Diamond BookShelf #17

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The leaves are turning from green to bright explosions of red and orange, shorts and tank tops are replaced by sweaters and jackets, and school’s back in session the signs of autumn’s arrival are many, and along with the change in season comes more graphic novels for readers to enjoy.

BookShelf offers a list of recommendations from the fall’s upcoming releases to help ease the transition from summer heat to winter chill.

BookShelf offers its list of recommended graphic novels for the fall, arranged by age rating. To see our picks for Spring, Fall, and Winter visit www.DiamondBookShelf.com/ RecommendedReads

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WELCOME TO BOOKSHELF T H E G R APH IC NOV EL RES OURCE F OR EDU CA TOR S A ND LIB R A R IA NS Graphic Novels have a lot to offer as literature, educational tools, entertainment and more! Whether you are a teacher or reading specialist seeking to incorporate graphic novels into the classroom; or a librarian or media specialist looking to add graphic novels to your collection, our mission with the Diamond BookShelf is to provide you with comprehensive information on the latest graphic novel news, reviews and events.

On Our Cover While comics can be used to entertain, they can also educate and inspire. One comic that aims to do both is Howtoons, and co-creator Nick Dragotta discusses his instructional comics beginning on page 11.

HOW TO USE THIS PUBLICATION The BookShelf magazine was created as a compliment to Diamond’s BookShelf website. With this publication, you’ll find articles designed to introduce you to the world of graphic novels and help you learn how to integrate them into your classroom or library. You’ll also find reviews, core lists, reference recommendations and special extras to help you get started. If you want to know what comics and graphic novels are and how or why to use them, or if you are already familiar with graphic novels and are looking for a great resource to improve your collection… Read on!

Read BookShelf Online! To read a pdf version of this and previous issues of Diamond BookShelf using the Issuu online reader, visit http://bit.ly/BookShelfMag

TABLE OF CONTENTS

FEATURES 16

SPECIAL FEATURES

Tools of Mass Construction................................ 11

Artist Nick Dragotta discusses his instructional comic Howtoons

You Can Draw.................................................. 16 Handy How-To guides for making comics

Meet The Skylanders....................................... 19 A preview of IDW Publishing’s Skylanders: The Kaos Trip

EDUCATORS

Making Comics with Students............................8 Science educator Nathan Tubbs on teaching kids to make comics

Katie’s Korner..................................................22 Prof. Katie Monnin reviews A Matter of Life and Skyward Volume 1, with suggestions for how they can be used in the classroom

LIBRARIANS

Talking Comics..................................................14 How to start a graphic novel book club

DEPARTMENTS

Graphic Novels 101............................................ 5 News and Notes.................................................8 Reviews............................................................ 24 Core Lists.........................................................26 Resources.........................................................29 Editor: Mark Banaszak Contributing Writers: Katie Monnin, Caitlin Plovnick Designer: Matt Barham Special Thanks to: Cindy Anderson, Roger Fletcher, Steve Geppi, Allan Greenberg, Kuo-Yu Liang, Dan Manser, Tom Sadowski PRINTED IN CANADA

© 2014 Diamond Comic Distributors, Inc. All rights reserved. Diamond, the Diamond logo, Diamond Books logo, Diamond BookShelf logo and diamondbookshelf.com are either registered trademarks or trademarks of Diamond Comic Distributors in the United States and/or other countries. All other trademarks are the property of their respective copyright owners.

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GRAPHIC NOVELS 101 WH A T ARE G RAPHIC NO V ELS AND COMICS? GRAPHIC NOVEL can be used to denote both the content and the format of a book. When speaking of content, a graphic novel is a long, self-contained story depicted as a pictorial narrative, often taking the form of a comic book. In terms of format, however, the words “graphic novel” can be used to describe any pictorial narrative that looks like a book, whether it is a self-contained story, a chapter in a longer serial, an anthology of different work or a non-fiction text depicted in comic book form. A COMIC BOOK is the traditional periodical form most people are familiar with. A comic book can stand on its own or be part of a SERIES. A series is also sometimes called a “title,” which refers to the entire series, not a single discrete unit.

Before taking the plunge and using comic books in your instruction, you may be hesitant about the appropriateness of the content of the comic. Some misperceptions of the comic book medium are that it is rife with graphic depictions of sex, nudity, or worse. But while there certainly are titles that meet that description, it is impossible to pigeonhole the diverse landscape of comics into a single slot.

Yes: some comics may contain objectionable language, graphic depictions of violence, or sexual content. However, this is also the case when talking about prose novels, films, television programs, computer games, etc. Your students are most likely already exposed to such thing on television, in the music they listen to, and in the video games they play.

When a story is published in the hardcover or softcover format first (that is, without periodical serialization), it is referred to as a GRAPHIC NOVEL and only a graphic novel. Many of these terms are interchangeable, as you can see. A “graphic novel” can refer to a hardcover or softcover, to a reprint collection or an original story. Similarly, all of the formats referenced can be called “comics” or “comic books.” GRAPHICA and SEQUENTIAL ART are both terms frequently used in the academic community to describe all of these formats.

www.DiamondBookShelf.com

provides more great introductory information about graphic novels and comics, including: • What is Manga? • A Brief History of Comics • A Brief History of the Graphic Novel • A History of Comics in Education • A Glossary of Frequently Used Terms AND MORE! Find us on Facebook at www.Facebook.com/DiamondBookShelf and Twitter at www.Twitter.com/DiaBookShelf

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DON’T BE.

As with any form of literature, comics and graphic novels run the gamut from kid-friendly to adult and represent every kind of genre imaginable. Also like other forms of literature and entertainment, not every comic book or graphic novel may be suitable to your classroom. Remember, the comic book is a format, not a genre. It is just another unique medium used to tell a story.

Sometimes multiple issues of a series are collected into one volume. It can be hardcover or softcover. Softcover editions are often called TRADE PAPERBACKS or just TRADES, regardless of size. A smaller size paperback (the typical size for manga collections) can also be referred to as a DIGEST.

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CONCERNED ABOUT COMICS?

“But that doesn’t mean they should be exposed to such things in my classroom,” you may reply. And we agree with you wholeheartedly. Any comic found objectionable should be excluded from your classroom or school library. We ask only that you realize that not all comics — or even the majority of comics, for that matter — should be so excluded. Obviously, when choosing a particular title, some discretion will be involved. But for every objectionable or offensive title in the market, there are many, many more that are not only appropriate, but also critically acclaimed and respected works of art. Even as conservative an organization as the Parents Television Council has endorsed comic books in schools, commenting that they “may be the best thing to happen for kids who resist the written word.”* Your community standards and mores will prevail, as they should: Be sure to investigate a new comic book or graphic novel with the same vigor and critical eye you would apply to any addition to your classroom. Depending on the class and/or lesson you are teaching, a comic’s suitability can vary; preview the graphic novel’s content before assigning it to your students. Taking a few simple steps to educate yourself will prepare you for the concerns of others and alleviate your own as well! * Gustafson, Rod. “Help for Reluctant Readers” (06/29/04)

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GRAPHIC NOVELS 101 STARTI N G A GRAPHIC NO V EL COLLECTION Deciding to include comic books and graphic novels in your collection is the first step into a larger world. Now, you must decide what to do once you’re there. Here are some basic steps on your path to using graphic novels in your collection:

1. Determine Needs

First, you need to ascertain what books you would like to incorporate into your collection. Perhaps you have one or two graphic novels already, or you may be deciding to carry these books for the first time. You’ll need to decide which books would be appropriate for your community of readers, which books they’re hankering for, and which books would delight and surprise them.

2. Find An Expert

You don’t have to possess an encyclopedic knowledge of comics and graphic novels to successfully integrate them into your library’s offerings. There are people out there who can advise you on what books are valuable. For instance, you almost certainly already have readers in your library community with an understanding and love of graphic novels. You can also reach out to the independent comic book retailers in your area who are armed with detailed information about this area of reading they have a vested interest in supporting. (See “How to Order Comics & Graphic Novels” at the back of this publication for information on how to find and work with your local comic book store.) And, of course, you can also feel free to contact those of us at the Diamond BookShelf!

3. Purchase Graphic Novels

Once you have consulted with your readers, experts in the field, and any others who can offer insight, you’ll be ready with a list of titles of graphic novels to acquire for your library.

4. Decide How To Catalog/ Where To Shelve

Now you need to decide where to put them! Diamond provides information on cataloging to make integrating graphic novels into your collection easier. You can find these tools at www.DiamondBookShelf.com. In terms of shelving you have a number of options. See “How to Catalogue Comics” for a comprehensive look at cataloging and shelving options and resources.

5. Promote Your Graphic Novels

You could have the finest graphic novel collection in history, but if no one knows about, it won’t matter. The success of your collection relies on a certain level of promotion. If you don’t get the word out, no one will know the books are there. Start including the news about your graphic novels into your existing newsletters, pamphlets, and other promotional materials. Put up easy-to-read signs at the entrances to your library so that nobody who enters will fail to know about the new additions. Add the news to your e-mail correspondence. Contact your local media and encourage them to do a story about your library’s efforts to expand and enhance readership through this vital art form. Stage contests, offer giveaways, and plan fun events. Coordinate promotions with your local comic book retailer.

