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Simple Comics for More Advanced Language

Joseph Coupal - Friday, January 20, 2012

At the elementary school level, we all can attest to seeing students who, narratively, get stuck at what we might call the “andthenandthenandthen” stage. The official name for this stage is the Action Sequence, and it is comprised of Characters, Settings, and a series of Actions with little variation in conjunction use. These students benefit from structures and contexts to move them into using to more complex story elements and cohesive ties such as when, because, and so. Mindwing’s narrative maps, particularly the Reactive Sequence and Abbreviated Episode Maps can provide that structure: (*Maps can be found in the Story Grammar Marker® Teachers’ Manual and the Talk to Write, Write to Learn™ Teachers’ Manual )

To construct a story where a character is in a particular setting when a kickoff occurs, so he/she reacts in a certain way.

To construct a story in which a character is in a particular setting when a kickoff occurs, so he/she has a feeling about it and makes a particular plan, resulting in a conclusion.

While these maps provide a structure, instructionally we also need a context. Comics are one way to provide that! Kids love comics, and narratively they tend to be shorter and work according to these structures. You can of course easily draw 4-panel comics, but there are a couple of great technology resources that you can employ to scaffold students to the next narrative level.

First up, MakeBeliefsComix (yes, I spelled that right) is a great simple web app you can use to make comics. This Flash-based (therefore, non-functional on iPad) website allows you to drag and drop characters, backgrounds, props and word/thought balloons into a scene. I recently used this site in a classroom to develop narrative as well as the social thinking™ skill of “defeating GlassMan ® moments.” From Think Social Publishing, this concept relates to using self-talk and other strategies to regulate our responses to small problems across the day. Kids in the class received instruction on narrative structure and thinking strategies, and were asked to make a comic showing a character experiencing (or defeating) a GlassMan moment, basically a Reactive Sequence or Abbreviated Episode:

Mindwing’s Universal Magnets used to show what can happen in each panel, along with strategies the students could show the character using in a Plan to “defeat” a problem.

The super-simple MakeBeliefsComix site allows you to “Select emotions, objects, scenes, balloons and panel prompts to tell the story.” The resulting cartoon can be saved by emailing it to an established email account:


One students’ creation depicts Abraham Lincoln dealing with the kickoff of losing his bird companion by using self-talk!

This lesson could also be accomplished using the new iPad app Big Nate: Comix by U! HD ($4.99, separate version for iPod is priced at $3.99), based on the popular book series. Like many iPad apps, this one opens with a great tutorial and works similarly to MakeBeliefComix, allowing you to tap and drag all the necessary elements of a fun story!


Sean J. Sweeney, MS, MEd, CCC-SLP is a speech-language pathologist and instructional technology specialist working in the public school and in private practice at The Ely Center in Newton, Massachusetts. He has presented on the topic of technology integration in speech and language at the ASHA convention and is the author of the blog SpeechTechie: Looking at Technology Through a Language Lens and one of the editors of TherapyApp411.

The Zimmer Twins and Stepping Up Narrative Complexity!

Joseph Coupal - Thursday, March 17, 2011

I am going to open this post with a language sample obtained from a fifth grade student in 2006, an attempt to retell an episode of the series Full House.

And um something that happened was when this girl named Michelle and this guy Jesse, it was Michelle’s birthday. And Jesse and Michelle got stuck in a gas station and she missed her party.
And um they were there all day, but then finally it opened the next- no it opened a lot later. So um they went back to the house and they had their party and she got an elephant and she got to ride it and all her friends and she got, she felt better. And that’s it.

I collected and analyzed many samples like this over my years in the school setting, narratives that clearly attended to character, setting and “Kick-Off,” but lack cohesion, complexity and maturity due to their reliance on a simple action sequence structure. Do you have a lot of students like this?

I really began to understand how to help students with this type of narrative (who comprised a good chunk of my caseload, and still) when I first worked through Mindwing’s A Day in the Park Student Activity Booklet (and its accompanying lesson plans in the Talk to Write, Write to Learn manual). Many students sort of get stuck at the action sequence level, and don’t generalize the structures needed for a reaction sequence (character, setting, Kick-Off and reaction to the kickoff) or more advanced episodes that detail character responses, feelings and plans, along with complex sentences that link these story elements. A Day in the Park helped me see how I could break down these levels of formulation for students, and as a result I was able to identify other activities that could provide additional practice and skill-building.

One of my favorite recent discoveries is the Zimmer Twins website (based on the Qubo animated series), which allows you to make animated stories from pre-created starters or from scratch! The starters are naturally complex in structure and work really well with Mindwing’s Story Maps as you help students complete the story on a higher level of narrative organization. I found the site to be a great context to focus on moving students from an action to a reaction sequence; here’s one reaction sequence movie I created with a group. Before you get nervous, I can tell you that the Zimmer Twins site is really simple to use!

