by Alison Oehmen
Almost since their inception, comic books and graphic
novels had a large following, particularly among young people. In recent years,
not much has changed in this regard, as the graphic novel sections have become
some of the most
trafficked and fastest-growing areas in many libraries . Graphic novels and
comic books have likewise gained wider use in academic circles. Why are these
changes taking place? The answer lies in a new generation of teachers and
librarians, a broadening use of the comic-book format across multiple genres and
the evermore technology-centric focus our society has adopted.
As far as libraries are concerned, this trend is developing
as they attempt to stay current and attract younger generations of readers. For
decades, comic books occupied only a marginal space—if any space at all—on libraries’
shelves, since popular opinion generally dismissed them as frivolous and uninformative.
However, as greater populations of comic book readers reach adulthood—and
consequently become the newest group of librarians and teachers—the comic book’s
standing in the literary world is steadily improving. In fact, these materials
are increasingly regarded as valid tools with academic and artistic worth.
Another contributing factor towards the upsurge in
graphic novel representation in libraries is the movement to digitize. While most
graphic novels remain available in physical book form, the comic book community
has quickly jumped on the technology bandwagon with new innovations like Comics Plus: Library Edition,
a service that specifically makes graphic novel and comic book downloads
available to customers through library websites. As students become
increasingly comfortable and partial to reading via resources like ebooks, this
innovation serves as yet another way for libraries to make reading more
palatable for young, tech-savvy people.
After all, the comic book is not just a domain for
superheroes anymore. Now people can find comic books and graphic novels that
run the gamut of different genres, from classic literature to history and biography
to mystery, horror and romance. Even from a demographic standpoint, comic books
have expanded their reach, coming out with titles geared towards everyone from
kids and teens to adults. Consequently, comic books and graphic novels have
become attractive to new audiences and provide new ways for teachers to present
and students to absorb information.
Therefore, some educators have started integrating graphic
novels into their curricula and finding favorable results with readers of all
abilities. One Kaplan
survey, for example, reported that a third of ESL instructors utilize
comics to teach new English speakers. Moreover, teachers of English-speaking
students find that graphic novels help them to reach struggling or reluctant
readers yet also challenge more confident ones. Where the density of a heavy
prose novel might deter a less advanced reader, the visual impact of a graphic
novel piques
their interest and enthusiasm. By the same token, graphic novels can also
provide the level of plot and structural complexity necessary for a more
sophisticated reader. According to
Stephen Weiner, director of the Maynard Public Library in Maynard,
Massachusetts, and an award-winning
writer on the subject of graphic novels in modern society, “researchers
concluded that the average graphic novel introduced readers to twice as many
words as the average children’s book.”
However, this is not to say that the comic book’s foray
into more academic circles doesn’t have its critics. For the considerable
strides it has made towards mainstream acceptance, the graphic novel still
strikes many as an unorthodox, and therefore controversial, tool. Furthermore,
because the educational use of graphic novels is still a relatively new
methodology, curriculum support is not as widespread as for more traditional
materials. One pair of authors, Allyson A. W. Lyga and Barry Lyga, has
published a resource entitled Graphic
Novels in Your Media Center: A Definitive Guide to address this concern by
providing lists of age-appropriate and edifying graphic novels to use in the
classroom. Other resources have popped up to aid in the comic-teaching process,
including No Flying No Tights,
which is a website staffed by librarians and teachers, and “Using
Graphic Novels with Children and Teens,” which is a downloadable PDF guide by
Graphix, an imprint of Scholastic. Finally, even within the Common Core State
Standards, graphic novels are suggested as sample texts; they are mentioned in
both standard
5.RL.7 for grade 5 and the range
of text types for grades 6–12. Nevertheless, as with any literature, the question
of which comic books would be academically suitable and relevant remains a
contested issue.
As this story of the academic graphic novel continues to
develop, one wonders what this could mean for the trajectory of modern
learning. With the call for new approaches to instruction for modern students,
we could very well see the implementation of the graphic novel as a scholastic
tool become an even more widespread practice soon enough. Whether or not this
will happen remains to be seen, of course, but I know I will be interested to
see how things unfold either way.
Did You Know?
Although the first smash hit from the comic
book world came in 1938 with the introduction of Action Comics #1’s enduring Superman character, the United States’
first major graphic novel, The Adventures of Obadiah Oldbuck,
was published nearly a century before, in the 1840s.
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