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

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

  1. 168 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

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

About this book

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.

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Yes, you can access Using Graphic Novels in the Science, Technology, Engineering, and Mathematics (STEM) Classroom by William Boerman-Cornell,Josha Ho,David Klanderman,Sarah Klanderman in PDF and/or ePUB format, as well as other popular books in Pedagogía & Enseñanza de ciencia y tecnología. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Half-Title
  3. Series
  4. Dedication
  5. Title
  6. Contents
  7. List of Figures
  8. Foreword Jay Hosler
  9. Acknowledgments
  10. 1 What Research Tells Us about Using Graphic Novels to Teach Science, Technology, Engineering, and Mathematics
  11. 2 Teaching Life Science and Earth Science with Graphic Novels
  12. 3 Teaching Physical Science with Graphic Novels
  13. 4 Teaching Technology with Graphic Novels
  14. 5 Using Graphic Novels to Teach Engineering
  15. 6 Teaching Mathematics with Graphic Novels
  16. 7 Unanswered Questions and Concluding Thoughts
  17. Appendix: Suggested Graphic Novels for Use in STEM Classrooms
  18. Works Cited
  19. Index
  20. Copyright