Comics in the Classroom: Where to Start in 2024

I know it can be difficult to find a way to begin learning about Comics and teaching students their significance beyond the current crop of movies. So, I have compiled a list of important events in the history of Comics and Graphic Novels. This is by no means the penultimate but it does cover some of the big events and ideas.

Books to Read and Resources:

Teaching With Comics and Graphic Novels by Tim Smyth (Amazon) This is one of my new favorite resources and has been on the bookshelf or in my hand as I developed my new resources and blog posts. From the Publisher: hroughout the book, you’ll find a multitude of practical resources, including a variety of lesson plans—some quick and easy activities as well as more detailed ready-to-use unit plans. These thoughtful lessons meet the Common Core State Standards and are easy to adapt for any subject area or grade level to fit into your curriculum. Add this book to your professional library and you’ll have a new and exciting way of reaching and teaching your students!

Making Comics Storytelling Secrets of Comics, Manga and Graphic Novels by Scott McCloud (Amazon) This started my journey on Comics in the classroom almost 20 years ago. From the publisher: Designed as a craftsperson’s overview of the drawing and storytelling decisions and possibilities available to comics artists, covering everything from facial expressions and page layout to the choice of tools and story construction, Making Comics, like its predecessors, is also an eye-opening trip behind the scenes of art-making, fascinating for anyone reading comics as well as those making them. 

Comic Sketchbook by Picadilly (Target) This is a great starter book for your classroom. It provides a basic introduction to layout, flow, and style. The best part about this resource are the blank pages. I routinely reproduce and create worksheets or show them to students and ask them to recreate the layout they prefer.

Creating Comics in the Classroom by Dan Ryder (Edutopia) Students who learn how to make comics—even simple ones—become stronger storytellers and gain confidence in their ability to be creative. (Article)

How Can I Start Teaching Comics to Kids? by PopCulture Classroom (2018) This is another greater starter how-to for those interested and needing something to begin with before purchasing books.

Reading With Pictures: Comics That Make Kids Smarter by Josh Elder (eBook-NOOK) This full-color volume features more than a dozen short stories (both fiction and nonfiction) that address topics in Social Studies, Math, Language Arts, and Science, while offering an immersive textual and visual experience that kids will enjoy. Includes teaching resources.


Golden Age (1938-1950s):

  1. Action Comics (1938): The debut of Superman marked the birth of the superhero genre. In the classroom, this event can be explored to discuss the concept of superheroes, their cultural impact, and the values they embody.
  2. Batman’s Debut (Detective Comics #27, 1939): Batman’s introduction in Detective Comics #27 is a pivotal moment in comic book history. Teachers can use this event to delve into the psychology of superheroes, contrasting Batman’s methods with those of other heroes.
  3. Wonder Woman’s Debut (All Star Comics #8, 1941): The introduction of Wonder Woman brings attention to gender representation in comics. In the classroom, this event can be a starting point for discussions on the evolution of female characters in the comic book industry.
  4. World War II and Comics (1939-1945): Comics played a vital role in boosting morale during World War II. This historical context provides an opportunity to explore the intersection of popular culture and historical events in the classroom.

Silver Age (1950s-1970s):

  1. Birth of the Marvel Universe (1961): The creation of the Fantastic Four by Stan Lee and Jack Kirby signaled the start of the Marvel Universe. In the classroom, this event can be a gateway to discussing the rise of Marvel and the distinct narrative approach of Lee and Kirby.
  2. Spider-Man’s Debut (Amazing Fantasy #15, 1962): Spider-Man’s debut revolutionized the superhero landscape with a relatable teenage protagonist. Teachers can use this event to explore themes of responsibility and adolescence in superhero narratives.
  3. X-Men (1963): The X-Men’s debut addressed themes of diversity and prejudice. In the classroom, this event can spark discussions about social issues and the role of superheroes in reflecting and influencing societal attitudes.
  4. Ditko and Lee’s Doctor Strange and The Amazing Spider-Man Runs (1963-1966): The transformative work on Doctor Strange and Spider-Man by Steve Ditko and Stan Lee can be explored to understand the creative collaboration and artistic innovations that shaped these iconic characters.
  5. Batman TV Series (1966-1968): The popularity of the Batman TV series contributed to the mainstream acceptance of comic book characters. Teachers can use this event to discuss the cultural impact of superheroes in different media.

