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Using Graphic Novels in the Science, Technology, Engineering, and Mathematics (STEM) Classroom, Paperback / softback Book

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

Paperback / softback

Description

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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