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Alexa R. Kulinski – Art Education, 2023
Within the past 2 decades, comics and graphic novels have garnered attention for their educative possibilities. However, scholars recognize that comics and graphic novels have yet to reach their fullest potential within educational settings, highlighting the need to explore further pedagogical strategies for integrating and critically engaging…
Descriptors: Novels, Books, High School Students, Cartoons
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Matt Reingold – Journal of Jewish Education, 2024
An arts-based qualitative research study was conducted to study the use of political cartoons in Israel education in a high school class. Data analysis revealed that students' initial interest in the cartoons coupled with the diversity of representations of Israeli society on display in the cartoons facilitated an Israel education experience that…
Descriptors: Foreign Countries, Current Events, Political Issues, Cartoons
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Rohit Kumar; Debayan Dhar – Education and Information Technologies, 2024
Numerous researches support the widely accepted notion that the reading experience between digital and printed literature differs. This study intends to investigate if this applies to reading comic books and to assess any differences in learning comprehension. The research methodology includes a systematic literature review to frame research…
Descriptors: Cartoons, Electronic Publishing, Printed Materials, High School Students
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Shania Putri Apriani; S. Supriyatin; R. Rusdi – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
This study investigates the effectiveness of siproman digital comics as a learning medium to enhance critical and creative thinking skills in biology, specifically on the human reproductive system. Recognizing the importance of these skills in the 21st century and their current low levels among students, this research employed Educational Design…
Descriptors: Cartoons, Electronic Publishing, Critical Thinking, Creative Thinking
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Danilo Freitas Rangel; Juliano Silva Lima; Eduardo Freitas Nobre Da Silva; Keltony de Aquino Ferreira; Leonardo Lopes Costa – Journal of Biological Education, 2024
It is essential that concepts surrounding species interactions and their importance for biodiversity conservation are widely taught and understood. Incorporating playfulness into ecological education initiatives can attract more interest in these aspects of ecology. Over the last three decades Pokémon has engaged with millions of people by…
Descriptors: Video Games, Creative Teaching, Ecology, Biodiversity
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Linardatos, Gerasimos; Apostolou, Dimitris – Education and Information Technologies, 2023
The present study focuses on high school students' acceptance of digital comics creation (DCC) in classroom learning and aims at identifying the factors that affect it. The DCC is a modern ICT activity, which combines the popular and familiar to students medium of comics with the computers. The research model used to explain the students'…
Descriptors: High School Students, Student Attitudes, Electronic Publishing, Cartoons
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Cook, John; Ecker, Ullrich K. H.; Trecek-King, Melanie; Schade, Gunnar; Jeffers-Tracy, Karen; Fessmann, Jasper; Kim, Sojung Claire; Kinkead, David; Orr, Margaret; Vraga, Emily; Roberts, Kurt; McDowell, Jay – Environmental Education Research, 2023
Misinformation about climate change is a consequential societal issue, causing polarization and reduced support for climate action. However, the seriousness of the problem does not preclude non-serious solutions. There are numerous potential benefits to humor as a strategy to counter misinformation, such as attracting attention and engaging…
Descriptors: Misconceptions, Climate, Humor, Games
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Hannah E. Brown; Melinda J. Ickes – Health Education Journal, 2024
Objectives: More than 2.5 million middle and high school students in the United States reported current use of e-cigarettes in 2022. With continued curiosity and initiation of e-cigarette use among youth, it is critical to explore new and innovative ways to communicate about the dangers of e-cigarettes. The purpose of this study was to determine…
Descriptors: Smoking, Electronic Equipment, Health Behavior, Drug Use
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Diamond, Judy; Spiegel, Amy; Hill, Trish Wonch; VanWormer, Elizabeth; Gaiashkibos, Judi; Hall, Bob; Sutherlen, Aaron; McQuillan, Julia – Journal of STEM Outreach, 2021
In spring 2020 our team received funding from the Rapid Response Research program of the National Science Foundation to develop comics that would help youth understand the COVID-19 pandemic. Our project built on a decade of expertise creating comics about the biology of viruses. In collaboration with virologists and artists, we developed three…
Descriptors: COVID-19, Pandemics, Cartoons, Science Education
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Daryl Axelrod; Jennifer Kahn – Educational Technology Research and Development, 2024
This paper extends research that looks at the intersection of multimodal composing and maker education. We present findings from a fourth iteration of a multidisciplinary classroom design study in which high school youth made digital comics based on literary novels in an 11th grade language arts classroom in a predominantly Hispanic, low-SES,…
Descriptors: High School Students, Grade 11, Language Arts, Cartoons
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Hendra Susanto; Deny Setiawan; Susriyati Mahanal; Zahra Firdaus; Claresia Tsany Kusmayadi – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
Technological developments in various fields are the key to progress in the digital era. The utilization of technology-based learning media in education makes learning more interactive and supports independent learning. This study aims to develop and test the practicality and effectiveness of storyline-based nervous system e-comics media to…
Descriptors: Educational Technology, Independent Study, Multimedia Instruction, High School Students
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Sutton, Jennifer; Siegert, Mariela – Knowledge Quest, 2020
This article details the joint collaboration of a large-scale program that brings multiple middle schools and the local high school together for a mini-comic book convention. Collaboration with other librarians, administrators, and community members are highlighted.
Descriptors: Student Interests, Librarian Teacher Cooperation, Middle School Students, High School Students
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Ryu, Sangjin; Zhang, Haipeng; Peteranetz, Markeya; Daher, Tareq – Physics Teacher, 2020
Current K-12 and undergraduate students have grown up with constant exposure to visual popular culture (e.g., movies, TV programs, graphic novels, etc.). Because youth find pop culture references in the classroom to be engaging, many science and engineering instructors have shown that examples found in visual pop culture can be used to teach…
Descriptors: Undergraduate Students, Popular Culture, Cartoons, Novels
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Hastuti, Tity; Nuraini, Feby; Suyono, Akhmad; Yuliani, Sri; Hartanto, Dicki – Education Quarterly Reviews, 2019
The aim of the research was to determine the improvement in economic learning achievements of senior high school students in Pekanbaru, Indonesia through the application of the cooperative learning model of the think-pair-share type with comic media. This research was conducted from July 19 to August 7, 2017. The subjects of this study were 36…
Descriptors: Cooperative Learning, Teaching Methods, Academic Achievement, Foreign Countries
Stephanie G. Persson – Knowledge Quest, 2023
In January 2021 the author read "Hey, Kiddo" by Jarrett Krosoczka. The author connected on so many levels with this graphic novel memoir, and knew that it would speak to their students, as well. Krosoczka not only wrote "Hey, Kiddo," but he illustrated it, as well. The author states they knew the healing impact a book could…
Descriptors: Bibliotherapy, Cartoons, Novels, High School Students
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