6. Evaluate Success/ Circulation Data

After a certain period of time, you’re going to want to crunch the numbers. Measuring the graphic novel circulation at your library indicates the extent to which your readers are using this new library resource and will help you evaluate the success of the program. It will THERE IS NO NATIONAL STANDARD when it comes to the also point you in appropriateness or selection of graphic novels. Therefore, the best the right direction titles to include can vary from library to library. It is vital — once as to which titles and series to snap you’ve decided on a particular book — to read through the book up in the future!

yourself. What might pass muster in some communities may not pass muster in yours. This website and the various resources listed throughout are your best starting points if you are approaching comics from a starter’s perspective. Fall 2014

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THREE CATEGORIES TO KEEP IN MIND: 1. BESTSELLERS Lists of bestselling graphic novels can be obtained each month from w w w. D i a m o n d B o o k S h e l f . c o m . Additionally, resources such as the New York Times’ weekly Graphic Books Bestseller List and BookScan: www.bookscan.com

can

provide

8. Make Graphic Novels a Regular Part of Your Ordering Cycle

similar information for the highest selling graphic novels in the bookstore market.

Once you’ve talked to your readers and assessed your circulation data to see how successful the addition of comic books and graphic novels has been, you’ll want to keep the ball rolling. An established graphic novel program in your library needs to be sustained, and making graphic novels a regular part of your ordering cycle will ensure the vibrancy of your collection. Including these titles in your regular decisions on what books to carry will help make them a significant and popular segment of your library.

2. CRITICALLY ACCLAIMED TITLES Graphic novels that have received stellar reviews and won literary awards are sure to generate interest in the medium, will attract new readers and also make a great case for having

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7. Poll Patrons

Never forget to meet the needs of your readership. Consulting the experts and embarking on your own research into which titles to carry is a necessary element of this program, but asking your patrons what they want is also crucial. Poll your patrons to find out what other titles they’d like to add to the collection. The flourishing graphic novel collection at a library will greatly depend on the actual requests of the readers being served.

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Publishers Weekly, Library Journal, School Library Journal, Booklist, VOYA and others. See pages 26-27 for a selection of recent reviews.

3. MEDIA TIE-INS Titles that tie in to hit movies, games, novels and TV shows are sure to appeal to fans of the same. Many Manga titles are also TV cartoons, and many blockbuster movies are adapted from comic books.

REMEMBER: As with any collection development, there is a period of experimentation during which you will learn which titles will circulate and which will not. You cannot judge the effectiveness of a graphic novel collection with a handful of titles, any more than you would do so with a handful of DVDs or audiobooks. If there’s no room in your budget to make a large initial purchase, start small and evaluate regularly. Add titles as you can, polling your patrons, reading review sources, and keeping diversity in mind. As time goes on, you will find the right combination for your readership and community.

The BookShelf newsletter stays Soon, you’ll come to realize that comic books and graphic novels are an engaging and vibrant form of literature, and the promotional possibilities for your library are endless!

current with the latest media tie-ins and adaptations.

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NEWS AND NOTES Libraries Receive First Will Eisner Graphic Novel Grants At ALA Annual Two libraries were announced as the winners of the inaugural Will Eisner Graphic Novel Grants for Libraries on Saturday June 28, during the American Library Association’s Annual Conference held in Las Vegas, NV. Funded by the Will and Ann Eisner Family Foundation and administered by the ALA Games and Gaming Round Table and Graphic Novels & Comics in Libraries Member Initiative Group, the Grant consists of two annual grants helping libraries either expand their present graphic novel services and programs, or begin if they have none. The Ypsilanti District Library in Ypsilanti, MI, received the 2014 Will Eisner Graphic Novel Growth grant, based on their project “Graphic Novels in Healthcare: An Opportunity for Growth,” while the Lewis & Clark

Library in Helena, MT, was presented with the 2014 Will Eisner Graphic Novel Innovation Grant for their project “Graphically Yours.” Each grant consists of a $2,000.00 voucher for the purchase of graphic novels, $1,000 toward graphic novelthemed programming, and a $1,000 stipend toward attendance of ALA Annual, as well as the Will Eisner Library – a collection of Eisner’s graphic novels along with biographies of the creator – and copies of the graphic novels nominated for this year’s Eisner Awards. Libraries interested in applying for the 2015 Will Eisner Graphic Novel Grants can find more information here: http://ow.ly/ySQQy

Dynamite Entertainment Announces New Projects With Genre Authors Dynamite Entertainment made several major announcements at this year’s Book Expo America in New York City, unveiling plans for expanding their lines with New York Times bestselling authors Dean Koontz (Odd Thomas), Jim Butcher (The Dresden Files), and Patricia Briggs (Mercy Thompson series), as well as new projects: an original comic series from Brandon Sanderson (The Reckoner) and new prose and comics featuring the iconic character John Shaft, created by Ernest Tidyman. Dynamite will release the all-new “White Sand” graphic novel trilogy from Brandon Sanderson, author of the Mistborn and Reckoner series, as well as the writer who helped complete Robert Jordan’s Wheel of Time novel series. “White Sand” follows the adventures of Kenton, a boy living on the world of White Sand, which is split into two halves: that of his people, the Daysiders, and on the other the Darksiders. Both have extraodinary abilities, and neither side cares much for the other. As with Sanderson’s other works, the White Sand events takes place in his Cosmere universe, and will feature “Easter Eggs” for fans of his previous novels. Dynamite has also expanded its agreement with Jim Butcher to create new original comics and graphic novels based on his hit series The Dresden Files. Along with the current comic series War Cry, Dynamite will publish two more original Dresden Files graphic novels in 2015 and 2016, respectively. Dates and creative teams for these books will be announced at a future date. Dynamite will continue its line of comics based on Patricia Briggs’ supernatural Mercy Thompson novel series with an allnew graphic novel, written by Briggs herself. The new story, titled “Hopcross Jilly,” lands shapeshifter Thompson in the middle of a mystery invloving dead children and the legendary fae. The graphic novel collection is scheduled for 2015.

Dean Koontz

Dynamite signed an agreement with Dean Koontz to extend and expand their titles based on Koontz’ work. Dynamite will release new comics and graphic novels based on Koontz’ Frankenstein, Christopher Snow, and Nevermore, as well as three all-new properties, which Koontz will create specifically for Dynamite. Each of the new properties will have at least three graphic novels published. Exact publication information, including titles and dates, will be announced at a later date. The private dick that’s a sex machine to all the chicks will come into the Dynamite fold as the publisher has signed an agreement with writer Ernest Tidyman to bring his classic character John Shaft to print with new comics and graphic novels, as well as re-printing the original Shaft novels. While most people are familiar with Shaft from the 1970s films starring Richard Roundtree, the character debuted in a series of novels, published between 1970 and 1975. Dynamite will reprint all seven novels and has plans for new prose as well as graphic novels, with details to come.

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Brandon Sanderson

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MAKING COMICS WITH STUDENTS B Y N ATH AN T UBBS

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hen I first began teaching 6 years ago, I thought that comic books would only serve to help me connect to students on their level. I simply wanted to be the “cool teacher” with shared interests who could engage the students in the classroom using examples from comics to support my lessons. However, I quickly realized that using comics in my classroom would become so much more than talking about how Superman defied Newton’s laws of motion. My first school had a high English-LanguageLearner (ELL) population. Many of our students were brand new immigrants, and the others who may have been born in the states had a first language other than English. This is where comics and graphic novels became very useful. I made comic books readily available to my students, and encouraged them to grab a book when finished with other

before, and I enjoyed watching them devour issues of Justice League and X-Men. After this, I had them design a character of their choice. This involved two activities. First, they drew their character. Then, they wrote a one-page description of their character that described his or her background, setting, abilities, and other important details. The students were also given time to critique one another’s work and refine their details. Before writing scripts, I showed my class a copy of Green Arrow: Year One by Andy Diggle. My copy includes a portion of the script by Diggle, and I allowed students to compare the script to the panels. Using this example, the students wrote a script for their story, being sure to describe each panel in detail. Following this, the students used the script to complete pencil sketches for their story. After the scripts were completed and edited, we used iPads, to import the pencil sketches into the app “Sketch Book Pro” with which students

MY PROGRAM DIRECTOR WANTED MORE FOCUS ON CREATING AND WRITING. THEREFORE, I DECIDED THAT I WOULD HAVE STUDENTS WORK TO CREATE A TWO-PAGE COMIC BOOK INTRODUCING A CHARACTER OF THEIR OWN DESIGN. assignments. Soon, I noticed that students were excited to read. Students who normally refused to read traditional novels were reading because they did not feel overwhelmed by the amount of text. Students who had struggled with vocabulary were learning new words as they saw them used in the context of illustrations. Furthermore, those who only read for class credit were now reading for fun as they were given the choice of which books to read and found enjoyment in the stories and characters. This year, I moved to a new school, and because of my new context, my focus had to shift. At the beginning of the school year, I was given the opportunity to teach a group of students in an afterschool program. Where I had previously focused more on reading, my program director wanted more focus on creating and writing. Therefore, I decided that I would have students work to create a two-page comic book introducing a character of their own design. We began our project by simply reading comics. A few of my students had never read a comic book

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digitally colored their sketches. After the sketches were properly colored and edited, we imported the panels into another app, “Comic-Life,” which was used to adjust the layout and lettering. Comic-Life then provided us with a print-ready .pdf file. During this process, not only did the students learn about making comics, but I learned something as well. First, I learned that I did not need to limit myself as an artist. I have never felt I was a good artist, yet during this experience, I functioned as an artist. I found myself learning and teaching art techniques and enjoying each aspect of the process. I was totally involved in the artistic process, which was completely foreign to me. I was surprised at how much I loved it! Second, I continued to learn the importance of looking beyond superhero comics. Over the last few years, I have sought to read books beyond this genre, but my default is always Batman. While I may enjoy reading about superheroes, I need to better affirm and explore my students’ interests.