Bronze Age (1970s-1980s):

  1. Neal Adams’ Green Lantern/Green Arrow Run (1970-1972): This run addressed social and political issues within superhero comics. In the classroom, students can analyze how comics engage with real-world problems and advocate for social change.
  2. Jack Kirby’s Fourth World Saga (1970-1973): The introduction of Darkseid and other New Gods characters by Jack Kirby expanded the cosmic scope of superhero storytelling. This event can be explored in the classroom to discuss the creative vision and world-building in comics.
  3. Conan the Barbarian (1970): The success of Conan helped expand the market beyond superheroes. Teachers can use this event to explore the diversity of genres within the comic book medium.
  4. Denny O’Neil and Neal Adams’ Green Lantern/Green Arrow #76 (1970): This comic tackled social issues and set a new direction for superhero storytelling. In the classroom, students can analyze how comics engage with contemporary social and political challenges.
  5. Creation of the Direct Market (1977): The shift in how comics were distributed with the creation of the Direct Market has implications for the comic book industry. In the classroom, this event can be explored to discuss the business and economic aspects of the comic book world.

Modern Age (1980s-2000s):

  1. Frank Miller’s The Dark Knight Returns (1986): Miller’s work reimagined Batman and influenced the tone of superhero storytelling. In the classroom, this event can be analyzed for its impact on the portrayal of mature themes in comics.
  2. Alan Moore’s Watchmen (1986-1987): Watchmen is a deconstruction of the superhero genre, exploring complex themes. Teachers can use this event to discuss the evolution of storytelling techniques and the ethical dilemmas presented in the graphic novel.
  3. Comic Book Legal Defense Fund (1986): The formation of the Comic Book Legal Defense Fund highlights issues of censorship and the First Amendment in the comic book industry. In the classroom, students can explore the legal challenges faced by comic creators.
  4. Creation of Image Comics (1992): The founding of Image Comics by high-profile artists provided creators with more control over their work. In the classroom, this event can be examined for its impact on creator rights and the business of comics.
  5. Spider-Man: The Clone Saga (1994-1996): This controversial storyline had lasting effects on Spider-Man comics. Teachers can use this event to discuss fan reactions, continuity in comics, and the challenges of maintaining character integrity.
  6. Milestone Media Launch (1993): Milestone Media focused on promoting diversity in superhero comics. In the classroom, this event can be explored to discuss representation and inclusivity in the comic book industry.

Contemporary Era (2000s-Present):

  1. Formation of the Comic Book Code Authority (1954) and Its Decline (2001): The impact of the Comic Book Code Authority on content regulation can be explored to understand how comics dealt with censorship. In the classroom, students can analyze the cultural and creative consequences of these regulations.
  2. Manga Boom in the West (2000s): The growing popularity of Japanese manga in Western markets introduces students to the global influences on the comic book industry. This event can be explored to discuss the cross-cultural exchange of storytelling.
  3. Ghost in the Shell (1995): The release of the influential anime film contributed to the cyberpunk genre. Teachers can use this event to discuss the influence of comics on other media and the interconnectedness of pop culture.
  4. V for Vendetta (1982-1989): The publication of V for Vendetta is known for its political themes. In the classroom, this event can be analyzed for its commentary on politics and society, as well as its impact on graphic storytelling.
  5. Marvel Cinematic Universe (2008-ongoing): The MCU redefined how comic book characters are adapted into film and television. Teachers can use this event to discuss the convergence of different media and the impact of cinematic storytelling on comic book culture.
  6. #ComicsGate Controversy (2017-ongoing): The #ComicsGate controversy highlights issues of diversity, inclusion, and harassment within the comic book community. In the classroom, this event can be explored to discuss the challenges faced by marginalized creators and the evolving landscape of fandom.

