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Showing posts with label comic_strips. Show all posts
Showing posts with label comic_strips. Show all posts

5.3.11

Comic Strip Creator Applet

I have been preparing steadily for a workshop on using Video and Comic Strips as storytelling tools and devices.  Although I had intended to focus on using a range of familiar tools such as Publisher and Powerpoint as the vehicles for this I recently encountered a really useful little tool  created by comicstripcreator.org

Comic Strip Creator is simple to use and does exactly what it says on the tin, but as with so many tools of its type, its apparent simplicity hides beneath some quite powerful possibilities for cross curricular use.  To download the application you first of all must register, but then you are a click or two away from a handy little piece of freeware.

Once downloaded and installed clicking the shortcut leads to your first choice whether to create a 1 or 2 row comic strip.  The interface has a tabbed panel to the left, from where
  • You can choose to add or remove frames
  •  Import and insert images as backgrounds
  • Import clipart (some can be downloaded from the site, while others may need to be prepared or sought from other sources)
  • Add balloons (speech and thought bubbles are available but not captions, though this could be solve in later uses of the images created)
Unfortunately the environment does not support saving of draft comic strips but only allows export of completed strips in jpg format.  However this can also be a strength, with students and teachers being able to engage with drafting tasks in desktop activities before using the tool to create digital outcomes for use in other applications for printing or web based environments such as blogs and wikis.  The image outputs could also be cropped or edited for use in video presentations through PhotoStory or MovieMaker, perhaps even allowing additional text support in background images for animated storylines using products such as Pivot. 

It could also support assessment for learning activities, planning tasks in support of talking for writing and enable differentiation through the use of images captured during sessions, or prepared in advance to support digital literacy outcomes.  These images could be shared through network and online spaces for inclusion in comic strips to support and enhance this work.

I'm sure that a few minutes play with the tool will open up a host of other posibilities to you.  I hope to come back to again sometime in the near future, with more time to assimilate it for myself, but also I hope with some insight from the colleagues I share it with.  Any suggestions or ideas that spring to mind, please feel free to share through commenting here.

11.11.10

Bristol.... The Edam Is Stranded: Comic Strips, You Tube, Print Screen and Publisher

This term during ICT enrichment sessions, a colleague and I have begun to develop a sequence of activities working towards the creation of comic strips.

Comic Strips are complex text forms that I have explored a number of times through posts in my blog, but they are also great fun.  In introducing comic strips, how they are constructed and the features of the text type, we wanted to provide space for the students simpy to play and explore. This resulted in our initial session using an online comic strip generator.  Our choice for this was Make Beliefs Comix a site providing 3 frame strips, drag and drop characters and tools, and point and click editing. This allowed the students space to simply play and create in the style and genre while becoming familiar with some of the features we might expect to see supporting text development in a comic strip eg captions, speech and thought bubbles etc.  A key skill we also expect is the student's capability to take screen shots of their work, to support our APP process, so completed strips were copied,  using the prtscr before being pasted to a local application (MS Publisher) for cropping and resizing, the latter part of this process being a useful one for the students to use later as they create their own comic strips.

As teachers in our school have access to You Tube, I decided to develop the sessions around creating new stories and narratives from familiar starting points.  To introduce the sessions we began watching a couple of movie shorts from the Aardman YouTube Channel, and the Cracking Contraptions series.  I chose the Snoozatron and Shopper 13, for my sessions partly because I love the sixties seventies space race puns in the latter, but also because Gromit's facial expressions throughout the snoozatron, just beg for and invite the use of visual cues to infer possible content for thought bubbles.

You Tube uses flash movies, which gives another advantage, in that they can be used. unlike many other online video formats, for direct screen capture from the web browser.  Prior to the session I previewed each movie and at significant or interesting points in the story, used the print screen key to capture these scenes.   Paused the movie, centreing the movie viewer in the window, I pressed the print screen key to capture scenes.  Using Microsoft Paint, the resulting images were then pasted individually into software, cropped and then saved to a folder as JPEG images.  In school the images collected from each movie were copied into the shared storage space for access during sessions by students.

Having watched the movies, I shared a prepared model for a publisher based comic strip with the students, (an available design) and modelled how to
  • Open Microsoft Publisher
  • Change the page orientation
  • Insert images from file and where the prepared files could be found
  • Change file view so they could browse image thumbnails to aid their image selection
Before encouraging the students to begin creating their own visual version of the story of their choice, the first steps in developing their creative recount.

Publisher being an object based package, is a really intersting way to allow students the facilty to draft and redraft visual story structures on the go.  Once images have been added the students can then begin manipulating their story, dragging and reorgnising images to develop and resequence their visual narrative.

