My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://ShellyTerrell.com/Comics
The document discusses the differences between templates and genres for webcomics. Templates refer to the structure or format of the storytelling, such as gag-a-day or slice of life, while genres refer to the subject matter of the story, such as fantasy, horror, or sci-fi. It provides examples of popular webcomics that fit different templates and genres. The document also analyzes example webcomics, praising those that effectively employ templates and genres and criticizing those that are poorly executed or confusing. It concludes with tips for good webcomic writing.
Othello was written by William Shakespeare around 1603-1604, based on an Italian short story. It follows the tragic downfall of Othello, a Moorish general in the Venetian army, who is tricked into believing his wife Desdemona has been unfaithful by his ensign Iago. Key themes include dehumanization, internalized oppression, dramatic irony, and the significance of character names. Othello's race is a prominent theme, exploring English stereotypes of Moors and Africans in the early 1600s.
The document provides guidance on developing storyline components, including where, who, when, and what. It gives examples of setting the time period or location in an imaginative way, describing memorable heroes and villains, and establishing problems for characters to address.
The document discusses various concepts related to theory and meaning including denotation versus connotation of symbols like snakes, flags, and guns. It also analyzes posters and trailers for films and games, discussing symbolism and techniques used. Stereotypes for different groups are outlined. Finally, it defines concepts like iconography for genres, narrative structures, and analyzes a film clip for symbolism.
The document summarizes William Shakespeare's play Othello. It provides background on Shakespeare, a synopsis of the plot which involves Iago manipulating Othello into believing his wife Desdemona has been unfaithful, and descriptions of the main characters. The climax occurs when Othello vows revenge, believing Desdemona has betrayed him. This leads to tragic consequences as Othello kills Desdemona and then himself when the truth is revealed, while themes of trust, jealousy, and the incompatibility of love and war are explored.
Dog Eat Dog is a proposed short-form satirical animated series featuring a knight, his dog, and a lady who provide commentary on the absurdities of modern life from above. Each 1-2 minute episode would contain a self-contained storyline with a mix of animated characters and live-action footage from "below" as the trio satirically observe politicians, celebrities, and other modern targets. The series would be distributed online through sites like YouTube to expose hypocrisy and observational social commentary.
The document discusses the history of comic books from their origins to modern times. It covers the early development of comic strips in newspapers and the emergence of dedicated comic book magazines in the 1930s-40s. It then discusses the rise of superhero comics in the post-war era and the establishment of major publishers like DC and Marvel. The document also summarizes the alternative comics movement of the 1960s-70s, the graphic novel boom starting in the 1980s, and the expansion of comics into new genres and mediums in recent decades.
This document discusses graphic novels and comics. It provides definitions of graphic novels, discusses their origins and how they differ from traditional novels and comics. It also explores various genres in graphic novels including manga, discusses important works and authors, and considers the educational benefits of graphic novels for readers.
The document summarizes the 1950s controversy around comic books in the United States. It discusses how Dr. Fredric Wertham's book claimed comics were corrupting youth and causing juvenile delinquency, leading to a crackdown. This included the creation of the Comics Code Authority to censor comics. However, the initial research was flawed and censorship stunted the creative growth of comics. Many influential creators left the industry. Ultimately, comics from this era had a positive influence and impact on future generations of creative people.
This document discusses graphic novels and comics. It begins by defining what a graphic novel is, noting that it tells a fictional story in comic book format but with more length and complexity than a regular comic. It explores the difference between graphic novels and comics. Several examples of pioneering graphic novels are provided, such as A Contract with God and Maus. The benefits of graphic novels for readers are discussed. An overview is given of manga, anime, and the genres of manga like shonen. Examples of awards for graphic novels and comics are outlined. The broadening scope and genres of graphic novels beyond just superheroes is touched on. In the end, it is noted graphic novels can encourage reluctant readers and introduce vocabulary similarly to traditional books.