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SEEING HER FACE LIGHT UP WHEN SHE SAW HER STORY EMERGE FROM THE PRINTER WAS PRICELESS. Of the stories written this year in my class, not one involved a superhero. One student who particularly excelled created a wonderful, full-colored, twopage book called, “Two Worlds,” which is loosely based on characters from the Broadway musical, Wicked. The story is short, funny, and leaves the reader wanting more. Seeing her face light up when she saw her story emerge from the printer was priceless. I encourage all educators who are comic book fans to find ways to inspire your students using

comic books. Not only will you likely become the “cool-teacher” because you’re letting them borrow copies of Batman, but you will also likely push your students to be more creative than they realized they could be. And, you may learn that you’re more talented than you realized as well. Nathan Tubbs is a science educator in Brooklyn, NY. The first comic book he remembers reading is Adventures of Superman #500 from June 1993. He’s been hooked since then. You can find him on Facebook or follow him on Twitter @sciencenate .

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10 REASONS

WHY COMICS AND GRAPHIC NOVELS PROMOTE LITERACY

1.

They bring a whole new group of readers into the library.

2.

There’s no dearth of material that appeals to boys, and there’s a growing body of material that appeals to girls too.

3.

They engage the reluctant reader — and appeal to gifted readers, too.

4.

They help increase kids’ vocabulary — studies show, even more than movies, television, or adult books!

5.

They are a multi-modal form of communication (meaning is communicated through visual context, not just words), similar to spoken language, and are thus a great bridge to written language.

6.

Visual literacy is increasingly important in 21st century society.

7.

They stimulate the imagination and model visualization for readers.

8.

They offer dynamic and high-interest supplementary material for a wide range of disciplines -- not just English but also history, civics, science, art, geography, and more.

9.

They appeal to boys’ kinesthenic and visual tendencies, and help girls strengthen theirs.

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Comics and Literacy: A Powerful Team-Up! “The presence of comics in a junior high school library resulted in a dramatic 82% increase in library traffic and a 30% increase in circulation of non-comic books.” - Dorrell & Carroll School Library Journal

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TOOLS OF MASS CONSTRUCTION NICK DRAGOTTA DISCUSSES HOWTOONS B Y M ARK B ANAS Z AK

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ome comics aim to simply entertain, but some – like the instructional comic strip Howtoons – seek to educate and inspire.

Created by artist Nick Dragotta and scientists Saul Griffith and Joost Bonsen, Howtoons featured siblings Celine and Tucker, who would build various devices using household materials, from soda bottle submarines to zoetropes to a room-sized camera obscura. Each strip would not only offer instructions, but would explain the scientific principles that made the device work. To celebrate the 10th anniversary of the comic’s debut, Image Comics has collected many of the projects in Howtoons: Tools of Mass Construction ($14.99, 978-1-63215-101-8), which features remastered strips along with new material from the series creators. In addition to publishing the strips, Image is releasing a new Howtoons series, Howtoons: [Re]Ignition, by writer Fred Van Lente and artist Tom Fowler. [Re]Ignition sends Celine and Tucker into the future, where they must use their building skills to navigate a strange, energy-depleted world. The collected edition of Howtoons: [Re]Ignition is scheduled for release in November 2014. BookShelf interviewed Dragotta via email about reviving Howtoons, the joy of creating, and being part of the maker scene. t What inspired you to create Howtoons? How did you come to work with Saul Griffith and Joost Bonsen? Saul and Joost originally conceived the idea of Howtoons out of a workshop at MIT called MITERS way back in 2004. Howtoons at its core is meant to inspire kids to do and think. Can we learn through play? I came in when the project started to move beyond the maker sessions with kids, and started to move into how the message can be disseminated. Saul and Joost put an ad out for illustrator, and I answered. Since I joined in 2004 we never stopped, and this new book Howtoons: Tools of Mass Construction celebrates our 10 year history.

t Where did you find all of the projects? Were these things you had tried before? The projects can come from anywhere. Most of it has all been done before. What we can do is refine, simplify, and deliver the material in a new way. Originally, we made the soda bottle sub using a computer fan as the propeller. Saul said why not cut the end off another soda bottle, carve it into a propeller and use that. Much easier than ripping out a computer’s cooling fan. Another example is the zoetrope. That was a happy accident. Originally the spinning device was conceived to be a bike wheel or record player. In drawing it, I felt it was too much. Out of dumb luck I sat a CD on an open chapstick canister, and who knew it makes a perfect axle. The best Howtoons are simple, made with materials that are readily available. Most projects can be built with materials that most households already have.

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Ab sa fea I t tim t When you started working on Howtoons, was it a challenge to incorporate the instructions for the projects into a visual narrative structure? Had you had any prior examples to draw upon? It can be a design challenge for sure, but all comics are. How can we convey an idea and have it be read and understood as quickly as possible. On top of that we’re primarily designing for kids and trying to appeal to them. In the end, I think the actual projects themselves dictate the design and even story. I went to vocational school as a draftsman and worked in a chemical glassware factory when I was teenager, I was on work release and kind skipped high school. My job was to draw blueprints for the blowers. I think that helped in thinking about the step-by-step and process of making things. My dad’s a boat builder and my mom is a nurse. Our family always had a strong DIY ethic. I was building skateboard ramps and stepping on nails for as long as I can remember.

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t You’ve re-launched Howtoowns with the [Re] Ignition comic. Why did you decide to bring Howtoons back now? 2014 is our 10th Anniversary and we wanted to do something special. It’s also a project that we believe in and want to get into kids’ hands. I now have two children of my own and I can already see the influence new technology is going to have on my children. I want to get them off the couch and interacting with the real world. As for [RE]Ignition, it’s always been a dream to see what other creators would bring to the Howtoons universe. It’s exciting to see how Fred Van Lente and Tom Fowler are growing and evolving the work. I’d like to see more creators get involved and build up a huge library of Howtoons. The Tools of Mass Construction book also has contributions by Jeff Parker, Sandy Jarrell, Warren Simons, Meredith McClaren, and Marz Jr. But none of this would have happened it wasn’t for Image Comics and Eric Stephenson. Out of the blue he emailed me and asked why we weren’t publishing it. The man has vision, and what better company for a DIY comic.

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diamondbookshelf.com t How did Fred Van Lente and Tom Fowler get involved? Was it difficult to hand off the project to a different team? We asked. It’s something Fred, Tom, and I have talked about in some form another for some time. With the success of East of West, I’ve had to pull back a bit on drawing Howtoons and it was easy to hand it over to these guys. Their work is incredible, and they are elevating the project and growing the HT universe in new ways. [RE]Ignition is really the next evolution of Howtoons. It’s the first time we’ll be doing a story this large. It’s a five-issue miniseries all about the topic of energy literacy. Fred and Tom have really crafted a very engaging and entertaining story first. It’s epic. t The Howtoons strips were featured in issues of Make Magazine. Do you consider yourself part of the Maker scene/movement? Absolutely. We all pretty much started around the same time along with Instructables, and have been featured in Make Magazine since its first issue. I think the appeal has been there for quite some time and it’s in our nature to want to tinker with

things. I’m drawn to making comics and telling stories, Saul is drawn to engineering and inventing new technologies. For me, there’s nothing more gratifying than making something new. t Why do you think there’s such a big appeal to DIY aesthetics/projects currently? I think the current appeal comes with the advent of 3D printing. The technology is getting cheap enough and to the point where we’ll be able to make anything, and what we make will only be limited by our imaginations. t Besides cool projects, what is it you’d like readers to take away from Howtoons? I hope we inspire kids to do! Experimentation is good. Don’t have any fear of the physical world. Success can be great, but also revel and learn from those failures on that road to success. Don’t just read these adventures, go live them!

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TALKING COMICS

HOW TO START (AND MAINTAIN) A GRAPHIC NOVEL BOOK CLUB

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ook clubs are a great way for libraries to engage patrons, and help strengthen their relationship with the library – as well as offer them a chance to hang out and interact with like-minded people. Just like prose books, the world of graphic novels offers many titles and opportunities to get people together and talking. BookShelf spoke with two librarians who run graphic novel book clubs at their libraries, one for adults, and one for children.

ANDREW FUERSTE-HENRY Librarian at Carnegie-Stout Public Library t Why did you decide to start the book club? Institutionally, we started our graphic novel book club in hopes of attracting 18-35 year-old patrons to the library. When I started at this library, I was encouraged to think of ways to reach this demographic. The graphic novel book club was the first thing I implemented. Personally, I was eager to undertake a work project that would allow me to indulge my love of comics. (The book club is) open to anyone 18 and older. We’re a bit flexible on that, not verifying birthdates for anyone who’s interested in a reasonably mature discussion. But I do know that lots of folks in their twenties or early thirties aren’t interested in attending a program with even the most mature tween, so we don’t advertise the program to younger readers. t What did you do to promote it initially? Like most library programs, we sent out press releases to local media outlets, getting us listed in community calendars. We also post programs on our online calendar and Facebook page. We hung posters for each discussion in the library, at the local book and comic stores, and at local college libraries. For the first year or so, we held our discussion at the comic book store in hopes of gaining visibility. We abandoned that when the complications of holding an event outside of the library began to outweigh the benefits.