During this process a number of fundamental DTP and graphic handling concepts become increasingly important to developing a quality outcome from the draft, and identified themselves as incidental teaching points.
  • Layering and ordering.  When using object based packages latter images added will tend to overlap and cover pieces of earlier images when moved and placed.  By using the order tool, images can be moved forward and backward on the page to overcome this.  
  • In Publisher clicking the view menu and then tools allows opening of a "context menu/tool bar" that appears when an image is clicked, that allows insitu editing of images from this "picture bar."  This tool bar allows images to cropped, colour effects to be applied, brightness and contrast adjustments to made and transparency effects to be applied to areas of an image.
  • Clicking on the image also reveals resize handles enabling drag and drop resizing of the images and use of the rotation tools on the tool bar also enable free rotation of images, or the possibility to change image orientation by flipping them,  giving yet more visual dimensions to image handling.
 With the images in place our next steps over the coming weeks will be
  1.  Further play with these tools enabling consolidation through talk of the narrative structure to be developed by the students.  
  2. Development of the use of callouts, stars and captioning to add oral text elements to the story.
  3. Use of peer assesment and review to identify HTIs before editing, revision and publication.
Image Attribution:  Images are either Screen captures from YouTube video versions of the Aardman Shorts
The Soccamatic
The Snoozatron

Shopper 13
or composite images created using MS Publisher by the author from images captured from these.
Wallace and Gromit are Nick Park Creations

3.8.08

Comiqs: For your Online Comic Life

Thanks to John at Creative ICT for directing me to this really nice online comic strip creator. Called Comiqs, the environment is much more flexible than others I have visited, and mentioned so far, and in many ways is Comic Life Like, in how it is presented and works.


Within Comiqs, you can search for flickr images or upload your own photos and doodles to use, add additional pages and choose from a variety of page layouts and templates. Using the tools and uploaded images in your comic strip is a matter of dragging them from the palette space to the left of the screen, onto the work space where they can be resized and moved around. The Graphic tab, is where the page layouts can be found along with a collection of call outs and the caption box. Dragging these to the workspace and double clicking allows text to be added. To make my playtime easier and shorter I copied text from a file of Homerisms I already had, and pasted these to the bubbles. Not greatly creative on my part, but I did do a little something more with this one.

Completed comics can be saved to your personal space and then embedded in the slide show format below to your blog or webspace using provided embed code.


playing with Comiqs from twowhizzy on Comiqs

I am a big fan of comic strips, their potential as multimodal learning and literacy tools. Comic Life mentioned above and in several other posts, is a local application available for both PC and Mac. It has helped I and my students to write classroom learning stories, and played a key role as a data analysis and presentation tool, helping make sense of interactions in classroom based Video Data collected for my research project. This environment I think is amazing in that it utilises similar affordances and tools, as a web based environment, allowing direct sharing of content to the web, via other web2.0 services. I will certainly be considering how I can use this space with my students to support our blogging adventures, but without losing touch with Comic Life for other things. Having just visited the plasq site, I was interested to find the latest incarnation of Comic Life, Magiq, and to see versions of the tool now available for the iPhone and iTouch. Unfortunately Comic Life magiq is only available for the Mac, but I've embedded the video here for those who might be interested.


12.7.08

Planning My Classroom Learning Wall: Learning and Thinking Together


Previously I have posted about our School contract and online charter, which use the principle of 3 Bees, "be responsible, be respectful, be safe" to support students understanding of why we have these guidelines. In class we unpick what each principle means to us, and work together to form our classroom learning contracts from these, discussing what they might look like in action, sometimes using digital images and captions to model these processes and routines in action, providing students with visual frames of reference and models of what we think desirable classroom behaviours and actions look like.

As a staff we recently began discussing how we could develop these using the bees as characters to help students link learning behaviours to targets for curricular learning, support self and peer assessment and help develop autonomy and ownership over personal and group learning paths. I thought I'd post today this draft centrepiece for my classroom learning wall, and current thoughts around how I'd like this to work in my classroom. Its a bit tatty at the moment as it is lying on my study floor. Each child is represented in the display as a "bee." The honeycomb in the centre is where we will be displaying our learning to learn and speaking and listening targets for class and group work. These will be unpicked with the class to help identify the smaller steps that describe the learning path we need to follow towards them. Personal targets I am thinking could also be displayed here as "keys to learning," "honeypots," or individual student "flowers." This still needs some thought and discussion with the students though to enble ownership and so the display does not become too contrived.

Anyway expanding the metaphor, and building on colleague sugesstions, since bees tend to work cooperatively within a hive, each hive here represents a student home team or group. I would like the students to extend work we have already begun to develop greater ownership and responsibility for reviewing and evaluating their progress together towards and within these targets, and am currently pondering how we might extend use of tools like comic life, digital imaging, audio recording and our class blog to enable and encourage this.

I was struck the other day by Wordle, and how the visual representations of text had helped me see ideas differently, am considering thispart of the mix to promote talk around learning. I am pondering how the creation of weekly or monthly text files to gather thoughts and ideas during review, might be useful in encouraging and supporting learning about learning. Asking students to use one word to sum up their groups feelings about how they worked together, their learning tasks and outcomes, or to record student descriptions of what they have learned or now understand from a particular activity could be really powerful for later discussion and as evidence of progression in the use of process skills. Student repetition would be really valuable in this case highlighting through the "cloud" commonalities in their ideas and thinking. Perhaps these could also help to support development and use of the vocabulary we need to describe features of learning and thinking together in tasks. They might also be great to display on our learning wall, visually representing aspects of our learning journey, forming starting points for discussion as we develop our grow our common language of learning. They could also be an interesting way to post to our class blog as a starting point to mediate discussions with parents and other stakeholders in our learning community about what has been going on in school.