First, you can view the story starters and pick one that will work for your students.

Zimmer Twins

After clicking “Make Movie From [your chosen title],” you can simply click, drag and modify the rest of your story.

Zimmer Twins Make A Movie

By clicking on the elements in the sentence, you can change character, setting, and other features of the clip. Word and thought balloons can be modified- just click and type. The tabs allow you to add different elements such as actions, reactions and feelings!

Click here to see another way I finished the starter “Surprise!” I hope you enjoy Zimmer Twins, I know the kids I work with really did. Here’s a great tutorial on using the site if you’d like more information before diving in. Be sure to create a free account when you start using the site.

Sean J. Sweeney, M.S., M.Ed., CCC-SLP is a speech-language pathologist and instructional technology specialist working in the public schools and in private practice at The Ely Center in Newton, Massachusetts. He has presented on the topic of technology integration in speech and language at the ASHA convention and is the author of the blog SpeechTechie: Looking at Technology Through a Language Lens, which won the 2010 Best New Edublog Award. He can be contacted at sean@speechtechie.com.

Dinosaurs, Narrative, and Flexible Thinking

Joseph Coupal - Wednesday, March 02, 2011

I always love finding resources that serve as a context for addressing many speech and language-related skills. The wonderful book Edwina- The Dinosaur Who Didn’t Know She was Extinct by Mo Willems is one of those resources; it can be used to target narrative and expository formulation, as well as social thinking skills in several areas.

Dinosaurs, Narrative, and Flexible Thinking

To begin with, Edwina is a story that will engage and delight children from early to late elementary ages, beginning with its title and the name of the main character, Reginald Von Hoobie-Doobie. Reginald has a problem: everyone around him is enthralled by Edwina, the friendly town dinosaur, and no one heeds his increasingly emphatic pleas to accept that Dinosaurs! Are! Extinct! The structure of the story is perfect for mapping as a complete episode using Braidy or Story Grammar Marker, as can be seen below:

Though this story has the twist of having the main character be both strangely right and wrong at the same time, it also provides a great context for building skills essential for children with autism spectrum disorders and other social pragmatic issues. The key problem in the story is mainly one of perspective, and could be visualized for students using the SGM Universal Magnets, Perspective Taking Maps (with icons down the middle and competing perspectives on either side), or Critical Thinking Triangle as discussed in the Making Connections volume of Mindwing’s Autism Collection to develop perspective taking skills.

Edwina also is a nice teaching tool if you are using Michelle Garcia Winner and Stephanie Madrigal’s terrific Superflex program, which reviews Social Thinking skills in the context of a comic book world. We can all relate to the ongoing battle between Superflex, who helps us use flexible thinking and problem solving skills, and the Team of Unthinkables, characters who try to force the citizens of Social Town to act in certain “Unexpected” ways. One of the leaders of the Unthinkables is Rock Brain, who gets us “stuck” in patterns of rigid thinking and on our own wants and ideas. Although Reginald does exhibit some flexible thinking in the varied ways he approaches his problem, the fact that he views Edwina’s existence as a problem at all is an example of a “Rock Brain Moment,” one you can analyze with students using that program’s “Find the Unthinkable Rock Brain” activity. One illustration in Edwina provides a perfect stopping point and discussion of Rock Brain thinking, as Reginald protests Edwina’s distribution of cookies in the park by carrying a sign that reads “This is NOT happening!!!”

Finally, Edwina can be used to target expository language in several ways. Try researching extinct animals and make a list (BrainPop’s clip on Extinction is a great place to start if you have a subscription or free trial) using Thememaker’s List Map, or perhaps a sequence of how a particular animal died out. As we only see a bit of Reginald’s presentation on “Things that are Extinct,” perhaps your students could continue his project in PowerPoint form! The story also has several embedded lists, such as the ways Edwina helped the townspeople, and cookies play a key role, so why not work on writing and completing the sequence of making actual cookies!

Sean J. Sweeney, M.S., M.Ed., CCC-SLP is a speech-language pathologist and instructional technology specialist working in the public schools and in private practice at The Ely Center in Newton, Massachusetts. He has presented on the topic of technology integration in speech and language at the ASHA convention and is the author of the blog SpeechTechie: Looking at Technology Through a Language Lens, which won the 2010 Best New Edublog Award. He can be contacted at sean@speechtechie.com.

 

Interactive, Visual Resources to Complement Feelings Instruction (Internal Responses)

Joseph Coupal - Monday, January 31, 2011

As stated so well in It’s All About The Story, Book I of Mindwing’s Autism Collection, “Tuning into one’s own Feelings as well as the Feelings of Others is extremely problematic to children with autism. The book provides visual flip charts, discussion prompts and an introduction to the Six Universal Feelings (happy, sad, mad, scared, surprised and disgusted), as well as ways to move beyond those Universal categories to more advanced feelings vocabulary--all of these resources give SLPs a great place to start. Finding that starting point- like all vocabulary instruction- can be difficult, especially with a topic as abstract as emotions. To complement the charts and picture book suggestions in It’s All About The Story, here are some resources to make feelings instruction more interactive, visual and accessible.

