Skip to content

Figurative-idioms-embedded graphic novel teaching material

Design · All designs
Evidence · 1 claim (1 for) · 1 study (1 causal), q1 · 0 of 1 report an effect size · 1 claim rests on one study

Description

A teaching artifact built for the experimental group: forty figurative idioms listed by Grant (2007) from MICASE were used in a script that "was converted to a graphic novel with the use of computer software (www.storyboardthat.com)". Each week a required part of the novel including ten idioms was read in class, students guessed meanings, and the teacher checked meanings and gave extra example sentences.

Design Implications

Context

Requirements

  • A script embedding the target idioms and conversion software to produce the graphic novel
  • Weekly in-class reading with teacher-checked meanings and extra example sentences

Constraints

  • The scenario was written by the lead researcher and converted by software, so the quality of the scenario and graphics may have affected results

Target Learners

  • first-year English Language Teaching department students

Learning Goals

  • figurative idiom knowledge
  • vocabulary learning

Claims

Examples

-

Key Sources

  • Ahmet Başal, Talat Aytan & İbrahim Demir. (2016). Teaching Vocabulary with Graphic Novels. English Language Teaching, 9(9). https://doi.org/10.5539/elt.v9n9p95
Page metadata
Field Value
type design
id figurative-idioms-graphic-novel-material
title Figurative-idioms-embedded graphic novel teaching material
description A teaching artifact built for the experimental group: forty figurative idioms listed by Grant (2007) from MICASE were used in a script that "was converted to a graphic novel with the use of computer software (www.stor...
status review
generated by process:settle-candidates on 2026-11-01
trust unverified — no one has confirmed this page's content
sources 1 — ahmet-başal-2016

Frontmatter is the page's machine-readable record — see the Schema & Guide.