This document provides ideas for using comics and graphic novels to support learning. Some of the ideas presented include using comics as reading material, having students create dialogues between characters, summarizing readings as comics, teaching vocabulary through comics, introducing lessons or rules visually through comics, and having students create comics to explore research or social issues. The document also lists several comic creation tools and apps that can be used, such as Comic Life, Toondoo, and Chogger. It aims to showcase how the comic format can engage students and teach a variety of subjects in a fun, visual way.
Comics are a form used to tell many kinds of stories. They consist of illustrations or comics in panels, often with speech bubbles or captions to convey dialogue, thoughts or sounds. Some key elements of comics include panels, balloons for dialogue, thought bubbles, splash pages and captions. Famous comic artists use the form to tell both fictional stories through characters and plots, as well as more autobiographical stories based on their own lives.
How the Legion of Superheroes Saved Me from a Life of CrimeCarl Mahlmann
Ìý
The document is an essay arguing that comic books have educational and social value and should not be dismissed as entertainment only for children. It discusses how comic book heroes can teach positive values to children through their examples of morality, dedication, and perseverance. It also notes that comic books can inspire children to pursue careers in art, writing, and other fields by sparking their interest in reading and drawing. The essay uses the author's own experience being inspired by comic books to pursue a career in art as an example.
This document discusses graphic novels for elementary school students. It begins by defining what a graphic novel is, noting that it is a fictional story told through both words and pictures. Graphic novels can help hook reluctant readers because they tell stories in a visual way. The document then provides several examples of popular and award-winning graphic novels that are appropriate for elementary-aged children, such as Bone, Amelia Rules!, and Owly. It also discusses manga and genres like shonen manga targeted at boys. In summary, the document promotes the use of graphic novels in elementary schools by highlighting their educational benefits and providing examples of titles that are suitable for younger readers.
The document provides a history of comic books from their origins in newspaper comic strips in 1895 to the present day. It discusses the Golden, Silver, Bronze, and Iron Ages of American comics defined by major developments. It also covers the rise of manga in Japan, influenced by American comics brought by soldiers after WWII, and the growing popularity of webcomics in the late 1990s and 2000s online.
The document provides a history of comic books from their origins in newspaper comic strips in 1895 to the present day. It discusses the Golden, Silver, Bronze, and Iron Ages of American comics defined by major developments. It also covers the rise of manga in Japan, influenced by American comics brought by soldiers after WWII, and the growing popularity of webcomics in the late 1990s and 2000s online.
The document discusses graphic novels and comics. It begins by defining what a graphic novel is, noting that it tells a fictional story in comic book format but with more length and focus on visual storytelling. It provides examples of pioneering graphic novels like Maus and A Contract with God. It discusses how graphic novels cover a wide range of genres and are continuing to grow in popularity and acceptance beyond just comics.
This document summarizes a presentation given by Ilaxi Patel on Indian mythology comics and the visual magic of comics. The presentation discussed popular comics featuring Indian gods like Bal Ganesh and lessons to be learned from Chhota Bheem. It provided background on Amar Chitra Katha comics and analyzed comics like Archie, Tarzan, and Popeye. Patel encouraged using comics to foster creative writing, critical thinking, and visual learning in children. She demonstrated how to make comic strips and suggested activities like scrapbooking that integrate comics in a fun, educational way.
The document summarizes the history of underground comix that emerged in the late 1960s in the United States. The comix aligned with counterculture movements and tackled taboo topics using innovative styles. They were self-published and distributed through head shops, bypassing censorship. Notable early titles included Robert Crumb's Zap Comix. The comix movement influenced the development of alternative comics and challenged conventions.