Patrons have been pleasantly surprised to find such a program in the library. t How has attendance been since it started? Overall, we’ve averaged about ten patrons per discussion. This is fairly middle of the road for attendance to adult programs at our library. t Have you noticed any trends in attendance? Our regular attendees include a few hardcore comics readers, a few dedicated indie/art graphic folks, and several people joined the group specifically to explore a format they were largely unfamiliar with. This has led to some really interesting discussions as the groups respond differently to the selected titles. t How do you decide on which book to feature? We have a long precedent for supplying multiple copies of books selected for library book groups. For the first several years, we were doing so through interlibrary loan. This meant my selections had to be books that were popular enough to be held by several libraries and old enough that the libraries would lend them to us. About a year ago, we switched to buying multiple copies, building up a selection of book group sets that can be lent out to libraries or local groups. This has meant our selections need to be available in relatively inexpensive paperbacks. Within these constraints, we’ve run the gamut from enduring classics to hot new titles to group members’ personal favorites. I ultimately make the choices pretty autocratically, but regularly ask for suggestions from the group.

t What was the response from patrons/management? Management has been very supportive of the concept and made no attempts to constrain book selection or the like. They have occasionally expressed concern over low attendance relative to staff time.

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t How has your promotion changed since it started? We’ve stopped hanging posters outside of the library as we hadn’t seen any attendees who discovered us in that manner. I eventually wised up and started an email list for keeping previous attendees in the know about future discussions.

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t Have there been any issues with the books you chose? We’ve never had complaints about content, which is great. I’m sure this is due in large part to the fact that all our promotional materials are clear about the fact that it’s a group for adults. We’ve had books that no one particularly liked but still produced good discussion. Our worst choices have been books that are simply too short or light to support much discussion. t Are graphic novels popular in your library? Our graphic novels are quite popular. When I started here in early 2009, we already had well established adult, teen, and kids graphic novel collections. All three are quite popular. The adult section has the largest budget and gets the most staff attention. The most popular materials within the adult section tend to big name titles from Marvel, DC, and Image. Smaller titles do well if they’re action or horror. Quieter subjects circulate less well. JESSIKAH CHAUTIN Children’s Librarian at Syosset Public Library t Why did you decide to start the book club? I started the club for a few reasons. One was due to the popularity of graphic novels in our library. Of course, that was a huge drive. In the past when we have done book clubs for regular juvenile novels, we get a lot of kids who have trouble finishing the book due to how much school work they have. We decided to start alternating in graphic novels, because kids tend to not only read them faster, but several times before the discussion. I’m not sure if the issue was that they were reading so many prose books for school, that graphic novels seemed like less of a “chore” on top of assigned reading or what. The last reason I decided to start the club was that I would usually have children ask to “free draw” at the end of my book clubs, so a graphic novel seemed like a good idea. I always incorporate drawing into the club.

t What age level was/is it, and how/why did you decide on that? The program is for 3rd-5th graders. That’s considered upper grades in our children’s room. We used to have regular prose book clubs for this age, but wanted to try it with graphic novels for the reasons listed above. t What do you do to promote it? We put it in our newsletter, and place flyers in our room for it. We also list that pizza is served at the program, which never hurts. t What was the response from patrons/management? Very positive. We always have full registration and a waiting list. If the club is limited to 15 kids, we usually have close to that number attend. t Have you noticed any trends in attendance? Not really. Since this is a club for children, their parents usually sign them up first and tell them later. We have had a few kids run right to the graphic novel section to pick out something else after the club. Some of them are first timers when it comes to reading them, so it’s fun to watch them blossom into future comic fans. t How do you decide on which book to feature? We look for a discussable story, and compelling art work. If we are doing a program that runs for two weeks, I try to choose two very different graphic novels so we can compare and contrast. It also helps if there are enough copies in circulation for us to give out. t Have there been any issues with the books you chose? Just that it is sometimes hard to find the amount of copies available that we need. t Are graphic novels popular in your library? They have been very popular. Of course manga and superhero stories will always have a strong audience, but everything in our collection circulates heavily.

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Ev tr o ex

YOU CAN DRAW!

HANDY HOW-TO GUIDES FOR COMICS

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ith eye-catching art and dramatic storylines, comic books can offer top entertainment for readers of all ages and tastes. But comics aren’t just fun to read – they can be just as fun (if not more) to make.

As science educator Nathan Tubbs demonstrates in his article Making Comics With Students in this issue, helping kids learn how to make comics can be a learning experience for both the kids and teachers. But even outside of school, making comics can provide kids (and adults) with an inexpensive outlet for their creativity and possibly start on a path to creating their own popular comics. There is a plethora of resources available to the aspiring comic creator offering instructions and advice on honing comic-making skills and breaking into the industry. BookShelf has assembled a list of How-To books to help the next generation of writers and artists make the comics of their dreams. For the would-be comics creator, learning how to draw visually appealing figures and compositions or write a compelling and dramatic script is an important step, but it’s certainly not the only one. Once you have the basic characters down, you have to know how to tell a story with them. That’s where these books come in:

Drawing Words and Writing Pictures: Making Comics: Manga, Graphic Novels, and Beyond ($34.99, 978-1-59643-131-7) First Second Jessica Abel and Matt Madden streamline the comic creation process into a 15-lesson course in Drawing Words and Writing Pictures. Covering everything from story structure and panel layout to proper lettering, this volume gives readers a quick yet thorough guide to getting their stories on paper.

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Th W ($ W Understanding Comics: The Invisible Art ($22.99, 978-0-06097-625-5) William Morrow Paperbacks Widely considered to be the seminal guide to comics, Scott McCloud’s Understanding Comics: The Invisible Art) examines and deconstructs the comic format to offer insight into how the brain interprets the disconnected panels to determine the story. Along with offering a fascinating look at the comic book format, Understanding Comics lays down the rules for what makes a comic work – and how those rules can be bent.

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Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels ($23.99, 978-0-06078-094-4) William Morrow Paperbacks Following up this book is McCloud’s Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels, which more fully examines the creative process. McCloud explores the various aspects that make a compelling story, from what to show and what to leave out, to examining how the words and visuals in a panel can work together, to character creation. In this, McCloud lays the blueprints for building a compelling comic.

Mastering Comics: Drawing Words and Writing Pictures Continued ($34.99, 978-1-59643-617-6) First Second For those who complete the process and want to develop further, Mastering Comics goes deeper into the processes, including lessons on story composition and coloring, along with tips for producing and publishing the comics once they’re complete.

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diamondbookshelf.com Even when you have some of the most iconic characters in comics history, it takes talented creators to make their exploits truly great. To aid the next generation of writers and artists take their icons even further, DC Comics has crafted a series of guides for aspiring creators that covers a top-to-bottom look at how great comics are crafted, from plot to art, using examples from DC’s catalog.

The DC Comics Guide to Creating Comics: Inside the Art of Visual Storytelling ($24.99, 978-0-38534-472-2) Watson-Guptill

The DC Comics Guide to Pencilling Comics ($22.95, 978-0-82301-028-8) Watson-Guptill

The DC Comics Guide to Writing Comics ($22.95, 978-0-82301-027-1) Watson-Guptill

The DC Comics Guide to Inking Comics ($22.95, 978-0-82301-029-5) Watson-Guptill

The DC Comics Guide to Digitally Drawing Comics ($22.99, 978-0-82309-923-8) Watson-Guptill

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DC Comics Guide to Coloring and Lettering Comics ($22.99, 978-0-82301-030-1) Watson-Guptill

Stan “The Man” Lee is a living legend in comics, having created many of the most iconic characters in the Marvel Comics universe, including Spider-Man, the Fantastic Four, the X-Men, and the Avengers, among numerous others. In his three Stan Lee’s How To volumes, Lee imparts his wisdom both in the art of writing comics, and in drawing those scripts.

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Stan Lee’s How to Write Comics $24.99, 978-0-82300-084-5

Stan Lee’s How to Draw Comics $24.99, 978-0-82300-083-8 Watson Guptill

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Stan Lee’s How to Draw Superheroes $24.99, 978-0-82309-845-3

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Comic veteran Mark Crilley (Akiko, Brody’s Ghost) offers aspiring comics makers tips and wisdom from his almost two decades’ worth of experience with his two Mastering Manga volumes, in which he demonstrates techniques for creating Japanese-style comics. He also offers lessons via a series of YouTube tutorials, which can be seen at http://www.youtube.com/user/ markcrilley

Adventures in Cartooning ($12.99, 978-1-59643-369-4) First Second

Adventures in Cartooning Activity Book ($7.99, 978-1-59643-598-8) First Second

Strangers in Paradise creator Terry Moore has been a staple of the indie comics scene for over 20 years, and with his How to Draw book he distills his skills and experiences into a practical guide for up and coming artists. The book is broken into five parts, each covering a different aspect of art, from making art that will sell to drawing cartoons that work, and walking through the entire creation process from drawing to making pdfs.

