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Using Graphic Novels in the Science, Technology, Engineering, and Mathematics (STEM) Classroom
Loot Price: R2,280
Discovery Miles 22 800
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Using Graphic Novels in the Science, Technology, Engineering, and Mathematics (STEM) Classroom
Expected to ship within 10 - 15 working days
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This book provides everything STEM teachers need to use graphic
novels in order to engage students, explain difficult concepts, and
enrich learning. Drawing upon the latest educational research and
over 60 years of combined teaching experience, the authors describe
the multimodal affordances and constraints of each element of the
STEM curriculum. Useful for new and seasoned teachers alike, the
chapters provide practical guidance for teaching with graphic
novels, with a section each for Science, Technology, Engineering,
and Mathematics. An appendix provides nearly 100 short reviews of
graphic novels arranged by topic, such as cryptography, evolution,
computer coding, skyscraper design, nuclear physics, auto repair,
meteorology, and human physiology, allowing the teacher to find
multiple graphic novels to enhance almost any unit. These include
graphic novel biographies of Stephen Hawking, Jane Goodall, Alan
Turing, Rosalind Franklin, as well as popular titles such as
T-Minus by Jim Ottaviani, Brooke Gladstone’s The Influencing
Machine, Theodoris Andropoulos’s Who Killed Professor X, and Gene
Yang’s Secret Coders series.
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