I also want to link the use of this classroom tool with how we further develop and embed learning within and beyond school through the use of online community tools. A nice tool to use with this would be Honeycomb, for obvious metaphorical reasons, but a new look at home school learning that sees these virtual places as flexible places to extend ongoing classroom projects and activities collaboratively will be an interesting place to start in developing a modelled framework for use of our VLE as we approach the huge changes due to our school in January 2009.

This is only a starting point and a bit of a ramble, but I would value any thoughts or contributions you might have.

28.1.08

Learning Stories and Comic Life

I eventually got round to buying a copy of Comic Life for PC, from the good folk at TAG Learning on my recent visit to BETT, and having installed it on my laptop, am all geared up to use it as part of my Assessment For Learning toolbox.

In school we keep classroom scrapbooks, where we have begun to use digital photographs alongside written or scribed records of "snippets" from student talk to help tell learning stories. "Narratives of Learning" have been a key feature in my research work, forming the basis for data analysis, as well as acting as a vehicle to share my work with others. Classrooms are multimodal places, and context is key to using "data forms" we collect there. I have come to see learning and teaching events as acts of shared meaning making, where language is the primary mediating tool. Working with young children the ways in we share meanings and negotiate common understanding is usually through tool mediated talk and activity. Despite our knowledge that talk and effective questioning is often more revealing about the processes that students engage in when learning, than the material they record, we still seem to have a strong drive to ensure that what the students do is logged, even if as a dated sentence. What is missing from this as from previous methods of recording progress, tick lists and charts, is frequently the process that lead to the outcome, and the success of the child however small. The joy, the excitement, the disappointment, the shock so readily visible in the faces and gestures of the student, or the gusto and energy that students apply to the tasks they "do," followed perhaps by the surprise or pride in something believed to be so difficult suddenly achievable. Somehow all of this magic, the moments that bring joy not only to the class but that in my opinion, make classroom teaching so worthwhile and exciting, are rarely so transparent or the richness of the experience we shared evident when we look through our exercise books.

I have been incredibly excited by our Class Podcasts and Blog that have begun to inject a student voice literally into the recording system. Context driven activities with a sense of purpose and audience, that have begun to help both my students and myself engage with self review and evaluation, and are beginning through collaborative action to support a growing digital record of the "long Conversation" we have as teachers and learners. I am increasingly aware however that these objects, do not fit into the world of outcome driven assessment. What of the process behind these, the journey and the long conversation hidden behind and that lead to them. Well perhaps tools such as Comic Life can begin to offer me some scaffolding for this.

In PE this term we have been developing "passing and receiving" skills through the playing and designing of simple invasion games, and this week the students have been working in small groups to create their own, with the development in our next session of jigsawing to share our games with each other. The genuine learning experiences that have lead to this would be lost witho0ut the means to log or record them. Armed with digital camera, I had initially thought about creating a PowerPoint Learning story, and then as previously, using PowerPoint for Mac to change these into a video format to share with others. Instead I have opted to use Comic Life, with the students to create comic strips that tell the story behind their game and how it is played. My Numeracy Group require a great deal of practical work and consolidation, and their activities too are often transient mediated by recordings on Dry wipe whiteboards, through talk and the apparatus they use. These experiences are no less important to them as learners, than the need to show progress through written recording. As can be seen in previous posts, these processes too I have been frequently logged using digital Photographs and PowerPoint. I have pondered today, on how the practice of foundation stage colleagues might help me to log these events and processes. Using "post it" notes to record children's talk as we work, that can later be used to annotate digital photographs in Comic Life through the addition of speech and thought bubbles.

Comic Life affords a number of means of publication for the strips developed. They can either be printed out on completion, for inclusion in our scrapbook, or exported to html, for inclusion in our website community pages, adding another means of sharing our activity with carers. On interesting format, that I haven't had a go with yet, is the ability to export as movie. This will be something to play with later.

22.11.07

Talking for Writing: Using a Picture Book as a Multimodal Text To Develop a Script for Podcasting

Just finished the first weeks planning of our new writing unit, and am really excited, having persuaded my collegue that the writing outcomes for work developed might be a series of short whole class podcasts. The unit of work relates to play scripts, and the obvious links within this are that as a written form scripts are intended for oral and visual performance. We discussed how it would be interesting to begin using the context of the unit as a vehicle to explore some of the ways in which speech forms are encountered multimodally within texts, as this links nicely with the way we have begun to approach punctuation for reading in class so far this term, and begins the students on a journey towards our could target.

Our starting point is a familiar story, and we have chosen to use "On The Way Home" by Jill Murphy. I love this text, a picture book based shaggy dog tale, about a little girl, with a "bad knee!" On her way home to tell mum all about it she meets various friends, who greet her, are told about her bad knee, and then subjected to an increasingly elaborate series of explanations and tales about how the injury was gained. What is lovely is the ending, "just how did she get her bad knee?" "Well.... I was p..." I don't want to spoil this and since we want the students to innovate on the story, perhaps you might visit our podcast when we publish to find out.

