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Comic creation, comic relief: kids expression of self and others

Published:24 June 2013Publication History

ABSTRACT

During a weeklong design thinking camp, youth ages 11-14 created comic books. This activity served as a "take away" product used as a tool for reflection and representation of their experiences. Together, students in design teams documented the week's activities using an iPod touch, generating the media they then included in comic books created using the software, Comic Life. Most studies of comics for learning examine the benefits of comic consumption. By contrast, we aim to understand the possible value of comic production. We found that youth vividly depicted themselves, their teammates, and their group work. Humor and joking dominated comics and our analysis indicated that the comic form was expressive, with depictions of self and others made possible by the ease of the technology and the comic form. The comics also generated excitement and a desire among students to share their experiences with friends and family.

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      • Published in

        cover image ACM Conferences
        IDC '13: Proceedings of the 12th International Conference on Interaction Design and Children
        June 2013
        687 pages
        ISBN:9781450319188
        DOI:10.1145/2485760

        Copyright © 2013 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 24 June 2013

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