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Mastering Manga with Mark Crilley $22.99, 978-1-44030-931-1

Adventures in Cartooning Christmas Special ($9.99, 978-1-59643-730-2) First Second

Mastering Manga 2: Level Up with Mark Crilley $24.99, 978-1-44032-830-5

For the younger comic fan who wants to make their own, The Center for Cartoon Studies co-founder and cartoonist in his own right James Sturm created the Adventures in Cartooning with fellow cartoonists Andrew Arnold and Alexis FredrickFrost. The first volume acts as a guide, showing young readers through a narrative story how they can make their own comics without needing professional skills. Later volumes in the series offer more detailed tips, including creating characters, composing panels, visual tricks, and more. And the Activity Book offers kids the chance to use their creativity on the page to fill in panels, finish pages, and complete the comics.

Adventures in Cartooning: Characters in Action ($9.99, 978-1-59643-732-6) First Second

Terry Moore’s How to Draw $16.99, 978-1-89259-753-3 Abstract Studios

Words for Pictures: The Art and Business of Writing Comics and Graphic Novels $24.99, 978-0-77043-435-9 Watson Guptill Brian Michael Bendis has been one of Marvel Comics’ heavy hitters for over a decade, creating the Ultimate Spider-Man and writing the Avengers during one of the peaks of the title’s popularity. In his book Words for Pictures: The Art and Business of Writing Comics and Graphic Novels, Bendis not only offers readers his advice on how to craft a top-notch comic script, but also teaches the business skills comic writers will need to have when trying to break into the big time.

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MEET THE SKYLANDERS

Skylanders: The Kaos Trap

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Written by: Ron Marz Illustrated by: Mike Bowden and David Baldeon Publisher: IDW Publishing Format: Hardcover, 6 x 9, 80 pages, Full Color, $9.99 ISBN: 978-1-63140-141-1

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kylanders, the mega-hit toy/videogame line branches into a new format – graphic novels – with Skylanders: The Kaos Trap.

Based on the Activision game, The Kaos Trap features fan-favorite characters Spyro, Stealth Elf, Trigger Happy, and more in all-new, original stories that tie directly into the video game, offering fans a deeper look at their onscreen heroes. The graphic novel will also reveal new characters not yet seen in the game. Skylanders has proven to be a major force in the video game scene and has been a consistent bestseller globally since its debut in 2011. Instead of the usual cartridges, players enter the game by placing figures on game “portals” which allow them to play that character in the game. Along with allowing access to the game, the figure also doubles as a physical toy kids (and older players) can play with in real life. Skylanders: The Kaos Trap is scheduled for September release, and is suggested for Kids (6+) readers who enjoy fantasy adventures or are fans of the game.

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S

KATIE’S KORNER:

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GRAPHIC NOVEL TEACHER’S GUIDES B Y D R. K A TIE MONNIN

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A Matter of Life Written by: Jeffrey Brown Illustrated by: Jeffrey Brown Publisher: Top Shelf Productions Format: Hardcover, 5.25 x 8, 96 pages, Full Color, $14.95 ISBN: 978-1-60309-266-1

Bottom line: The title of this graphic novel is perfect. It’s A Matter of Life. Growing up at the same time as Jeffrey I too dreamt of becoming a writer or an artist. I too loved Lord of the Rings, Star Wars, and I was certainly in awe of my dad’s awesomeness. I wanted to grow up and be just as awesome. On a self-reflective note, I do know Jeffrey from a few interviews and reviews I have written about his other books; but I have never met him in person. Reading A Matter of Life made me not only want to meet him even more so in person, but also inspired me to reflect on my own life journey and now grownup epiphanies about all my father had taught me about life. A Matter of Life is so well written and so well illustrated every reader who comes to it is bound to reflect on his or her life. In many ways it reminded me of reading Dr. Seuss’ Oh, the Places You’ll Go, but this time in graphic novel format and for an older, more mature audience. Brown’s spiritual and personally reflective journey in A Matter of Life invites readers to take two reading journeys, one based in Jeffrey’s matter of fact, mesmerizing own life story, and another that naturally lifts itself up off the page to invite the reader to take his or her own personally reflective journey. Unique and inspiring in its ability to gently and authentically offer the reader two separate but equal reading journeys I would recommend that every teacher, librarian, and/or parent of a young adult or teenager take a look at – and share – this soon to be legendary graphic novel memoir. ENGLISH LANGUAGE ARTS ELEMENTS OF STORY Plots: What is life all about? When you come from a very spiritual family life can be very uplifting and full of passionate beliefs. Sometimes, however, as you grow older those beliefs come under scrutiny. Jeffrey Brown’s A Matter of Life examines his own spiritual journey as influenced primarily by both his father and his son. Characters: Jeffrey, Jeffrey’s family, Jeffrey’s Sunday school class, Jeffrey’s classmates, Jeffrey’s wife, Oscar, friends of the family

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Tra of of ho com can in pro Settings: Michigan, camp, church, family home as a child and his home as an adult Themes: Family, Growing Up and Maturation, Relationships, Passion, Reflection and Realization READING RECOMMENDATIONS USING THE COMMON CORE STANDARDS FOR YOUNG ADULT AND TEENAGE READERS KEY IDEAS AND DETAILS* CCSS.ELA-Literacy.RL.3 Analyze how complex characters (e.g., those with multiple or conflicting motivations) develop over the course of a text, interact with other characters, and advance the plot or develop the theme. * The number referenced above corresponds to the number used by the Common Core Standards (www.commoncore.org) Lesson Idea for Young Adult and Teenage Readers: Directions: Since this graphic novel is an autobiographical memoir its author, Jeffrey Brown, is a very complex character, especially since we follow him from childhood, to adulthood, and early parenthood. Well-written autobiographical memoirs also portray the other characters and all of their complexities as well. In a graphic organizer, use three columns (for example, start with Jeffrey Brown himself in the first ) and choose 4 more characters (5 total). In the second column following the character’s names, list details about each character’s life. In the third column, list your own reflective thoughts on how you think this character develops throughout the course of Brown’s graphic novel memoir.

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Skyward Volume 1: Into the Woods Written and illustrated by: Jeremy Dale Publisher: Action Lab Entertainment Format: Softcover, 7 x 10, 96 pages, Full Color, $8.99 ISBN: 978-1-93935-250-7

REVIEW Originally, Skyward was a comic book. In its graphic novel debut it’s not only changed formats, but also transformed and heightened its literary-level text value for teachers, librarians, parents, and students. Purposely combining the first three comic books into a graphic novel that merges all of its high-quality literary elements this brand-new graphic novel edition belongs on all of our library shelves. Why? Because it fully embraces all of the elements of story critical to teaching Language Arts and storytelling: settings, characters, plots, themes, rising action, climax, falling action and more. In short, the graphic novel format adds to and enhances the story and gives it a more literary potential and staying power for readers of any ages. Tragically, Quinn is left as an orphan during the invasion of his home planet. In the aftermath of the invasion loads of different creatures and clans begin to cramp Quinn’s home planet and plans for the future, establishing their own communities and governing rules. Is there anything Quinn can do to reconcile and bring all of these new clans together in the name of teamwork and shared-leadership in order to promote peace and harmony for all? Addressing both the Common Core Standards, Skyward is a great literary-text for discussing all the critical elements of storytelling teachers explore (alongside the Common Core Standards) in contemporary classroom settings. ENGLISH LANGUAGE ARTS ELEMENTS OF STORY Plots: Quinn’s planet is invaded and his parents aren’t able to help him. Characters: Quinn, Quinn’s mother (Taryn) and father (Corin), Jack the dog, the treehog, Herod, Slog Riders, Bull Dragon, Jon, Captain, Abigail, Tanner, Regent, General, the Kings, Garrick, Oscar Settings: Quinn’s homeland, the forest, the cliff Themes: Problem-solving, Identity, Heroes and Villains, Relationships, Family and Friends, Right and Wrong, Decision-making, Belief and Disbelief, Loyalty and Trust LITERARY PAIRING SUGGESTIONS: Grimm’s Fairy Tales by the Brothers Grimm, Alice in Wonderland by Lewis Carroll, Hans’ Fairy Tales by Hans Christian Andersen, Bone series by Jeff Smith, Amulet series by Kazu Kbiushi, Zita series by Ben Hatke, Astronaut Academy series by Dave Roman, Cardboard, Ghostopolis, Creature Tech, Bad Island, and Tommysaurus Rex by Doug TenNapel, Gulliver’s Travels by Jonathan Swift, The Hunger Games by Suzanne Collins, Princeless by Jeremy Whitley and M. Goodwin

SOME TEACHING RECOMMENDATIONS USING THE COMMON CORE STANDARDS FOR YOUNG ADULT READERS Text Types and Purposes CCSS.ELA-Literacy.W.11-12.1 Write arguments to support claims in an analysis of substantive topics or texts, using valid reasoning and relevant and sufficient evidence. CCSS.ELA-Literacy.W.11-12.1a Introduce precise, knowledgeable claim(s), establish the significance of the claim(s), distinguish the claim(s) from alternate or opposing claims, and create an organization that logically sequences claim(s), counterclaims, reasons, and evidence. * The number referenced above corresponds to the number used by the Common Core Standards (www.commoncore.org) LESSON IDEA FOR YOUNG ADULT READERS: Directions: The lesson plan for this book is focused on writing and prediction for young adults in grades 6 – 12. Because this graphic novel is divided into three sections it easily lends itself to three different writing opportunities. As you and your students finish reading each of the three stories pause the reading process and encourage students to either write or draw what they think may happen next in the Skyward storyline. Dr. Katie Monnin is an Associate Professor of Literacy at the University of North Florida. Besides the joy that comes with reading comic books and graphic novels, Dr. Monnin enjoys a Peter Pan-ish life of researching and writing her own books about teaching comics, graphic novels, and cartoons: Teaching Graphic Novels (2010), Teaching Early Reader Comics and Graphic Novels (2011), Using Content-Area Graphic Texts for Learning (2012), Teaching Reading Comprehension with Graphic Texts (2013), and Get Animated! Teaching 21st Century Early Reader and Young Adult Cartoons in Language Arts (2013).

