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