Showing posts with label inference. Show all posts
Showing posts with label inference. Show all posts

Saturday, March 26, 2011

Kicking back a bit...What's all this about Inference?

In my last post I summarized my C2E2 presentation.  What I would like to do this week is kick back, discuss some of the comments and take them a bit further, talking about the nearly unlimited opportunities you can make to read with your kids, talk with them and help them learn to think critically and evaluate the world around them.

What's all this about inference?
Inference is the act of drawing a conclusion by deductive reasoning.  Inferences are assumptions or images we connect or construe when reading, when talking with others, even watching television or movies.  Reading and writing poetry is an example of making inferences.  In poetry the reader provides images, similes, metaphors that the reader must interpret in order to fully comprehend the author's intent. Some people describe making inferences as 'reading between the lines' which is SO appropriate when talking about reading graphic novels.

We make inferences all the time - at work, at home, talking to colleagues and friends, in school, at play, when reading, when thinking about the world around us.  The thing about inference, though is that it is actually hard to teach and hard to learn.  Graphic novels are so helpful because they provide so many cues - text, art, and even page design all provide the reader with important information.

Types of inferences we make when reading graphic novels:
When we read regular novels, we typically make inferences about what the characters, places, events look like.  We are almost always told what the protagonist is thinking and feeling, and motives are often included by the narrator or third-person voice.  In graphic novels that is not the case.  When reading graphic novels we typically must infer:
  • Character motives and intent;
  • Emotions;
  • Time sequences;
  • What is happening 'beween' scenes (and in the gutters) that is not 'given' or provided by author/artist.
Kicking back with an example of the awesome power of graphic novels and making inferences:
This image s taken from I Kill Giants by Joe Kelly (Image comics).

Story Background:  Barbara is a fifth grader who tells anyone who will listen that she kills giants.  The reader is uncertain at this point if she really kills giants, if she lives in a world of her own, out of touch with others, or if this is one giant metaphor for her having to face huge scary issues in her life.

On this page, Barbara is arguing with her sister.  Barbara hit the school counselor and her sister was called to pick her up.  The sister is really upset.

Inferences we must make:
  • Why does Barabaras's sister have to 'do this on her own'?
  • Where is their dad?
  • Where is their mom?
  • Why are there words inked out?
  • What might Barabara's sister be saying?
  • Why can't Barabara hear them?
  • What is with the eye thing in the middle panel on the bottom?
  • Why is there a shadow over Barbara's face in the last panel?
This is just one page from one graphic novel.  Each graphic novel is different in part, because the stories, the art, and the page design are different for each book.  That is part of the thrill or reading these new books and formats.  As always, the quality and appropriateness of these books vary.  While I recommend reading them at home and in school, I strongly recommend that adults look through the books before giving them to kids to check for appropriateness of story and vocuabulary.  That said, graphic novels are well worth the effort.

How else can you help your kids learn to make inferences?
  • Talk about books you and your kids read (graphic novels, poetry, prose).  Ask them what the author intended when she/she wrote something vague or something different. 
  • When reading graphic novels:
    • Talk about how the art and the visual details add to the story.
    • Talk about how the choice of color palate helps explain depict emotion.
    • Discuss how the choice of text font and shape add to the story detail.
  • Talk about the titles of books and chapters.  After reading them, would you have chosen those titles?  Why?  Can you think of different titles?
  • Talk about metaphors and similes.  They are such graphic means of expression.  When you come across them, talk about them.
  • When going for walks talk and think about the things you see around you.  Why are they that way?  Why do you  think squirrels have busy tails?  What color do you think is the most popular one for the outside of a house?  Why?  
  • Design scenes and worlds for dolls/lego designs, trains, dinosaurs as you play together.  Talk about the choices your child makes when designing the scenes.
  • What is so great about jello - the taste, the texture, the fact that it jiggles?
These questions go on and on.  The point is to notice things around you, to notice things others say or write and to think and further analyze and understand them.  The more you model and practice critical thinking and inference, the easier it will be for your child to tackle the world around them.

What are some of the ways you practice making inferences together?  I'd love to hear some of your ideas or questions!

Wednesday, March 23, 2011

My Jaunt at C2E2 2011...Departing the Text: Teaching Inference with Graphic Novels

I just got back from  C2E2 2011.  Not only did the panel go well,  I love conventions...walking around...getting free books...and pitching mine. It's all about books (at least for me).  I own a kindle and read it (and love it when traveling), but there is something about the touch, feel and smell of books and paper in your hand...