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REVIEWS:

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MORE GRAPHIC NOVEL REVIEWS

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Sisters

Maddy Kettle: The Adventure of the Thimblewitch

Written by: Raina Telgemeier Illustrated by: Raina Telgemeier

Written by: Eric Orchard

Publisher: Graphix

Illustrated by: Eric Orchard

Format: HC/SC, 5.5 x 8, 208 pages,

Publisher: Top Shelf Productions

Full Color, $24.99/$10.99 ISBN: HC: 978-0-54554-060-5 / SC: 978-0-54554-060-5

Sisters is a return to the graphic memoir genre for Smile creator Raina Telgemieir, and offers an engaging, entertaining read for those with (or without) siblings to appreciate. Taking place during Telgemeier’s early adolescence, Sisters mainly takes place during a three-week road trip in which Raina, her five years-younger sister Amara, baby brother Will, and mother drive from San Francisco to Colorado for a family reunion. Telgemeier uses the trip - along with a series of flashbacks - to explore the relationship between herself and her sister. It’s clear from the beginning that this is not a peaceful relationship, with the two butting heads at almost every turn. As an early flashback shows, Raina’s dreams of sibling-having bliss are squelched as soon as Amara arrives, her brash, active personality coming into conflict with Raina’s more sensitive style. One thing the two do share is a love of drawing, even if they don’t share the drawing implements. While ostensibly about Raina and Amara, Sisters naturally touches on many of the themes and events happening in the girls’ lives at the time, including the travails of having a family of five living in a two-bedroom apartment, their father’s loss of his job, Raina’s attempts to fit in with her cousins who seem completely unlike her, and a streak of bad luck with pets. Through all the events the anchor remains the tempestuous relationship between the titular siblings. With a strong vein of humor running throughout, Telgemeier’s story and art draw the reader in immediately and keep them riveted to the end. Sisters is an incredibly well-done memoir sure to entertain those with a troublesome sibling - or who want to appreciate the lack of one. Sisters is suggested for young readers and up who enjoy memoirs and stories with young protagonists.

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Format: Softcover, 7 x 9, 96 pages, Full Color, $14.95 ISBN: 978-1-60309-072-8

A kid-friendly tale of adventure in a strange and wondrous land, Maddy Kettle: The Adventure of the Thimblewitch is a wildly entertaining journey. As the book opens, the milieu is set: young Maddy Kettle sets out to find the Thimblewitch, who has turned her parents into rats, in the hopes of making her change them back. While her parents object to this plan as being too dangerous, Maddy soon finds herself forced to enact her plan when her parents and pet floating toad are kidnapped by the Thimblewitch’s Spider Goblins. Maddy soon finds allies when she meets Harry and Silvio, a pair of argumentative cloud cartographers who happen to be a talking bear and raccoon, respectively. They offer to take Maddy with them in their moon gas-powered balloon to find the Thimblewitch, leading the trio on a quest which leads not only to danger, but twists and turns in which Maddy’s aim wasn’t quite what she thought it was. Writer/artist Eric Orchard’s tale is almost fable-like in its execution, taking readers through a magical world as if it were as natural as the real one. Maddy is a clever and determined protagonist, and her allies are equally memorable and unique. Orchard’s art immerses the reader into this world, with stunning splash pages and a sense of design that is reminiscent (though not derivative) of Dave McKean. He presents a world that’s fully realized, and finishing this graphic novel leaves the reader feeling there’s far more to explore. This may be by design, as the ending makes it clear this is the first volume in a series. Given the wonder and artistry of The Adventure of the Thimblewitch, Maddy Kettle is an adventurer whose exploits readers will want to see continue. Maddy Kettle: The Adventure of the Thimblewitch is suggested for Kid (6+) readers who enjoy fantasy and adventure stories.

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Empire of the Dead: Act One

ABOUT OUR REVIEWS

Written by: George A. Romero Illustrated by: Alex Maleev Publisher: Marvel Comics Format: Softcover, 10.5 x 8, 128 pages, Full Color, $19.99 ISBN: 978-0-78518-517-8 In a world of fast zombies and vampires that sparkle, where can a classic monster maker go to make some solid, traditional horror? For filmmaker George Romero, the answer is Marvel Comics. Having arguably created the modern interpretation of the zombie with Night of the Living Dead, Romero has used the flesh-eating ghouls to take a metaphorical look at society through the “... Of the Dead” series of films. Turning to comics for his latest edition, Romero adds to the loose storyline from his movies by introducing a new undead menace - vampires. Empire of the Dead opens five years after the first zombie outbreak, in New York City. The Big Apple has survived, having walled itself off from threats both undead and alive. Medical scientist Penny Jones arrives in the city and quickly teams up with Paul Barnum, who leads his team of zombies into gladiator-style fights for the entertainment of the masses. Jones feels the zombies retain some semblance of thought, and can be trained to do more than simply attack and consume - a theory that shows some validity with the discovery of an undead police officer who still seems to do her duty. Overseeing this is the mysterious Mayor Chandrake who, along with his son Bill and many in the upper echelons of NYC, share an inhuman need to drink human blood... Empire of the Dead touches on many themes familiar to Romero’s works, with the zombie as both a threat to and threatened by living people. The introduction of vampires to the scenario works in this story, as Romero eschews the more outlandish elements of the mythos and plays up the aristocratic bloodsucker image. Class struggles are touched on, as even in a world of zombies people still have to earn a living. And as with his previous works, it’s the bad habits of people that cause as much harm as the monsters they’re trying to escape. Alex Maleev’s art masterfully captures the feel of the story. His lines are thin but stark, and makes prodigious use of shadow whether in the night time cityscapes or darkened inner lair of the Mayor. His figures are expressive, and the layouts capture the feel of the Dead films. And the zombies look appropriately scary. The first of a three volume story arc, Act One is just that, setting a complex and compelling story that takes Romero’s previous works into new territory that is as thoughtprovoking and terrifying as those that came before. Empire of the Dead is suggested for Adult (18+) readers who enjoy horror, social commentary, and the films of George Romero.

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Bookshelf presents a list of graphic novel reviews, courtesy of our writers, as well as Publishers Weekly, Library Journal and School Library Journal. For more reviews, visit http://bit.ly/BookShelfReviews Caitlin Plovnick is a former editor of BookShelf and graduate of the Center for Cartoon Studies. She is a First-Year Instruction and Outreach Librarian at Sonoma State University and a frequent contributor to No Flying, No Tights.

Publishers Weekly (PW) is “the International News Magazine of Book Publishing and Bookselling.” For more reviews, please visit http://www.publishersweekly.com

Library Journal (LJ) is the oldest publication covering the library field, currently enjoying its 133rd year of publication. For more reviews, please visit http://www.libraryjournal.com

School Library Journal (SLJ) is the leading print magazine serving librarians who work with young people in schools and public libraries. For more reviews, please visit http://www.schoollibraryjournal.com

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CORE LISTS Book Sh elf p re s e n t s a l i s t of s e l e ct e d e sse ntia l title s f o r d if f e re nt a g e ra ng e s.

Titles for Kids (Age 6+)

My Little Pony: Friends Forever Volume 1

Harbinger Wars Deluxe Edition Volume 1

By Various IDW Publishing – 978-1-61377-981-1

By Various Valiant Entertainment - 978-1-93934-632-2

Adventure Time: Candy Capers

Peanuts: The Beagle Has Landed, Charlie Brown

The Heroic Legend of Arslan Volume 1

By Yuko Ota, Ananth Panagariya, and Ian McGinty BOOM! Studios - 978-1-60886-365-5

Aw Yeah Comics! Volume 1

By Paige Braddock and Vicki Scott BOOM! Studios - 978-1-60886-334-1

Philemon Adventures Volume 1: Cast Away On Letter A

By Art Baltazar and Franco Dark Horse Comics – 978-1-61655-558-0

By Fred TOON Books – 978-1-93517-963-4

Blue Moon: From the Journals of Mama Mae and LeeLee

Return of Zita the Space Girl

By Alicia Keys, Jessica Walton, and Bento Box IDW Publishing – 978-1-61377-789-3

Bravest Warriors: The Search for Catbug By Chris “Doc” Wyatt and Various Perfect Square – 978-1-42157-177-5

Comics Squad: Recess! By Various Random House - 978-0-38537-003-5

Diary of a Girl Next Door: Betty By Tania del Rio and Bill Galvan Archie Comics - 978-1-93697-537-2

Discovery Channel: Great White Sharks

By Ben Hatke First Second - 978-1-62672-058-9

By Yoshiki Tanaka and Hiromu Arakawa Kodansha Comics – 978-1-61262-972-8

I Was the Cat By Paul Tobin and Ben Dewey Oni Press – 978-1-62010-139-1

Juice Squeezers Volume 1: The Great Bug Elevator By David Lapham Dark Horse Comics – 978-1-61655-438-5

