The coming-of-age story in Smile: using the graphic novel to boost students’ critical thinking in the EFL classroom

Graphic novel has gained respect during the last years among parents and educators thus being currently included in more school curricula in the present days. However, this format still prompts considerable criticism even research shows the numerous benefits and potential of including graphic novels...

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Detalles Bibliográficos
Autor: Galera Puga, Irene
Tipo de recurso: tesis de maestría
Fecha de publicación:2023
País:España
Institución:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
Repositorio:Recercat. Dipósit de la Recerca de Catalunya
OAI Identifier:oai:recercat.cat:20.500.12328/3732
Acceso en línea:http://hdl.handle.net/20.500.12328/3732
Access Level:acceso abierto
Palabra clave:Història de la majoria d'edat
Pensament crític
Aula d'EFL
Novel·la gràfica
Respecte
Historia sobre la mayoría de edad
Pensamiento crítico
Clase de inglés como lengua extranjera
Novela gráfica
Respeto
Coming-of-age story
Critical thinking
EFL classroom
Graphic novel
Respect
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Descripción
Sumario:Graphic novel has gained respect during the last years among parents and educators thus being currently included in more school curricula in the present days. However, this format still prompts considerable criticism even research shows the numerous benefits and potential of including graphic novels in the English as a Foreign Language (EFL) classroom. This research paper aims to illustrate how graphic novels and more precisely the coming of age story genre enhances students’ critical thinking in the 3 rd of CSE classroom. Smile (2010) by Raina Telgemeier is a coming of age story that portrays the story of a middle school student, who after a dental injury will see her life invaded with surgeries and dentist visits while she also tries to discover the meaning of love and friendship in this journey called life. To carry out the research, a series of activities were designed thus requiring students to make inferences, solve problems, find ambiguities in the texts, and question the information presented to them. A critical thinking rubric was used to evaluate if there had been an improvement in their critical thinking skills. The results demonstrated that students’ critical thinking had not only increased with the use of the graphic novel but students also embraced the coming-of-age story genre as a mirror of their own experiences and feelings and as an opportunity for telling their own story