The document discusses using comics and graphic novels in the classroom. It begins with an overview of a workshop on comics in the classroom, which includes introductions, a presentation on the relevance of comics to teens, sample texts that could be used, and how comics work. It then discusses how comics remain relevant to teens through their presence in movies, video games and other media. Some potential graphic novels that could be used in the classroom are also mentioned, covering topics like the Holocaust, Middle East history, philosophy and mathematics. The document concludes with discussing how to incorporate comics into different class subjects and the "nuts and bolts" of comic making.
This document discusses graphic novels and comics in libraries. It provides an overview of the growing popularity and acceptance of graphic novels, noting that the average reader is 30 years old. It discusses different formats of comics like floppies, trades, and graphic novels. It also outlines criteria for selecting titles, award-winning works, programming ideas, and trends in the industry like digital comics and the impact on libraries. Overall, the document serves to promote graphic novels and their role in libraries.
This document provides tips and ideas for engaging summer learning activities, including using a daily check-in scale, giving students meaningful choices, making activities visually engaging, keeping instructions short and simple, incorporating student voice, establishing routines and schedules, creating clear instructions with visual guides, flipping instruction, incorporating games and learning missions, having fun, and using virtual field trips. The goal is to promote continuous learning while school is out for the summer.
This document provides tips and strategies for designing zen-like distance learning experiences for students. It emphasizes prioritizing student well-being and mental health needs through establishing routines, providing choice and flexibility, keeping lessons concise and visually engaging, encouraging breaks and physical activity, and emphasizing community support through collaboration.
This document provides tips and resources for inspiring student innovation. It encourages teachers to champion student ideas, involve students in the innovation process by having them solve problems they care about through investigation and design challenges. It also suggests teaching students resilience and connecting them with role models and experts. The document promotes using tools like Twitter chats, conferences, hashtags and virtual communities to collaboratively share ideas globally. The overall goal is to equip students for the journey of innovation and help every child find a champion.
This document provides an overview of video project ideas for language learners and educators. It lists various types of video projects such as movie trailers, news reports, music videos, how-to videos, and more. It also includes resources for creating videos through storyboarding, filming, editing, adding music and special effects. Suggestions are made for video creation apps and websites. Guidance is offered on filming techniques, hosting and sharing completed videos.
The document discusses the history of comic books from their origins to modern times. It covers the early development of comic strips in newspapers and the emergence of dedicated comic book magazines in the 1930s-40s. It then discusses the rise of superhero comics in the post-war era and the establishment of major publishers like DC and Marvel. The document also summarizes the alternative comics movement of the 1960s-70s, the graphic novel boom starting in the 1980s, and the expansion of comics into new genres and mediums in recent decades.
This document discusses graphic novels and comics. It provides definitions of graphic novels, discusses their origins and how they differ from traditional novels and comics. It also explores various genres in graphic novels including manga, discusses important works and authors, and considers the educational benefits of graphic novels for readers.
The document summarizes the 1950s controversy around comic books in the United States. It discusses how Dr. Fredric Wertham's book claimed comics were corrupting youth and causing juvenile delinquency, leading to a crackdown. This included the creation of the Comics Code Authority to censor comics. However, the initial research was flawed and censorship stunted the creative growth of comics. Many influential creators left the industry. Ultimately, comics from this era had a positive influence and impact on future generations of creative people.
This document discusses graphic novels and comics. It begins by defining what a graphic novel is, noting that it tells a fictional story in comic book format but with more length and complexity than a regular comic. It explores the difference between graphic novels and comics. Several examples of pioneering graphic novels are provided, such as A Contract with God and Maus. The benefits of graphic novels for readers are discussed. An overview is given of manga, anime, and the genres of manga like shonen. Examples of awards for graphic novels and comics are outlined. The broadening scope and genres of graphic novels beyond just superheroes is touched on. In the end, it is noted graphic novels can encourage reluctant readers and introduce vocabulary similarly to traditional books.