The page format for "On the Way Home" borrows many of its visual elements from the comic strip genre. Each double fold page being split into panes, that illustrate the story in beautiful and incredibly detailed visuals. The Character presentations in Jill Murphy's illustrations, offer fantastic opportunities for discussion not only around the written text but for developing inferential work, from gesture and expression to talk about feelings they may be experiencing, this inturn offers possibilities for unpicking how the words spoken by a character might be expressed. We have decided to use this as a platform to develop writing frames and Smart Notebook pages to encourage students individually, in small groups and as a class to discuss events, and consider what characters might be saying and how they might be saying them.

Using punctuation spotter activities with extracts from the book as a shared text, we want to extract character dialogue, adding these to the images through speech bubbles to present visual models of speech. Developments from this for students themselves to create their own page for a class book, replacing Claire the central character in Jill Murphy's story with a student from our class who meets friends from school on the way home. Over the course of the week, we intend the students to script a short passage of dialogue beginning in comic strip format, expanding this to think about how they and the friend they meet are saying things. Drawing on the rich visuals in the original text we want to draw out and develop a wordbank including new and familiar speech verbs, that can be applied as the students create there own dialogue, recording and adding these to our WOW word wall.

Since we are going to podcast our outcome, use of descriptive phrases and adjectives will be required to add depth and richness to the content our listeners recieve. Using "rub and reveal" activities, with the cover illustration from the book, we will begin by playing vocabulary games, to help extend the complexity of description given by the students. The WOW words used and collected can also be recorded and added to our WOW word wall for use as we progressively develop our short scripts over the sessions. Playing games the students will be encouraged to be "Claire" or the "class character" we have chosen, and to use sentence starters we collect from the text and develop such as "Weeeell!...." or "it was like this!..." "From nowhere a .... appeared!" "As I was...." and so on to rehearse and present exagerated descriptions, that we can draw on as models for writing in the dialogue we present. We use actions in our speech based activities, to mark punctuation types in spoken sentences and phrases as we speak and rehearse, and these will also form part of the development process through the games we play.

Throughout the week, while focussing on talk for writing within shared sessions we also want to use text book based materials to introduce and model how speech marks, are used to mark what is said by characters. Using speech bubble activities and punctuation spotter activities during shared work will help we hope to model the role they play, and also enable us to revisit prior work on special full stops such as question marks and exclamation marks. Usng student's written speech in bubbles, visual context cues and exercises we want to encourage the students to think about and rehearse speech; returning as we go on to consider how the choice of additional punctuation marks we have already worked on might influence how things are said, and how speech verbs will support this.

Our Big write on Friday this week will hopefully be a process of illustrating our class book and an opportunity for students to record their section of our podcast. Over the course of the week using modelled support the students will have gradually created in comic strip format, a short passage of dialogue between themselves and the class based "Claire" character, and an exagerated explanation of how they got their bad knee. These will then be recorded using the chapter tool in Podium as a dialogue between two children working in pairs, using the context sentences they produce as narration, to link additional dialogue created by other students as we build up the final podcast in chapters. The original story opener read by my colleague, and the close by myself to each story, having been modified to fit with the class characters chosen. The idea being that as we introduce play scripts formally next week, we will have an available class design to draw on helping us to make links between the text types used this week, the picture book, the comic strip and the podcast as we begin to discuss and identify the purposes that the formal structures of a playscript play.

I would like Podium to play a developmental role as a shared writing tool the week after next week, drawing on the "script writer" within the software enviroinment to help model how dialogue is organised within the play script environment. In a comment left by Doug, a couple of weeks ago about my post Reading With Expression: Punctuation for Podcasting With Year 3 he said:

"I would be really interested to hear/read about the role that the 'script writer' in Podium could/did play in this task. The move from text to speach through the study of punctuation strikes me as a very powerful thing indeed."

Hopefully as this unit unfolds I will be able to engage with some of these ideas in a practical context, and be able to provide concrete examples. For me becoming a reader or writer, is more than a process of encoding or decoding. In our multimedia world it is increasingly a journey towards gaining understanding of how text in a variety of forms is used to represent and share an inner voice or visualisation. One of the exciting things about using Podium with my class is that after the giggles and "barge" at the text approach we encountered at the beginning of term, students racing to complete their input; on hearing their own voice several students are beginning to think about what they say and how they say things when they are reading, and this is beginning to impact on how they approach the writing process too. It was exciting on Friday, as you can see from the photographs supporting this post, to see students for the first time rereading what they had written. One student in writing about how Henry VIII had married his brother's wife, asking "did I think he felt guilty about this?" Going on in the text he finally produced to hypothesise that he might have...?

