The Missouri Reader Vol. 37, Issue 2 | Page 25

student build vocabulary knowledge incrementally. Because academic words are abstract for the most part, Townsend (2009) chose various pictures for each word to prompt discussion in small groups. For example, she used a picture of a computer working correctly and one not working correctly as a way to discuss what it means to be functioning. A picture of a sponge and a screwdriver also allowed for a discussion of the function of the items. With the idea that students learn vocabulary incrementally, it was realized that just because the learners could discuss the word function did not mean that they knew the word. They needed multiple exposures and multiple opportunities to use the word. