Exploring the Role of Graphic Novels in Teaching at Tertiary Level
Choudhury, Tahseen Salman
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Although Bangladesh has made great strides in increasing the enrolment rate at the primary level, the question regarding the quality of education still persists. Be it the internalization of the classroom lessons, or the overall application of the learning in real life, or even the reflection of the learnings in the society at large – the list of issues that ensue does not draw an encouraging picture. No attempt has been found where a bridge is created i.e., what could be done in particular to improve the quality of learning so that the input (of students) in the higher education is upgraded. A study (IARE, 2003) showed that students can retain and retrieve information better when it is represented and learned both visually and verbally. This paper aims to analyse and discuss whether graphic novels can be thought of as a way out to improve learners’ quality in the context of Bangladesh. Bygone are the days when comic books were considered as entertainment for children only. The comic industry/ the pop-culture industry is now swinging young and adults in wider trajectories. Comic characters are now not just confined to books only but have also breathed new life into a genre of TV shows, movies, animations, computer games. This generation, which is drenched by comic culture, is now present in our class rooms and demands teaching-learning methods which will establish a connection between their personal life and academic life. Hence, educators need to devise new ways of motivating them in and outside the class room. Graphic novels can be thought of as an effective tool to stimulate students’ interest in the subject matter. The aim of this paper is to explore the scope for incorporating graphic novels in academic teaching and to analyse its feasibility.
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