The role or potential role of the Podium Scripting tool, in the development of understanding around the place of punctuation for reading is a potentially powerful one, and one which I am keen to explore and exploit, building on the current experiences we are providing with visual and oral textual models. It will be interesting to return to this as the writing unit progresses, and particularly as we begin to use the script writer as a dynamic resource to focus in on features of play scripts. Within this I am particularly drawn to providing an existing story imported to the scripting tool, to be reworked together as a class using the affordances of the interface to model how the format used by Podium in the allocation of roles, within a performance, mirrors formats we encounter in formal play script models we share. Using this to transform visually and dynamically the text on screen as we go, may help develop understanding of why inclusion of stage directions, or narration within the text we create will be neccesary, and seems to me a very powerful imaging role for the tool. I look forward to sharing this further as we explore the tool and processes involved.

22.10.07

Thinking aloud about comic Strips as teaching tools

We are busily establishing learning targets with our students for literacy, two areas we have highlighted to work on for development are sustained writing and use of punctuation. The students might not be alone in the latter, as any regular reader of my blog can attest to. However in blogging I am doing something I enjoy, I am playing again with word 2007 as a tool this afternoon, have an identified purpose and hopefully an audience to write for; have allowed myself an extended period of time and space to do this and because of the affordances of the tools I am using, have opportunities to walk away, and come back to my work when I get tired of it, to reread, revise, review and edit what I am writing, before, if and when I am happy with my labours pushing the publish button. As a companion this afternoon Stevie Nicks is playing in the background. This is not always the case for our students, and for some sustained writing is about more than time and space. In addition to purpose and context it can be an uncomfortable process, with groans and whinces accompanying them on their authorship journey, as in some cases muscles not yet fully trained to form letters accurately, represent sound pictures mechanically. One of the most exciting things for me this term has been students asking on Mondays who will be blogging this week, or recently whether we will be producing a video or sound file for the podcast. A sure sign that my students are beginning to see their writing as something more than the outcome of a big write or the end of a literacy hour, so what has this got to do with comic strips and this post?

Reflecting on Writing and Multimodality

As an adult beyond school, I write because I want to, and blog in order to share things I want to "say" and am interested in. I have established a purpose and created a context for what I want to write, and so sustaining my interest and engagement with the process as a whole is not difficult. Learning to punctuate is a part of the process, and as an experienced writer, aware of the multimodal nature of text, I understand the role these strange additional marks have to play in my expressions. I recognise that the symbols and words I am using are tools to mediate my meaning making, the graphemes I use, represent the sounds in the words I am thinking and can hear in my mind or am saying. I draw on my understanding of how the phonemes I hear as units of sound, relate to these graphemes, how choice and organisation of these enable me to represent my ideas as words. A host of other learned and familiar spelling and reading strategies help me spell uncommon structures, and enable me to decide if how I am saying things is the way I want my reader to receive them. As an experienced writer I also recognise that the spaces in my text are as important as the marks I make, changing clusters of these symbols into words, and representing breaks in my thoughts and speech, as well as how the punctuation marks I use within these spaces, help my reader with interpretations, representations and expression of my thoughts and words as they engage with them as part of the whole text I lay down. What I am presenting is by no means a flattened expression of ideas but a symbolic, perhaps even pictorial/iconic representation of thoughts and speech. Through a textual format that seeks to involve my reader, I ask them to hear what I am trying to say, in the way I want them to hear them. In "writing" them down in this way, I seek to share my meanings as accurately as I can to evoke response. I choose my words carefully, frequently rearranging phrases and making additions as I reread and hear what I want to say using additional marks, as I seek to share meaning in a common form. Sometimes I revise my punctuation, or insert it later, having not done so in the first place, caught up in the flow of the write. Because my blog is a representation of my thinking, sometimes ideas are displaced, disjointed or in making additions I leave ideas or parts of ideas behind. My "written text" is to me an "oral text" or conversation I seek to have with my reader, and something that emerges as I write in order to involve my reader as a listener too.

As a teacher, and so hopefully an experienced reader and writer I have, I suppose, always recognised this link as an inherent part of my practice, but it was not until I engaged with an introduction to semiotics at University a couple of years ago, that these ideas became more transparent in my thinking, and I actually began to see the importance of making these ideas explicit in how I engage children as learners in understanding the why as well as the how when we write and read. Writing and reading, is a process of making meaning from or creating meaning through any media and are multimodal acts by design (Cope and Kalantzis, 2000).. These ideas have only recently been recognised explicitly within the Primary Literacy Framework. What concerns me however is how easily we can interpret from documentation that only certain text types are multimodal. As I hope I have begun to express above, the written form we use everyday is in itself multimodal, a visual representation of sound; and I feel it is important that we recognise this if we are to exploit multimodality as a concept in the classroom.