This document provides ideas for using comics and graphic novels to support learning. Some of the ideas presented include using comics as reading material, having students create dialogues between characters, summarizing readings as comics, teaching vocabulary through comics, introducing lessons or rules visually through comics, and having students create comics to explore research or social issues. The document also lists several comic creation tools and apps that can be used, such as Comic Life, Toondoo, and Chogger. It aims to showcase how the comic format can engage students and teach a variety of subjects in a fun, visual way.
Comics are a form used to tell many kinds of stories. They consist of illustrations or comics in panels, often with speech bubbles or captions to convey dialogue, thoughts or sounds. Some key elements of comics include panels, balloons for dialogue, thought bubbles, splash pages and captions. Famous comic artists use the form to tell both fictional stories through characters and plots, as well as more autobiographical stories based on their own lives.
How the Legion of Superheroes Saved Me from a Life of CrimeCarl Mahlmann
Ìý
The document is an essay arguing that comic books have educational and social value and should not be dismissed as entertainment only for children. It discusses how comic book heroes can teach positive values to children through their examples of morality, dedication, and perseverance. It also notes that comic books can inspire children to pursue careers in art, writing, and other fields by sparking their interest in reading and drawing. The essay uses the author's own experience being inspired by comic books to pursue a career in art as an example.
This document discusses graphic novels for elementary school students. It begins by defining what a graphic novel is, noting that it is a fictional story told through both words and pictures. Graphic novels can help hook reluctant readers because they tell stories in a visual way. The document then provides several examples of popular and award-winning graphic novels that are appropriate for elementary-aged children, such as Bone, Amelia Rules!, and Owly. It also discusses manga and genres like shonen manga targeted at boys. In summary, the document promotes the use of graphic novels in elementary schools by highlighting their educational benefits and providing examples of titles that are suitable for younger readers.
The document provides a history of comic books from their origins in newspaper comic strips in 1895 to the present day. It discusses the Golden, Silver, Bronze, and Iron Ages of American comics defined by major developments. It also covers the rise of manga in Japan, influenced by American comics brought by soldiers after WWII, and the growing popularity of webcomics in the late 1990s and 2000s online.
The document provides a history of comic books from their origins in newspaper comic strips in 1895 to the present day. It discusses the Golden, Silver, Bronze, and Iron Ages of American comics defined by major developments. It also covers the rise of manga in Japan, influenced by American comics brought by soldiers after WWII, and the growing popularity of webcomics in the late 1990s and 2000s online.
The document discusses graphic novels and comics. It begins by defining what a graphic novel is, noting that it tells a fictional story in comic book format but with more length and focus on visual storytelling. It provides examples of pioneering graphic novels like Maus and A Contract with God. It discusses how graphic novels cover a wide range of genres and are continuing to grow in popularity and acceptance beyond just comics.
This document summarizes a presentation given by Ilaxi Patel on Indian mythology comics and the visual magic of comics. The presentation discussed popular comics featuring Indian gods like Bal Ganesh and lessons to be learned from Chhota Bheem. It provided background on Amar Chitra Katha comics and analyzed comics like Archie, Tarzan, and Popeye. Patel encouraged using comics to foster creative writing, critical thinking, and visual learning in children. She demonstrated how to make comic strips and suggested activities like scrapbooking that integrate comics in a fun, educational way.
The document summarizes the history of underground comix that emerged in the late 1960s in the United States. The comix aligned with counterculture movements and tackled taboo topics using innovative styles. They were self-published and distributed through head shops, bypassing censorship. Notable early titles included Robert Crumb's Zap Comix. The comix movement influenced the development of alternative comics and challenged conventions.
The document discusses using comics and graphic novels in the classroom. It begins with an overview of a workshop on comics in the classroom, which includes introductions, a presentation on the relevance of comics to teens, sample texts that could be used, and how comics work. It then discusses how comics remain relevant to teens through their presence in movies, video games and other media. Some potential graphic novels that could be used in the classroom are also mentioned, covering topics like the Holocaust, Middle East history, philosophy and mathematics. The document concludes with discussing how to incorporate comics into different class subjects and the "nuts and bolts" of comic making.
