The document discusses the use of digital comics in education. It notes that comics were first used in language learning books in the 1940s and were starting to be brought into classrooms in the 1970s as a visual and popular medium. Comics can represent complex material in a way that reduces cognitive load while portraying sophisticated concepts. The document lists benefits of using comics for assignments such as capturing gameplay, interviews, adapting stories, and more. It emphasizes that effective use of digital comics in education requires clear goals, challenging content appropriate for the audience, assessment, avoiding overload and distraction, and incorporating diverse approaches.
38. In comics, complex material is represented in ways
that reduce the cognitive demand of reading dense
text while sophisticated concepts are portrayed.
39. How can we use online comics in the classroom?
40. Benefits of using comics in education
1. Sreen capture of your games and create a comic
research assignment.
2. Write an interview.
3. Convert a story novel or poem.
4. Write an original story.
5. A current affairs item.
6. Reflection tool: excursion or class lesson.
7. About me.
8. Revision. Using vocabulary learned.
9. Bring song lyrics or poems to life.
10. Historical event-timeline.
11. Biographies.
12. A travel guide.
13. Tell weather stories.
41. 14. Make an instruction manual.
15. Show an invention and how it has affected people.
16. Change an endling to a story.
17. Write about a discovery.
18. Share the cultural background of your family.
19. Make me laugh...
20. Make me feel...
42. Clear learning goals
Challenge the learner
Clearly defined idea of the target audience
Effective assessment tools
Avoid cognitive overload
Avoid digital distractions
Quality of content
Including a varety of learning approaches
43. Clearly defined idea of the target audience
Effective assessment tools
Avoid cognitive overload
Avoid digital distractions
Quality of content
Including a varety of learning approaches