T O (A

21 Ro

By Various DC Comics - 978-1-40124-689-1

A

Sisters

Les Miserables: Manga Classics

By Im

By Raina Telgemeier Graphix - 978-0-54554-059-9

By Victor Hugo, Stacy King, and TszMei Lee Udon Entertainment - 978-1-927925-15-7

A

Sleep Tight, Anna Banana

Letter 44 Volume 1

By Dominique Roques and Alexis Dormal First Second - 978-1-62672-019-0

By Charles Soule and Alberto Alburquerque Oni Press - 978-1-62010-133-9

Teenage Mutant Ninja Turtles New Animated Adventures Volume 2

My Love Story!! Volume 1 By Kazune Kawahara Viz Media – 978-1-42157-144-7

Noragami: Stray God Volume 1 By Adachitoka Kodansha Comics – 978-1-61262-906-3

By Brandon Seifert, Karl Moline, and Filipe Andrade Marvel Comics - 978-0-78515-452-5

By Various Action Lab Entertainment - 978-1-63229-067-0

WWE: Slam City Volume 1: Finished

Pinocchio: Vampire Slayer Complete Edition

Dragon Girl Volume 1: The Secret Valley

By Mathias Triton and Alitha Martinez Papercutz – 978-1-59707-722-4

By Van Jensen and Dustin Higgins Top Shelf Productions – 978-1-60309-347-7

By Mike Kunkel BOOM! Studios – 978-1-60886-366-2

By Su

By Jim Zub and Andy Suriano IDW Publishing – 978-1-61377-894-4

Vamplets: Nightmare Nursery Volume 2

Herobear and the Kid Volume 1: The Inheritance

W M

By Fa

Disney Kindgoms: Seekers of the Weird

By Jeffrey Brown Touchstone – 978-1-45212-830-6

By M ID

Justice League of America Volume 1: Dangerous

By Various IDW Publishing - 978-1-61377-962-0

Goodnight Darth Vader

Tr

Samurai Jack Volume 1

By Various Zenescope Entertainment - 978-1-93706-839-4

By Jeff Weigel Andrews McMeel - 978-1-44944-183-8

By ID

Pride and Prejudice: Manga Classics

Titles for Young Adults (Age 13+) Amelia Cole and the Hidden War

By Jane Austen, Stacy King, and PoTse Udon Entertainment - 978-1-927925-17-1

By an Vi

A

By Fa

A

By Fir

Ba

By O Vi

Bl

By Vi

Da

By Brandon Montclare and Amy Reeder Image Comics - 978-1-63215-055-4

By St BO

Sally Heathcote: Suffragette

Fi

Rocket Girl Volume 1

By Da

Howtoons Volume 1: Tools of Mass Construction

By Adam P. Knave, D. J. Kirkbride, and Nick Brokenshire IDW Publishing - 978-1-61377-953-8

By Mary M. Talbot, Kate Charlesworth, and Bryan Talbot Dark Horse Comics – 978-1-61655-547-4

By Nick Dragotta Image Comics - 978-1-63215-101-8

Android Angels

Shackleton: Antarctic Odyssey

Jellaby Volume 2: Monster in the City

By Kosuke Kabaya GEN Manga Entertainment - 978-1-939012-10-4

By Nick Bertozzi First Second – 978-1-59643-451-6

By Ze

By Kean Soo Capstone Press – 978-1-43426-421-3

Batman: A Celebration of 75 Years

Sword Art Online: Fairy Dance Volume 1

By Various DC Comics – 978-1-40124-758-4

By Reki Kawahara and Tsubasa Hazuki Yen Press – 978-0-31640-738-0

G A

EVE: True Stories

The Shadow Hero

By Sa M

By Daniel Way and Various Dark Horse Comics - 978-1-61655-272-5

By Gene Luen Yang First Second – 978-1-59643-697-8

Ki

The Graveyard Book Volume 1

The Star Wars

By Dy

By Neil Gaiman and Various Harper Collins – 978-0-06219-481-7

By George Lucas, J.W. Rinzler, and Mike Mayhew Dark Horse Comics – 978-1-61655-380-7

Ki

Maddy Kettle Volume 1: The Adventures of the Thimblewitch By Eric Orchard Top Shelf Productions - 978-1-60309-072-8

Marvel Universe: Guardians of the Galaxy Cosmic Team Up Digest By Various Marvel Comics – 978-0-78519-031-8

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By


diamondbookshelf.com Transformers: More Than Meets the Eye Volume 1 New Edition By Various IDW Publishing – 978-1-61377-965-1

Tribes: The Dog Years Special Edition By Michael Geszel, Peter Spinetta, and Inaki Miranda IDW Publishing – 978-1-61377-966-8

WWE Superstars Volume 1: Money in the Bank By Mick Foley and Alitha Martinez Super Genius – 978-1-59707-720-0

Titles for Older Teens (Age 16+) 21: The Story of Roberto Clemente By Wilfred Santiago Fantagraphics Books – 978-1-60699-775-8

Alex + Ada Volume 1 By Jonathan Luna and Sarah Vaughn Image Comics - 978-1-63215-006-6

All You Need is Kill By Hiroshi Sakurazaka, Nick Mamatas, and Lee Ferguson Viz Media – 978-1-42156-081-6

An Age of License By Lucy Knisley Fantagraphics Books – 978-1-60699-768-0

Andre the Giant: Life and Legend By Box Brown First Second – 978-1-59643-851-4

Battle Royale: Angels’ Border By Koushun Takami, Mioko Ohnishi, and Youhei Oguma Viz Media - 978-1-42157-168-3

Black Rose Alice Volume 1 By Setona Mizushiro Viz Media – 978-1-42157-160-7

Day Men Volume 1 By Matt Gagnon, Michael Alan Nelson, and Brian Stelfreeze BOOM! Studios – 978-1-60886-393-8

Finder: Third World By Carla Speed McNeil Dark Horse Comics – 978-1-61655-467-5

Grimm Fairy Tales: Age of Darkness Volume 1 By Various Zenescope Entertainment – 978-1-93968-373-1

Guardians of the Galaxy Volume 1: Cosmic Avengers By Brian Michael Bendis, Steve McNiven, and Sara Pichelli Marvel Comics – 978-0-78516-607-8

Kings Watch Volume 1 By Jeff Parker and Marc Leming Dynamite Entertainment – 978-1-60690-486-2

Kinokoinu: Mushroom Pup Volume 1 By Kinama Aoboshi Digital Manga Publishing - 978-1-56970-308-3

Loki: Agent of Asgard Volume 1: Trust Me

Everywhere Antennas

By Al Ewing and Lee Garbet Marvel Comics - 978-0-78518-931-2

By Julie Delporte Drawn & Quarterly - 978-1-77046-154-3

Manifest Destiny Volume 1

The Extinction Parade Volume 1

By Chris Dingess and Matthew Roberts Image Comics – 978-1-60706-982-9

By Max Brooks and Raulo Caceres Avatar Press - 978-1-59291-234-6

The Maxx: Maxximized Volume 1

The Fuse Volume 1

By Sam Kieth and William Messner-Loebs IDW Publishing – 978-1-61377-959-0

By Antony Johnston and Justin Greenwood Image Comics – 978-1-63215-008-0

Meka

God is Dead Volume 1

By Jean-David Morvan and Bengal Magnetic Press – 978-0-99133-241-0

By Jonathan Hickman, Mike Costa, and Di Amorim Avatar Press – 978-1-59291-229-2

Seconds By Bryan Lee O’Malley Ballantine Books - 978-0-34552-937-4

Six Gun Gorilla

By Alex De Campi, Chris Peterson, and Simon Fraser Dark Horse Comics - 978-1-61655-377-7

By Simon Spurrier and Jeff Stokely BOOM! Studios – 978-1-60886-390-7

How to Be Happy

The Strain Book One

By Eleanor Davis Fantagraphics Books – 978-1-60699-740-6

By Guillermo del Toro and Various Dark Horse Comics – 978-1-61655-548-1

In Clothes Called Fat

Thanos: The Infinity Revelation

By Moyocco Anno Vertical - 978-1-93913-043-3

By Jim Starlin Marvel Comics – 978-0-78518-470-6

Kick-Ass 3

This One Summer

By Mark Millar and John Romita, Jr. Marvel Comics – 978-0-78518-488-1

By Mariko Tamaki and Jillian Tamaki First Second – 978-1-62672-094-7

The Twilight Zone Volume 1 By J. Michael Straczynski and Guiu Villanova Dynamite Entertainment - 978-1-60690-505-0

The Wraith: Welcome to Christmasland By Joe Hill and Charles Paul Wilson IDW Publishing - 978-1-61377-898-2

Titles for Adults (Age 18+) Attack on Titan: No Regrets Volume 1 By Gun Snark and Hikaru Suruga Kodansha Comics - 978-1-61262-941-4

The League of Extraordinary Gentlemen: Century By Alan Moore and Kevin O’Neill Top Shelf Productions - 978-1-60309-329-3

The People Inside By Guy Fawkes Oni Press - 978-1-62010-168-1

The Secret Service: Kingsmen By Mark Millar and Dave Gibbons Marvel Comics – 978-0-78516-545-3

Showa: A History of Japan 1939-1944 By Shigeru Mizuki Drawn & Quarterly – 978-1-77046-151-2