This document discusses graphic novels and comics in libraries. It provides an overview of the growing popularity and acceptance of graphic novels, noting that the average reader is 30 years old. It discusses different formats of comics like floppies, trades, and graphic novels. It also outlines criteria for selecting titles, award-winning works, programming ideas, and trends in the industry like digital comics and the impact on libraries. Overall, the document serves to promote graphic novels and their role in libraries.
This document provides tips and ideas for engaging summer learning activities, including using a daily check-in scale, giving students meaningful choices, making activities visually engaging, keeping instructions short and simple, incorporating student voice, establishing routines and schedules, creating clear instructions with visual guides, flipping instruction, incorporating games and learning missions, having fun, and using virtual field trips. The goal is to promote continuous learning while school is out for the summer.
This document provides tips and strategies for designing zen-like distance learning experiences for students. It emphasizes prioritizing student well-being and mental health needs through establishing routines, providing choice and flexibility, keeping lessons concise and visually engaging, encouraging breaks and physical activity, and emphasizing community support through collaboration.
This document provides tips and resources for inspiring student innovation. It encourages teachers to champion student ideas, involve students in the innovation process by having them solve problems they care about through investigation and design challenges. It also suggests teaching students resilience and connecting them with role models and experts. The document promotes using tools like Twitter chats, conferences, hashtags and virtual communities to collaboratively share ideas globally. The overall goal is to equip students for the journey of innovation and help every child find a champion.
This document provides an overview of video project ideas for language learners and educators. It lists various types of video projects such as movie trailers, news reports, music videos, how-to videos, and more. It also includes resources for creating videos through storyboarding, filming, editing, adding music and special effects. Suggestions are made for video creation apps and websites. Guidance is offered on filming techniques, hosting and sharing completed videos.
This document provides ideas for using various Google apps and tools for teaching, including Drive, Docs, Forms, Sheets, ºÝºÝߣs, Drawings, and templates. It highlights features like collaborative editing, comment embedding, translation, and assessment. Specific apps that can be used for assessment, research, collecting work, and data visualization are listed. The document also shares websites for finding additional Google templates and apps.
This document discusses using online communities and apps to support language learning. It provides examples of free learning management systems like Moodle and Canvas that can be used to create online classes. It also lists communication apps and websites where language learners can chat with peers in their target language, including Bilingua, Busuu, italki, and MyEnglishClub. Suggestions are made for online communities tailored for children's language learning. The document concludes by recommending following hashtags and groups on social media to engage with language teaching professionals and find additional learning resources.
This course provides students with a comprehensive understanding of strategic management principles, frameworks, and applications in business. It explores strategic planning, environmental analysis, corporate governance, business ethics, and sustainability. The course integrates Sustainable Development Goals (SDGs) to enhance global and ethical perspectives in decision-making.
Effective Product Variant Management in Odoo 18Celine George
Ìý
In this slide we’ll discuss on the effective product variant management in Odoo 18. Odoo concentrates on managing product variations and offers a distinct area for doing so. Product variants provide unique characteristics like size and color to single products, which can be managed at the product template level for all attributes and variants or at the variant level for individual variants.
How to Configure Proforma Invoice in Odoo 18 SalesCeline George
Ìý
In this slide, we’ll discuss on how to configure proforma invoice in Odoo 18 Sales module. A proforma invoice is a preliminary invoice that serves as a commercial document issued by a seller to a buyer.
Unit 1 Computer Hardware for Educational Computing.pptxRomaSmart1
Ìý
Computers have revolutionized various sectors, including education, by enhancing learning experiences and making information more accessible. This presentation, "Computer Hardware for Educational Computing," introduces the fundamental aspects of computers, including their definition, characteristics, classification, and significance in the educational domain. Understanding these concepts helps educators and students leverage technology for more effective learning.
