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Student guide chapter 8: Inking the Deal

Chapter 8 introduces nib pens, the classic tool for inking comics.

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Student guide chapter 7: Lettering

Chapter 7 shows you how to letter your comics and argues for the importance of hand-lettering in comics. In this section you’ll find student examples of the activities and the homework.

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Student guide chapter 6: Getting on the Same Page

Chapter 6 looks at the page as a unit in comics, both in the context of a book and as a stand-alone form. In this section you’ll find student examples of the homework.

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Student guide chapter 5: Penciling

In Chapter 5 we get into penciling comics. It’s the first of several chapters devoted at least in part to the myriad technical skills used in making comics. In this section you’ll find student examples of the homework.

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Student guide chapter 4: Bridging The Gap

Chapter 4 explores the concept of closure between panels that was proposed by Scott McCloud in his seminal book, Understanding Comics. In this section you’ll find student examples of the homework and a link to McCloud’s explanation of his comics game, 5 Card Nancy.

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Student guide chapter 3: The Strip Club

Chapter 3 explains the basics of the daily comic strip. Once you’re into multi-panel storytelling, there’s no turning back: you’re a cartoonist! In this section you’ll find versions of “The wrong planet” that you can print out and use if you’re working alone or in a small group. You’ll also find examples of the homework.

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Student guide chapter 2: Every Picture Tells a Story

Chapter 2 uses gag cartoons to show how image and text interact in comics. In this section you’ll find student gag cartoons for you to print out and add funny captions to. You’ll also find examples of the homework as well as a link to a gag cartoon contest.

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Student guide chapter 1: Building Blocks

Chapter 1 introduces the basic terminology of comics and starts you off with a few activities designed to get you thinking about how drawings can tell stories.

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Teacher’s guide chapter 15: 24-Hour Comic

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15.1 Marathon cartooning As an in-class project, obviously you’d need to take the 3-hour (or 6-hour, if your class is long) option on the marathon cartooning project, but even so, it is well worth taking the class time to do it. Every time we teach the 3-hour comic, there are two or three students who Read More

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Teacher’s guide chapter 14: Comics in the Age of Mechanical Reproduction

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14.1 Producing reproductions If you have a classroom set-up or a nearby computer lab where you can demonstrate scanning using a projector, you’re all set. Otherwise you’ll probably need to assign this as a reading/activity to be done at home or in a computer lab. Consider having students e-mail you tiffs of their scans. You Read More

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