At the request of some of my readers, let me tell you about the presentation Talia Hurwich and I made, "Departing the Text:  Teaching Inference With Graphic Novels." (Katie Monnin who also contributed could not make it).  The turnout was good and the audience was as passionate about teaching kids,  reaching kids, reaching teachers and introducing the right graphic novels into classrooms as we were. 

Presentation highlights:
Getting to know the page: While I'm not sure there is a 'typical' graphic novel page since page design is actually part of the art, each page contains the following elements:
  • Panels - boxes of various shape, size and borders that contain varying amounts of text and art.
  • Text varies in size, shape and in presentations. Typically, the text is presented in narrative or dialogue form (and dialogue is often in a 'text bubble').
  • When there is more than one panel to a page (which is usually the case), the panels are separated by lines or space called "gutters." Gutters are actually important.
Gutters are where a lot of critical thinking takes place.  For one, they provide opportunities to pause,  reflect and digest the previous panel and "fill in" the gaps of time, action and emotion.  Gutters also allow readers to pause and fill chunks of 'data' that the author/illustrator did not provide which are also necessary for comprehension.

In order to read and comprehend graphic novels, readers must:
  • Attend to the text's content;
  • Attend to details in art - the foreground and the background, facial expressions, spacing and placing of objects;
  • Attend to the shape, size and presentation of  text (in and out of) the panels; and
  • Attend to the panel borders and the choice of color in the backgrounds.
Learning is most effective when it is personal, meaningful and interactive. Here's how graphic novels can play a huge role:
  • Graphic novels are particularly suited for learning because they involve the reader as s/he constantly engages with the medium - switching from verbal to visual stimuli and constructing his/her level of understanding.
  • Aside from the art often being literally stunning, it pops out at you and invites the reader to participate in the action.  TRIBES:  The Dog Years (by Michael Geszel, Peter Spinetta; art by Inaki Miranda - IDW Publishers) is one example. 
  • Readers are constantly making inferences when they read graphic novels.  
  •  Critical to reading and learning from graphic novels is that information is given everywhere, and "art" can include the use of illustrations, the design of the page, the font, size, shape, and presentation of the text.
Readers Must make INFERENCES in order to comprehend:

  • We make them when we leap - figuring out what happened within and between panels.
  • We must infer character emotions from faces,  from the color of the panel background, from body stances, from text (content, shape, size), and from panel borders and shapes.
  • We must infer motives from faces, body posture, text (content, shape, size) and from panel borders and shapes.
  • We make inferences in the use of figure/ground and foreground/background.
  • We make inferences about author/illustrator 'choices'.
  • Time is often 'weird' in graphic novels.  The art and design allows the author/illustrator to jump from one period of time to another, often with no formal 'direction'.  As a result, readers must infer 'where' they are 'when' integrating the art, the shading, the panel borders, the color and the text provided.
A special note about teaching social cognition - how to read faces, understand boundaries and personal space, validate emotions... graphic novels are a power house:  In social interactions, reading verbal and nonverbal cues is essential.  Graphic novels clearly can help. The facial expressions, how people are standing or interacting together, the color of the background, the tension in the bodies, smooth or jagged panel borders, text size-shape-and font, ALL show and teach us how one expression, word, stance can lead to a particular emotion or reaction in others.  SEEING is often so much more power than just reading or being told, and graphic novels do both.


Talia outlined a sample lesson plan for introducing Greek mythology using Athena: Grey-Eyed Goddess by George O'Connor, published by First Second. For anyone interested, please let me know, we can email a copy to you.

Questions/concerns from the audience [Note each bullet is a topic for an upcoming post so stay tuned]:
  • How do parents, teachers, librarians know what to buy?  As with prose novels, there are junk and gems all around.  How do we know what to buy/read/recommend?
  • How can parent/teachers learn more about using and reading graphic novels to build inference skills?
  • Can I provide further examples of how to read graphic novel panels, pointing out opportunities for inference?
  • Do you have questions?  Please let me know in the comments.
Conclusion: 
Graphic novels are rife with teaching opportunities for kids with all kinds of strengths and weaknesses and they should be integrated in classrooms and read at home.  The key is finding the right ones to use.  I have made some recommendations in previous posts, and will continue to do so.

What do you think?  Any questions?  Do you want any particular information?  Please let me know.