Each "mode" in "text" is more than the representational or media form we see, it is often one of several representational devices used and embedded within it that allow shared meaning to be made. In video for example, this may include, the visual resources, the images, movement, how the camera is placed, panning, zooming in or out, developing close ups, creating context through changing vista or perhaps timelapse, capturing character gesture; choice of elements in the sound track, music providing mood, what is said, and how it is said by the characters, the expression as well as the content; the inclusion of written word through titling, subtitling and captioning. These elements are not placed by accident, but by design, through the actions of their author or director, and how we relate and link these elements determines how as an audience we interpret the content, how we make sense of it, read it. Likewise how we use, draw on and place these elements in the creation of an animated story, a comic strip, a podcast, a poster, or playscript in class, will demonstrate our understanding or confirm the value we place on particular elements of the widening textual world that we and our students are part of. Viewing text and textuality in this way affords an opportunity to view the apparently passive media, many of us mistakenly perceive children to engage with everyday, as a valuable classroom device. Seeing students as plugged into their playstation, sat in front of TV, when they should be reading a "good Book," model perhaps more our naivity regarding what they are doing, than enabling us to engage meaningfully with the emerging literacies they need to engage with and may be bringing to school with them. Viewing texts multimodally enables a change in perception surrounding the engagements of students with TV and Computer games, as meaningful acts. Are our students merely plugged in? James Paul Gee's work for example suggests not. Are they tuned in? He would probably suggest yes. Viewing computer games as text, he suggests is an alien idea to many of us, we do not understand the nature or attraction of games and gaming, since many of us do not play ourselves, and so we are unable to see them textually. A large number of our students participate in gaming, not as a plug in process, but as a social pastime, they engage with friends in active narrative construction through the discussions that surround their game play. As they play they solve problems, overcome dilemmas, ask questions, infer potential outcomes as part of the playing process, seek resolutions in order to move forward in the story they share. All of these are issues in the development of writing as we see it in the classroom, and may offer ways of engaging some of our more reluctant writers and readers. Perhaps this is evidenced in practice through creative uses of such media, by colleagues like Tim Rylands, who has adopted and adapted the visual and atmospheric environment of Myst, to support writing in the classroom, exploiting the multimodal nature of this gaming world to inspirational effect. Rather than assuming our less motivated writers to be uninterested, perhaps they are just differently so, perhaps as disconnected from the purpose and role of our "traditional literacies," as we are from theirs. In developing reading and writing as a teacher these issues and ideas must be seen as increasingly important as we seek to raise standards in literacy. But whose literacy? and how do we link the traditional and the emerging? We do not need to see either as more important than the other, but rather as interrelated and mutually supportive. Taking a multimodal view of text and textuality is helping me to visualise my students as emergent readers and writers, to make links between and sense of what my students bring to literacy sessions and the resources they may have to offer that can be exploited in order to engage them with the content I am required to deliver.

What has this got to do with comic strips?

Our "could" target, referring back to my opening paragraph, involves the students not just remembering to include punctuation to mark sentences, but also their beginning to use of internal punctuation in the form of speech marks. This cannot be developed on its own, and as part of the VCOP programme, will also require introductions to and variation in their choice and use of speech verbs. Exercises in books although valuable are frequently uninspiring, and probably haven't changed that much since I was at school. There are a few more "comic strips" perhaps, but more or less the same. It is not the exercises, that concern me, students tend to see the focus of these, and include what is expected from the WILF presented, it is rather how we link this in a relevant a purposeful way, enabling transfer of the skills practiced, to the real texts they will be expected to work on and develop afterwards independently. I have been pondering on how the use of comic strips might help with this, and how in the process I might also encourage colleagues to see this undervalued literary form as a potential tool in supporting engagement with texts and literacy development.

Comics are complex textual forms, though often dismissed as being an "easy read," and something some of us may dabble with as an "in" for our reluctant readers or writers. Personal experiences and sharing these with students have shown that not everyone accesses or reads comic strips in the same way, and modelled how it is usually my more able writers who have problems not in reading them but in creating comics or storyboard type texts themselves. Attendance at a conference a while back saw us as an audience invited to engage with a comic strip sample, that had been designed by its author purposely to facilitate multiple levels of engagement and access to the same storyline via different routes, modelling how in using comic strips we are not only designers as we create them, but also as readers how we actively construct our own meaning as we go. The narrative and storyline in a comic strip is carried multimodally, through designed relationships between image choice and captions created by the author. Dialogue is presented in bubbles within the ongoing visual narrative. By combining these elements in different ways, readers make sense of the story being presented. The narratives presented within comic strips are layered or textured and in constructing meaning as intended by the author must be accessed on multiple levels. When I read a comic strip I often begin with the visual elements, and then use the captions to set context before following the speech, linking the pieces together to construct my own version of events, in using the text in this way I am take personal control of the meaning I am making, designing my own story from what is being presented as I go. Some of my students who have difficulty accessing written (oral) text, tend to use the images alone to tell each other stories, while others will use speech bubbles and use the images infer contexts for what is being said. Writing in this format is not as easy as we might think either. A while back I was involved in a Creative Partnerships animation Project, and was interested to see how problematic some students found developing visual and oral storytelling activity when using storyboards and comic strips to script their intended outcomes. Transferring their knowledge and experience from traditional scripting forms, to the storyboard context necessary to plan the outcomes they were hoping to realise was a real challenge. We had recently engaged with playscripts, but in realising a similar outcome in this visual and physical form it was interesting to see how students who would be seen as "emergent writers" were more able to successfully engage with the storyboarding process, that many of my "more able" writers found problematic.

