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Kirchoff, Jeffrey S. J. and Mike P. Cook. "Overviewing Software Applications for Graphic Novel Creation in the Post-Secondary and Secondary Classroom." SANE journal 2.1 2015. Accessed 30 May. 2019. <https://digitalcommons.unl.edu/sane/vol2/iss1/1>. 
Added by: joachim (30/05/2019, 17:17)   Last edited by: joachim (30/05/2019, 17:25)
Resource type: Web Article
Language: en: English
Peer reviewed
BibTeX citation key: Kirchoff2015
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Categories: General
Keywords: Didactics, Digitalization
Creators: Cook, Kirchoff
Collection: SANE journal
Views: 14/348
Attachments   URLs   https://digitalcom ... u/sane/vol2/iss1/1
Abstract
It is well established that the 21st century literate student needs to be able to effectively craft and interpret texts that use multiple communicative modes. Graphic novels are one text type that facilitates such literacy instruction, as the seamless relationship between words, image, and sound (in the form of sound effects) are inherent to the medium. Though there is a wealth of scholarship on the importance of how reading graphic novels facilitate multimodal literacy, there is less scholarship on how writing graphic novels facilitate multimodal literacy. This article demonstrates not only how writing graphic novels enables multimodal literacy, but also provides an overview of five graphic novel creation applications that could be used in the post-secondary or secondary classroom: ToonDoo, Comic Life, Graphix Comic Creator, Creaza Cartoonist, and Microsoft Word. For each application, we offer strengths, limitations, and a recommendation for use.
  
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