Artemis Fowl: The Graphic Novel
By Eoin Colfer and Andrew Donkin
Illustrated by Giovanni Rigano and Paolo Lamanna
Published by Hyperion Books for Children, 2009
Grade level: 4 and up
Fountas and Pinnel: Not Available
Lexile: GN460L
Accelerated Reader: 3.6
Suggested Delivery: Independent Read
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| Author: Eoin Colfer |
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| Author: Andrew Donkin |
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| Illustrator: Giovanni Rigano |
Summary:
Artemis Fowl: The Graphic Novel by Eoin Colfer and Andrew Donkin is about a boy named Artemis Fowl, a twelve year old who is one of the greatest criminal masterminds of the century. Through this graphic novel, readers will be able to see and experience the underground fairy world, examine Foaly’s inventions, and follow their favorite character as this graphic novel is action packed and is designed with full-color panels.
Key Words/Phrases to Describe the Book:
1. master-mind
2. mystery
3. crime
4. colorful
5. eventful
Key Vocabulary:
Imply: express or state indirectly
Ingenious: showing inventiveness or skill
Indignant: angered at something unjust or wrong
Discern: detect with the senses
Innovate: bring something new to the environment
Scrutiny: the act of examining something closely, as for mistakes
Resources:
Eoin Colfer's website may be a useful technological resource to use if you want to learn more about the author and his thinking process of transforming his original Artemis Fowl book into a graphic novel.
Get into the mind of Giovanni Rigano and listen to this novel illustrator answer questions from fellow Artemis Fowl fans about how he came about to design these graphics!
Teaching Suggestions:
- Have students write whether they believe the graphics in the novel correlate well with the elements in the story
- Have students underline/highlight tricky vocabulary words and have them write what they think that word means on a piece of paper using context clues
- Have students discuss with their peers what they predict will happen next chapters based on what they have read thus far to work on their comprehension
Comprehension Strategies:
Before: Give a summary of the novel to the students. Explain to students that there is a non graphic version of this novel. Before reading, have them write a prediction as to whether they think having graphics in this novel will be beneficial or have a negative impact on the novel.
During: Have students highlight/underline Tier II vocabulary as they read, and have them write on the side what they think it means.
After: Have students go back to their before reading predictions, and write another paragraph or two saying if they agree or disagree with their original statements and why or why not.
Writing Activity:
The writing activity would be the before and after for the comprehension strategies. Students will make predictions as to whether they think having graphics in this novel will be beneficial or have a negative impact on the novel. And then after they read the novel, students will go back to their before reading predictions, and write another paragraph or two saying if they agree or disagree with their original statements and why or why not.
Bibliography:
Colfer, E., Donkin, A., & Rigano, G. (2009). Artemis Fowl. the graphic novel. New York, NY: Hyperion Books for Children.
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