How Long to Read Using Graphic Novels in the STEM Classroom

By William Boerman-Cornell

How Long Does it Take to Read Using Graphic Novels in the STEM Classroom?

It takes the average reader 2 hours and 55 minutes to read Using Graphic Novels in the STEM Classroom by William Boerman-Cornell

Assuming a reading speed of 250 words per minute. Learn more

Description

This book provides everything STEM teachers need to use graphic novels in order to engage students, explain difficult concepts, and enrich learning. Drawing upon the latest educational research and over 60 years of combined teaching experience, the authors describe the multimodal affordances and constraints of each element of the STEM curriculum. Useful for new and seasoned teachers alike, the chapters provide practical guidance for teaching with graphic novels, with a section each for Science, Technology, Engineering, and Mathematics. An appendix provides nearly 100 short reviews of graphic novels arranged by topic, such as cryptography, evolution, computer coding, skyscraper design, nuclear physics, auto repair, meteorology, and human physiology, allowing the teacher to find multiple graphic novels to enhance almost any unit. These include graphic novel biographies of Stephen Hawking, Jane Goodall, Alan Turing, Rosalind Franklin, as well as popular titles such as T-Minus by Jim Ottaviani, Brooke Gladstone's The Influencing Machine, Theodoris Andropoulos's Who Killed Professor X, and Gene Yang's Secret Coders series.

How long is Using Graphic Novels in the STEM Classroom?

Using Graphic Novels in the STEM Classroom by William Boerman-Cornell is 169 pages long, and a total of 43,771 words.

This makes it 57% the length of the average book. It also has 53% more words than the average book.

How Long Does it Take to Read Using Graphic Novels in the STEM Classroom Aloud?

The average oral reading speed is 183 words per minute. This means it takes 3 hours and 59 minutes to read Using Graphic Novels in the STEM Classroom aloud.

What Reading Level is Using Graphic Novels in the STEM Classroom?

Using Graphic Novels in the STEM Classroom is suitable for students ages 10 and up.

Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.

When deciding what to show young students always use your best judgement and consult a professional.

Where Can I Buy Using Graphic Novels in the STEM Classroom?

Using Graphic Novels in the STEM Classroom by William Boerman-Cornell is sold by several retailers and bookshops. However, Read Time works with Amazon to provide an easier way to purchase books.

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