As teachers using the comic strip format as a multimodal text we have the potential to present explore and discuss a number of aspects important to presenting spoken language, and linking this to the more widely accepted formats expected within the school curriculum. In thinking about narrative we can present and explore plot and setting visually, and use this as a frame to explore and link other multimedia texts to the traditional, through frame capture and annotation enabling rehearsal and sharing of ideas among the student group.

Going back to our could target, and the extension of speech verb choice, the visual representation of speech in different types of bubble, or through alteration of font style afford talking points and contexts for thinking together about how things are being said. With Thought bubbles we can think, reflect, look back, imagine or visualise... with speech bubbles we can shout, cry, whisper, whimper query, say and exclaim. These can not only be represented by punctuation but also through the font style, shape and size we use, and encourage inferential engagement with the text even among our youngest students. We can incorporate background effects with the inclusion of coloured shapes, have one person speak and another think and use these instead of punctuation to infer what types of punctuation or verb to use and choose.

Using tools developed with for example Comic Life, within the planning stages of writing as a class or, as part of sentence and word level work we might therefore frame exploratory and investigational tasks that help support and distinguish practically or visually, how and when punctuation devices such as exclamation marks and question marks are used, and how they effect the way in which expressions are made (verb choice). During shared text or sentence level activities, the students could use comic strips developed as a class, perhaps around photographs taken to show expression and mood, and identify "how" a person might be saying things, making reference to feeling and gesture. This might act as a scaffold to explore and collect speech verbs for display on a class WOW word wall, and help demonstrate how feelings too are actions. These prompts could then be used to develop student texts to use with the images, and investigate the effects of verb choice and punctuation on what is being said or thought. Incorporating "rehearse and write" activities these could be used to support and consolidate the teaching and use of sentence structures that include speech marks and choice of speech verbs, engaging students in active peer and class review to support the task. Taking the multimodal view, we might also plan to see one form of representation transformed into another non traditional form, perhaps representing a newspaper report as a podcast, a storyboard as a digital documentary, or an animated short presented through a comic strip as a planning frame, in the form of a short story. It might be interesting also to see how students use comic life with digital images captured through freeze framing, digital photography, the use of a scanner to capture paper based responses to comprehension tasks based on a play script, or a visual text they have shared. Maybe even re-representing whole texts or extracts from other genre types such a newspaper articles, with reported speech, using the format to explore the similarities and differences between the ways in which dialogue and speech can be represented.

Finishing with a brief shout about comic life and its affordances as a publishing tool, the ability to generate directly from within the software, web publishable comics, is another potential boon for the kit. I can't wait to experiment with students as a class, and see what might be achieved through cross curricular use and how we might use this alongside the web 2.0 environments we are currently exploring to share and develop ideas with a wider audience. This may be a wee while down the road and will depend on my ability to fund the licensing, but watch this space.

19.10.07

Comic Life For Windows Released:

Thanks to Richard Anderson for letting me know about the commercial release of Plasq's Comic Life for Windows. I have been using this software with my Mac for a while now too, and waited with anticipation for its release before thinking more deeply about how I want to promote its use and my reasons for purchasing it initially as a literacy resource. I feel comic strips and storyboarding have immense potential in school, and afford many opportunities for supporting cross curricular literacy activities across all abilities in the classroom.

When I have finished test driving the download, I hope to be digging into my budget to sell (figuratively I Mean) this software tool to my colleagues as a resource in our arsenal to attract and engage not only our reluctant recorders but all of our young cares with the fun that can be had in authorship. I have already begun exploring for myself why I think this is, in order to firm up my persuasion of others as to the value that this tool among other multimodal resources may have in the classroom.

Visiting the site today there are two versions of the public release available
  • The Standard Version priced at £12.92
  • and Deluxe version at £15.50 .

There are also educational site license bundles, dual platform (Mac and PC) with a 50 seat license for example costing £154.72.

Since it is a break time, I have just downloaded the 30 day trial version of the software to have a play and check out the cross platform compatibility promised. If you want to have ago for yourself trial software can be downloaded by following this link.

13.10.07

Comic Life for Windows now on Beta 4

Visited the plasq site today for a check up on progress to final release date for Comic Life. In the forum they seem confident that the current beta version, Beta 4, will "very likely be the last" it is available for trial until November 1st.

"This latest beta includes many small improvements relating to memory usage, user experience and stability." Hopefully this will mean it is less clunky. I can't wait to get my hands on the full version, and to begin using it with my students.

If you want to try out the Beta you can download it from Plasq.

14.7.07

Simpsons Avatar Maker

The Simpsons Movie was a talking point with some of my students last week and I couldn't resist dropping by the web site today when I discovered they had an avatar maker. I really enjoyed playing with this simple tool to create a downloadable representation of myself, sad to say it is more lifelike than you might think. I am just pondering on how I could use this tool to support year 6 students and colleagues in creating a gallery of caricatures, to form of a video montage for their leavers assembly.

8.7.07

Comic Life For Windows: Loving it so far!

