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Graphic Novels and STEAM: Strategies and Texts for Utilization in STEAM Education – Graphic Novels and STEAM

Graphic Novels and STEAM: Strategies and Texts for Utilization in STEAM Education – Graphic Novels and STEAM
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Author(s): Alex Romagnoli (Monmouth University, USA)
Copyright: 2020
Pages: 18
Source title: Cases on Models and Methods for STEAM Education
Source Author(s)/Editor(s): Judith Ann Bazler (Monmouth University, USA)and Meta Lee Van Sickle (College of Charleston, USA)
DOI: 10.4018/978-1-5225-9631-8.ch002

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Abstract

Focusing on the interdisciplinary connections between STEAM education and graphic novels, this chapter first establishes historical and educational contexts for the use of graphic novels in STEAM education. A literature review focusing on the use of graphic novels in a science course as well as how graphic novels have been used in secondary classrooms will be discussed. Literature that is reviewed includes books, articles, and edited volumes. The strategies for implementing graphic novels in STEAM education promote constructivist learning as students are asked to access their intellectual and cultural capital in order to ascertain meaning from given content. Additionally, multimodality and multiliteracies are highlighted throughout the chapter. Finally, this chapter ends with linking the use of graphic novels in STEAM education to the power of narrative inquiry in educational contexts.

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