbechallengingforschoollibrariansandteachers.MarkSiegel,editorialdirectorofFirstSecondBooks,pointsout,“TheInternetoftenchangesthenatureofconnectionbetweenauthorandreaders”(Brothers2011).Therefore,itisimportantforschoollibrarianstolearnhowdigitalgraphicnovelsuseimageandtextinmultiplewaystoproducemeaningforchildrenandteens.Schoollibrariansmustalsobecomeknowledgeableaboutequipmentandlicensingissuespertainingtodigitalgraphicnovels.Then,bysharingtheirknowledgeregardingdigitalgraphicnovelswithfelloweducators,schoollibrarianscanfurtherestablishthemselvesastechnologyleadersintheirschools.Last,butnotleast,addingfreedigitalgraphicnovelstotheirrepertoireofdigitalresourcescanhelpschoollibrariansexpandtheirlibrarycollectionsduringtougheconomictimes.

Karen gavigan

isanassistant

professorinthe

SchoolofLibraryand

InformationScience

attheUniversityofSouthCarolina.A

primaryfocusofherresearchisusinggraphic

novelsinschools.Sheistheauthorofthe

article“MorePowerfulthanaLocomotive:

UsingGraphicNovelstoMotivateStruggling

MaleAdolescentReaders”intheJournal

ofResearchonLibrariesandYoungAdults.

SheandMindyTomasevicharecoauthorsof

ConnectingComicstoCurriculum:Strategies

forGrades6–12(LibrariesUnlimited2011).

Heather

Moorefield-Lang

istheeducationand

appliedsocialsciences

librarianatVirginia

Tech.SheiscurrentlythechairoftheAASL

BestWebsitesforTeachingandLearning

Committee.Thefocusofherworkison

technolog yinlibrariesandartsinlibraries.

Toreadmoreofherwork,seeherwebsiteat

<www.actinginthelibrary.com>.howtoons<www.howtoons.com>calls

itselftheworld’sgreatestDo-It-Yourself

ComicWebsite.OnHowtoons,students

canreadabouttheadventuresofTucker

andCeline,andlearnhowtocreate

useful(orsillybutfun)projectsfromlistsof

everydaymaterials.Schoollibrarianscan

useHowtoonstogetideasforactivities

andscienceprojects.CurrentlyHowtoons

isaread-onlyonlinecomicstrip;however,

itwillsoonbeavailableasaninteractive

e-readerapp,aswell.(Grades3–6)The

bb brothers<www.blunderbrothers.

com>(whichisshortforBlundernagging

Brothers).ThisstoryissolelyaniPad,iPod

Touch,andiPhoneapplication.Thestory,

withgorgeousillustrations,isreadtousers

byanexpressivenarrator.Aswithmany

comicbookandgraphicnovelapps,the

companygivesreadersthefirstthree

chapters(60minutes)freeandthenrequests

paymenttofinishthestory($2.99forthefull

story).Studentswillenjoythenarrationand

interactionwiththestory.(Grades3–6)

Image courtesy of Howtoons.

Image courtesy of Whirlwhim.

34 Knowledge Quest | Futurecasting

All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions.

2010.“VisualLiteracyandtheContentClassroom:AQuestionofNow,NotWhen.”ReadingTeacher63,no.6(March)526–28.

PewResearchCenter’sInternet&AmericanLifeProject.2006.“TeensandtheInternet.”Washington,DC:PewResearchCenter.

ProjectTomorrow.2011.TheNewThreeE’sofEducation:Enabled,Engaged,Empowered:HowToday’sStudentsAreLeveragingEmergingTechnologiesforLearning.Irvine,CA:ProjectTomorrow.

Rousseau,Taylor,2009.“ComicsGoDigital:TheRiseofWebcomics.”TeachingGenerationM:AHandbookforLibrariansandEducators.VibianaBowmanCvetkovicandRobertJ.Lackie,eds.NewYork:Neal-Schuman.

Shableski,John.2011.Personalcommunication.July26.

Works cited:

AmericanAssociationofSchoolLibrarians.2007.“Standardsforthe21st-CenturyLearner.”<www.ala.org/aasl/guidelinesandstandards/learningstandards/standards>(accessedOctober14,2011).

Brothers,David.2011.“FirstSecondEvolvesfortheInternetwithWebcomicsImprint.”Publisher’sWeeklyBookNews.<www.publishersweekly.com/pw/by-topic/book-news/comics/article/47007-first-second-evolves-for-the-internet-with-webcomics-imprint.html>(accessedSeptember22,2011).

CommonCoreStateStandardsInitiative.2010.“EnglishLanguageArtsStandards.”<www.corestandards.org/the-standards/english-language-arts-standards>(accessedSeptember22,2011).

Flynt,E.Sutton,andWilliamBrozo.

"Adding free digital

graphic novels to

their repertoire of

digital resources

can help school

librarians expand

their library

collections during

tough economic times."

35Volume 40, No. 3 | January/February 2012

AASL VOLunTEERinG

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