Welcome to Comic Life Beta 2 for Windows. So far it is great! Can't wait for the full thing. Have had a half hour or so, playing around in the environment, and it is very easy to use. I did an asssembly a while back on heroes, so had a few images from the Apollo 13 mission. The software defaulted to my, my pictures folder, as the Mac version does to iPhoto. It was then a simple matter of deciding on my page frame style, and then dragging images from the browser into the frames. There is a choice of bubble scripts, and styles which can be dragged into place and edited. I hope that we will be able to acces this with ELCs, what a fantastic tool, if not will definitely have to put aside some of the budget, and enter into negotiations with other subject leaders to cover it.
Here is the opening page of my first comic... The files can be exported as movies, html as well as images. So there is lots of scope for how the outcomes of a project might be used.

Comic Life for the PC

Have just discovered that Plasq are developing a version of Comic Life for Windows. The Beta 2 version is available for download from their website. I have downloaded a copy to have a play with and see how it compares with the Mac version. I have to say I am really excited about this the Mac version is a fabulously simple tool to use, and from the introduction in their forum the developers are also really up for it... It is important however to remember that Beta Software is still under development, it is not the finished article by any means, and as the company say
As it is a beta, you will no doubt come across bugs. Please report them to us... .
So if you too decide to download, there may still be problems to fix be prepared for this.

26.5.07

Bill and Ben's Outstanding Adventures

Thinking about back stories for the Airbus DT Project some of my students have been working with me on I began wondering how we might present this. As you might guess from recent posts Comic Strips have featured prominantly in the work of our year 6 students, creating caricatures and telling stories.

The props for our DT challenge, have been centred around two Play People, who for some reason or another must use the vehicle we design to escape safely from something. I visited the Playmobil Website for inspiration this morning, and in the Online Shop found some scenes, from which two characters particularly cried out, "caption us! Liberate us from this cage of two dimensional meaninglessness!" Never one to refuse anyone in such obvious distress I downloaded the Hazmat Team to my PC and Using Microsoft Publisher did my best to help the fearless pair express themselves, and share their current predicament.


Playmobil is a resource which many of us have in school, and perhaps don't readily recognise as an ICT resource. However listening to students as they engage in or describe their activity following role play activities, or while reviewing game play using computer games, their is a striking degree of narrative development which takes place and which we could draw on to promote and support writing activity, both on paper and onscreen. I do feel however that we need to broaden our view of what writing is in order to achieve this.


Using ready made images like the one above to prompt the creation of comic strips is one way, of making the link, but we could extend this to enable the students to develop the scenes for themselves. Using Playmobil, as an example, how about using table top and found materials to create dioramas and scenes in which to place our characters, rehearsing stories orally, and using Digi Blues to capture significant scenes, which the children might later add sound tracks, page turning effects, animation or written text to, by importing the images to applications such as 2 create a story, MS Photostory or Powerpoint. They might also import the images to Word Processing Packages or Desk Top Publishers and add speech bubbles and Captions creating their own comics for class or web publication.


Why stick with static images when you could make movies.


New for 2007! "Bill and Ben's Outstanding Adventure." Coming to an interactive whiteboard near you!


Building on paper based storyboarding activity, or emerging from role play, maybe set in the dioramas the students have made, stop motion animated movies could be made using digi blues. As actors in the film, The Playmobil characters star in the adventures that develop, and springing from their 2 dimensional cage of meaninglessness, or comic strips onto the big screen. Sound effects, voiceovers, music and visual effects could then be added, drawing on the planning framework provided by a comic strip, or a script provided by the speech bubbles and added during editing in perhaps MS Movie Maker.


I have been asked by my year 6 colleagues this term to work with them to help them and the students who are moving on, to create an alternative leaving service for their parents. It would be great to draw on the multimedia and multimodal experiences the students have had this year and brought to school from the world outside to develop something special and more than the previously powerpoint laden event. Pondering this morning perhaps we could use Playmobil characters or other toys and props to help them represent the adventure they are about embark on including some stop motion animation, pixelation and digital video work, to support this, alongside the other means of representation they are familiar with.

23.5.07

Post Script To Captain Underpants

Here are a couple of First Attempts from the gang using the Captain Underpants Web Site. The titles in themselves are fantastic, and made me want to read more...

There were some concerns from the students about how to keep these comics, which appear on the web in Flash Format from email links. This led to discussion about how we could keep these to share locally, on our blogs or website. My suggestion to the students and their teachers is that they should do some screen capture work, using the print screen key on the keyboard to capture each page from the comic strip individually, and then pasting the resulting image into photofiltre for cropping, editing and saving.

Using these edited images, the students can build on their recent multimedia work with PowerPoint, to make navigable slideshows. Inserting their comic strips as background images to the slide, and then adding action buttons, which will not only mean linking pages together, to be turned onscreen, but also the possibility of adding additional effects such as sound and animations to support transition from one page to another, affording an additional dimension and texture to their comic strip texts.

This is a completely new experience for many of my colleagues, students asking how I can use the computer to do this, rather than what are we doing with the computer today. And exactly where I wanted us to be as a school by July. The Students now want to share their completed texts on their blogs, or through their community pages on the school website, this either means signing up with for example slideshare, but more likely means a little extra work on the Y6 community pages. Can't wait to publish the outcomes...

22.5.07