International and Other Influences:

  1. Asterix’s Debut (1959): The creation of the iconic French comic series Asterix provides an opportunity to explore humor, historical events, and cultural representation in comics.
  2. Tintin’s Debut (1929): The introduction of Tintin, the adventurous reporter in Belgian comics, offers insights into the evolution of storytelling styles and character archetypes.
  3. Maus Publication (1980-1991): Art Spiegelman’s graphic novel, addressing the Holocaust, provides an opportunity for in-depth discussions on historical narratives and the power of visual storytelling.
  4. Akira’s Serialization (1984-1993): The serialization of Akira, a Japanese manga series, can be explored to understand the impact of cyberpunk aesthetics and the influence of manga on global comics.
  5. Diabolik’s Debut (1962): The Italian comic series Diabolik, featuring an anti-hero, provides insights into the portrayal of complex characters and moral ambiguity in European comics.
  6. Blueberry’s Debut (1963): The French Western comic series Blueberry, focusing on historical accuracy, can be examined for its contribution to the Western genre in comics.
  7. Corto Maltese’s Debut (1967): The Italian adventure comics series Corto Maltese, known for its unique storytelling style, offers opportunities to explore diverse narrative approaches in global comics.
  8. Cómics Code Elimination in Spain (1977): The elimination of censorship laws in Spain allows for creative freedom in Spanish comics. In the classroom, this event can be used to discuss the impact of legal regulations on artistic expression.
  9. Dragon Ball’s Serialization (1984-1995): Akira Toriyama’s manga series Dragon Ball achieved global success and influenced manga storytelling. This event can be explored to discuss the cultural exchange and global impact of Japanese manga.

Suggestions for Classroom Use:

  1. Interactive Discussions: Encourage students to participate in interactive discussions about each event, fostering critical thinking and collaborative learning.
  2. Comparative Analyses: Assign comparative analyses of different eras or events, helping students understand the evolution of comic book storytelling and its cultural impact.
  3. Creative Projects: Engage students in creative projects, such as creating their own comic book or graphic novel inspired by the themes and techniques discussed in class.
  4. Guest Speakers: Invite guest speakers, such as comic book creators, historians, or industry professionals, to provide real-world insights and perspectives.
  5. Research Papers: Assign research papers on specific events, allowing students to delve deeper into the historical, cultural, and artistic aspects of comic book history.
  6. Multimedia Presentations: Incorporate multimedia presentations, including visuals, audio, and video clips, to enhance students’ understanding of the events and their broader cultural context.
  7. Field Trips: Organize field trips to comic book conventions, museums, or local comic book shops to expose students to the vibrant and diverse comic book community.
  8. Critical Reviews: Assign critical reviews of comic books, graphic novels, or scholarly articles related to the events discussed in class, encouraging students to analyze and articulate their perspectives.
  9. Role-Playing Exercises: Design role-playing exercises that immerse students in the creative and editorial decision-making processes faced by comic book creators during pivotal moments in history.
  10. Collaborative Projects: Foster collaboration by organizing group projects, where students work together to explore and present on different aspects of comic book history.
  11. Culminating Events: Plan culminating events, such as comic book exhibitions, where students can showcase their creative projects and share their insights with the school community.

By integrating these suggestions into the curriculum, educators can create an engaging and comprehensive learning experience that not only explores the history of comic books but also encourages students to think critically about the cultural, social, and artistic significance of this dynamic medium.

This is part of my Comics in the Classroom series where I look at the importance of the comic book industry and how to use them as resources in the classroom. To read more check out my other posts. (Link)