One fun way to explore the Six Universal Feelings and how feelings can change as a result of Kick-Offs is through comic strips. You can locate all sorts of comics with simple narrative structure and clear character feelings at Comics.com (try Peanuts for a perennial favorite):

Peanuts

You can also make your own comics with simple strip creators like Make Beliefs Comix (as a project with kids or pre-made to analyze with your students). Here’s a silly one I made to illustrate the emotion mad (make sure to print, email or screenshot your work, so you can use it later):

CHARACTERistics Large Poster™ - (Item No 05 050)

One way to expand vocabulary from the typical “ HAPPY/SAD/MAD” is to refer your students to MindWing’s Feelings Poster™.
It is available here - CLICK HERE.

Another great way to make connections to the Universal Feelings and develop vocabulary in context (with reference to nonverbal cues) is with the interactive Emotions Color Wheel.

This resource organizes feelings by color and degree of intensity- with less intense emotions located on the outside of the wheel- and provides an image and quote to go with each feeling!

It is therefore a great way to talk about the nonverbal cues that help us “read” each emotion, as well as a “Kick-Off” that could cause us to feel that way.

Children like looking at snapshots and images, and one way to engage them in feelings discussion is to view some arrays of photos related to feelings. Internet-based stock photo sites offer a great variety of emotion-based professional images that you can browse for free with students. You can of course purchase some images for your own use and keeping, but you can also just search and explore with students (as long as you don’t mind seeing a watermark on the photos as you do so- it really doesn’t get in the way of analyzing the photo). Sites such as iStockphoto have the added advantage of providing an interesting activity to explore social inferencing and perspective taking: What (i.e. what context- character, setting, or kick-off) is making each of these people so cheerful?

This array is from a search of iStockPhoto (on the site, you can mouse over images to enlarge); some other resources you can try include Shutterstock and Veer.

Hope these resources make you feel happy!

Make it Better through Storytelling

Joseph Coupal - Monday, October 25, 2010

We Can Make It Better by Elizabeth DelsandroIt’s really exciting when a speech-language material is published that provides clinicians with a ready-to-go resource that jibes well with strategies we already have been teaching. Such is definitely the case with the excellent We Can Make it Better program recently released by Think Social Publishing and written by Speech-Language Pathologist Elizabeth Delsandro. We Can Make it Better is a set of 20+ stories in which social interactions go quite wrong due to “unexpected behaviors” by one of the characters. The materials and activities unfold in a very logical therapeutic structure that challenges students to “make it better” by deciding alternative actions for the characters, “rewrite” the story as a more positive “Second Edition” and act it out, thus providing a great context for teaching social problem solving.

To be quite honest, social problem solving has been an area that, when providing a rating each semester in my private practice’s progress notes, I have wondered if I adequately assessed or addressed. Of course we have “teachable moments” in sessions where problems arise between students, and discussions of problems in the real world, but I have been wanting for a fun material that could foster some take-home skills in this area!

It is wonderful how We Can Make It Better perfectly compliments some of the programs I am using already with students, namely, of course, Story Grammar Marker and Social Thinking. In using the program over the past several weeks, I have found the narrative context in which stories are presented is motivating and amusing to my students, and it is very easy to weave in use of the SGM as we recap the presented stories, analyze the actions of characters, and develop an alternative story script and outcome. Many Social Thinking concepts, such as “Expected/Unexpected” behaviors, “guessing plans” and “smart guesses” are also natural targets within discussions of the stories.

Mindwing Universal Magnet SetThe picture below illustrates a simple modification to the program- using the Mindwing Universal Magnet Set as a way to plan “Act it Out” activities that follow story presentation and discussion. The character, setting, action and wrap-up icons (though you could use more complex structures also) also fit well with activities in the program such as completing the “Not So Good Board,” in which kids brainstorm what went wrong in the story.

The program’s generous number of stories (and tips on how to write your own) make it ideally suited for classroom and group programming, and the accompanying CD-ROM with stories and forms in electronic format opens many possibilities. For example, I have been able to use an LCD projector to show the stories “writ large” on the wall, an attention-grabber for our students, and PDF files on the CD can be easily inserted into programs such as PowerPoint so I can annotate our group discussions (i.e. inserting text boxes to display alternative actions that kids suggest, then making the best choice, after discussion, appear in green font). Additionally, using a Flip Video camera to record the role-plays has been a great motivator for kids in the “Act it Out” portion, and provides great feedback on scripting, body language and other nonverbals.

Even if you are only in the early phases of using the SGM, I highly recommend We Can Make It Better as a great context for developing early learners’ storytelling and problem solving skills.


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