2024/10/21 by Amelia A. Pridemore · 1 voice
Arts and Humanities · Health Professions · Psychology · #Comics and Graphic Narratives #Digital Storytelling and Education #Educational Games and Gamification
paper · doi:10.1080/15512169.2024.2416014
openalex publication_date 2024/10/21 · openalex created_date 2025/10/10 · openalex updated_date 2026/06/15
The COVID-19 pandemic created special challenges for faculty members whose classes were ones relying heavily on in-person interaction, including those whose courses involve active citizenship and community engagement. Here, I present my use of digital graphic novels in online pedagogy as a way I managed to accomplish this in a digital, socially distanced environment. The digital graphic novels provided a way for students to engage in digital citizenship and a hands-on activity in which they learned and created visual digital communication—one of the most dominant forms of modern-day civic communication. It also pulled in a wildly popular format with “Generation Z” students. Faculty members, though, should make sure that what they do is rooted in course outcomes and emphasize that though this activity may be fun, graphic novels are tools and not the subject matter itself.