Comprehensive Guide to Antibiotics & Beta-Lactam Antibiotics.pptxSamruddhi Khonde
Ìý
📢 Comprehensive Guide to Antibiotics & Beta-Lactam Antibiotics
🔬 Antibiotics have revolutionized medicine, playing a crucial role in combating bacterial infections. Among them, Beta-Lactam antibiotics remain the most widely used class due to their effectiveness against Gram-positive and Gram-negative bacteria. This guide provides a detailed overview of their history, classification, chemical structures, mode of action, resistance mechanisms, SAR, and clinical applications.
📌 What You’ll Learn in This Presentation
✅ History & Evolution of Antibiotics
✅ Cell Wall Structure of Gram-Positive & Gram-Negative Bacteria
✅ Beta-Lactam Antibiotics: Classification & Subtypes
✅ Penicillins, Cephalosporins, Carbapenems & Monobactams
✅ Mode of Action (MOA) & Structure-Activity Relationship (SAR)
✅ Beta-Lactamase Inhibitors & Resistance Mechanisms
✅ Clinical Applications & Challenges.
🚀 Why You Should Check This Out?
Essential for pharmacy, medical & life sciences students.
Provides insights into antibiotic resistance & pharmaceutical trends.
Useful for healthcare professionals & researchers in drug discovery.
👉 Swipe through & explore the world of antibiotics today!
🔔 Like, Share & Follow for more in-depth pharma insights!
Blind spots in AI and Formulation Science, IFPAC 2025.pdfAjaz Hussain
Ìý
The intersection of AI and pharmaceutical formulation science highlights significant blind spots—systemic gaps in pharmaceutical development, regulatory oversight, quality assurance, and the ethical use of AI—that could jeopardize patient safety and undermine public trust. To move forward effectively, we must address these normalized blind spots, which may arise from outdated assumptions, errors, gaps in previous knowledge, and biases in language or regulatory inertia. This is essential to ensure that AI and formulation science are developed as tools for patient-centered and ethical healthcare.
How to Configure Deliver Content by Email in Odoo 18 SalesCeline George
Ìý
In this slide, we’ll discuss on how to configure proforma invoice in Odoo 18 Sales module. A proforma invoice is a preliminary invoice that serves as a commercial document issued by a seller to a buyer.
Mastering Soft Tissue Therapy & Sports Taping: Pathway to Sports Medicine Excellence
This presentation was delivered in Colombo, Sri Lanka, at the Institute of Sports Medicine to an audience of sports physiotherapists, exercise scientists, athletic trainers, and healthcare professionals. Led by Kusal Goonewardena (PhD Candidate - Muscle Fatigue, APA Titled Sports & Exercise Physiotherapist) and Gayath Jayasinghe (Sports Scientist), the session provided comprehensive training on soft tissue assessment, treatment techniques, and essential sports taping methods.
Key topics covered:
✅ Soft Tissue Therapy – The science behind muscle, fascia, and joint assessment for optimal treatment outcomes.
✅ Sports Taping Techniques – Practical applications for injury prevention and rehabilitation, including ankle, knee, shoulder, thoracic, and cervical spine taping.
✅ Sports Trainer Level 1 Course by Sports Medicine Australia – A gateway to professional development, career opportunities, and working in Australia.
This training mirrors the Elite Akademy Sports Medicine standards, ensuring evidence-based approaches to injury management and athlete care.
If you are a sports professional looking to enhance your clinical skills and open doors to global opportunities, this presentation is for you.
2. SHELLYTERRELL.COM/COMICS SHELLTERRELL
First it was the fascinating comic
book art that caught my
attention, ... Later, I began to
read the stories, then the art and
the stories came together, and it
was magic. - Bill Phillips
18. Comic by
Carmen Soto Fernández
Pinterest.com/pin/
393220611187549952
Created with Marvel.com/
games/play/34/
create_your_own_comic
Ideas: Explore a character or highlight grammar structures