Sin City: A Dame to Kill For By Frank Miller Dark Horse Comics – 978-1-61655-239-8

Spell of Desire Volume 1

Clive Barker’s Next Testament Volume 1

By Tomu Ohmi Viz Media – 978-1-42156-775-4

By Clive Barker, Mark Miller, and Haemi Jang BOOM! Studios – 978-1-60886-367-9

Tales Designed to Thrizzle Volume 1

The Collected Works of Filler Bunny

By Michael Kupperman Fantagraphics Books – 978-1-60699-764-2

By Jhonen Vasquez Slave Labor Graphics – 978-1-59362-266-4

Trillium

Dead Boy Detectives Volume 1

By Jeff Lemire DC Comics - 978-1-40124-900-7

By Toby Litt, Mark Buckingham, and Gary Erskine DC Comics - 978-1-40124-889-5

Whispers

Empire of the Dead Book One

By Joshua Luna Image Comics – 978-1-63215-060-8

By George Romero and Alex Maleev Marvel Comics - 978-0-78518-517-8

Wolverine: Origins II

Even More Bad Parenting Advice

By Kieron Gillen and Andy Kubert Marvel Comics – 978-0-78518-481-2

By Guy Delisle Drawn & Quarterly – 978-1-77046-167-3

Youth is Wasted

Fall 2014

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Grindhouse: Doors Open at Midnight

By Noah Van Sciver Adhouse Books - 978-1-93523-327-5

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RESOURCES B OO K S ABOUT GRAPHIC NOV ELS When Commas Meet Kryptonite: Classroom Lessons from the Comic Book Project

Graphic Novels in Your School Library

By Jesse Karp, illustrated by Rush Kress

By Michael Bitz

In this book, Bitz relates his experiences running the Comic Book Project, in which kids run through the entire comic creation process from conception to publishing in their classrooms. Bitz shows how the program works, and how the skills taught in comic creation can be applied to other lessons and areas. SC, $24.95 (Teachers College Press) ISBN: 978-0-80775-065-0

School librarian Karp has been using graphic novels in his library for over a decade, and shares his knowledge and experience in this “all-in-one” volume. He examines the comic form and illustrates how it can be used to teach literacy, offers annotated core lists for K-12, and offers lesson plans to help teachers utilize graphic novels in class.

SC, $50.00 (ALA Editions) ISBN: 978-0-8389-1089-4

Using Content-Area Graphic Texts for Learning

A Parent’s Guide to the Best Kids’ Comics: Choosing Titles Your Children Will Love

By Meryl Jaffe and Katie Monnin

BookShelf contributor Monnin and Johns Hopkins University instructor Jaffe aim to help middle school educators integrate graphic novels into their classrooms in four main areas – math, language arts, social studies, and science – by laying out the value of graphic novels as well as providing reading lists and Common Core-aligned lesson plans. SC, $23.95 (Maupin House) ISBN: 978-1-93670-060-8

By Scott Robins and Snow Wildsmith

Written by two School Library Journal contributors, this comprehensive look at 100 graphic novels that are both entertaining and appropriate for children is broken down by grade level. Each entry includes a summary of the book, educational tieins, possible objectionable material, and recommendations of similar reads. SC, 16.99 (Krause Publications) ISBN: 978-1-4402-2994-7

More Books About Graphic Novels A number of excellent books have been written on the history of graphic novels, their standing among the arts, and the most current academic thinking on their utility today. DiamondBookShelf.com maintains an up-to-date list of the latest books about comics and graphic novels, including those specifically written for librarians or educators.

U S E F U L The Comic Book Project – Center for Educational Pathways

L I N K S

GNLib: Graphic Novels in Libraries

Maryland Comic Book Initiative

http://groups.yahoo.com/group/GNLIB-L/

http://www.marylandpublicschools.org/ MSDE/programs/recognition-partnerships/ md-comic-book

http://www.comicbookproject.org/

ComicsResearch.org – Academic & Library Resources

Good Comics for Kids (School Library Journal Blog)

http://www.comicsresearch.org/academic.html

http://blog.schoollibraryjournal.com/ goodcomicsforkids

Eek! Comics in the Classroom! (Education World)

Graphic Novels for Multiple Literacies (IRA – Gretchen Schwarz)

http://www.education-world.com/a_curr/ profdev/profdev105.shtml

http://www.readingonline.org/newliteracies/ lit_index.asp?HREF=jaal/ 11-02_column/index.html

NACAE: the National Association of Comics Art Educators http://www.teachingcomics.org/

Expanding Literacies through Graphic Novels http://www1.ncte.org/Library/files/Free/ recruitment/EJ0956Expanding.pdf

The Graphic Novel and the World History Classroom (History Cooperative) http://www.historycooperative.org/journals/ whc/4.2/rhett.html

Graphic Novel Reporter http://www.graphicnovelreporter.com

No Flying, No Tights (Graphic Novel Review Site) http://www.noflyingnotights.com/

Using Comics and Graphic Novels in the Classroom (The Council Chronicle, Sept. 05) http://www.ncte.org/magazine/archives/122031

YALSA’s Great Graphic Novels for Teens List Making Curriculum Pop

http://www.ala.org/yalsa/ggnt

http://mcpopmb.ning.com

More Links DiamondBookShelf.com maintains an ever-growing database of web resources for educators and librarians. Categories include official Publisher sites, resources for teachers, resources for librarians, graphic novel and comics review sites, resources for kids and more!

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HOW TO ORDER COMICS & GRAPHIC NOVELS Yo u h av e m an y op tion s – c h oose t he o ne t hat w o rks bes t f o r yo u!

1. BUY FROM YOUR LOCAL COMIC BOOK SHOP

2. BUY FROM YOUR USUAL WHOLESALER OR BOOK JOBBER

For a variety of reasons, your local comic book shop could be the best possible resource for your purchase of graphic novels. In fact, many local comic shops service both schools and libraries already with the latest comics and graphic novels.

Baker & Taylor, Booksource, Brodart, Follett, Ingram, Partners West, and other wholesalers all carry a full line of graphic novels. Most schools and libraries already do business with one or more of these companies, and it’s easy to add in your order through these procurement channels. Why not add graphic novels to your next order?

3. BUY DIRECT FROM DIAMOND If there are no comic book stores in your area and your usual wholesaler doesn’t have deep stock on a variety of titles, Diamond does sell directly to educators and librarians. For more information, call Allan Greenberg at (800) 318-8001 ext. 8864 or email library@diamondcomics.com or schools@diamondcomics.com

A GREAT RESOURCE: YOUR LOCAL COMIC BOOK SHOP Quality comic book shops are a valuable resource for libraries and schools seeking graphic novels and graphic novel information. In the past, such partnerships have proven successful for all involved, with increased sales and circulation, as well as the satisfaction that comes with community involvement. As comic book and graphic novel specialists, comic shop retailers have up-to-date knowledge on the most recent and upcoming hits, and a great familiarity with what their customers are reading and enjoying. Many are more than willing to work together on cross-promotional events, reaching out to and expanding the audience of graphic novel fans. So, how do you go about finding and dealing with your local comic shop? Well, it’s easier than you think. By following these easy steps, you’ll be coordinating with your local comic shop in no time!

Research and Choose a Store. Once you’ve located a store, the next thing to do is find out more about it. If you used the Comic Shop Locator, many of the stores have posted brief profiles. The best way to find out more information about a store is to visit it in person. That way, you’ll have the opportunity to browse through the store’s collection and get personal advice from the knowledgeable experts on hand. All stores will have their own unique approach – find one that you feel comfortable with. Introduce Yourself. Going into any new environment can be intimidating, especially when you have preconceived notions. But there’s nothing to fear from comic shop retailers. Many of them are happy to welcome librarians and teachers into their stores because they understand the mutual benefit working together can achieve. Let them know you’re interested in using graphic novels and they will be more than happy to help!

Find a Store. We’ve already done the work for you! To find your closest comic shop, all you have to do is use the Comic Shop Locator Service. Just log on to http://www. comicshop locator.com and enter your zip code. It’s as simple as that! Located on the store listings is the School and Library Partners icon above. Stores with this designation have told us they are willing to partner with schools and libraries to aid with selection, programming, purchasing, and more.

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DIAMOND BOOKSHELF e- N e ws le t t e r S ign -u p • www.D ia mo ndB o o kShelf .co m/s ubs cribe

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BOOKSHELF WANTS TO HEAR FROM YOU! What did you think of this issue of the Diamond BookShelf? Send your feedback, ideas and suggestions for future articles to: Diamond BookShelf 10150 York Road Hunt Valley, MD 21030 Email: editor@diamondbookshelf.com We at Diamond have known for years that comic books and graphic novels are excellent teaching and learning tools…we’re pleased that so many educators are starting to agree! We hope you find this publication and our website a useful resource to convince others that comics can make a difference in helping to promote literacy, motivate readers and more. If you find Diamond BookShelf worthwhile, be sure to pass it on and tell your colleagues!

Bookshelf Fall2014_31-32.indd 31

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The BookShelf e-Newsletter is designed to inform educators and librarians about the best graphic novels for their schools and libraries! Diamond Comic Distributors is the world’s largest distributor of English-language comic books, graphic novels and comics-related merchandise. We believe that comics are not only great fun and great art, but also have educational value and are terrific tools for promoting literacy. The BookShelf magazine and website are two of Diamond’s outreach initiatives to support the use of comics and graphic novels in schools and libraries.

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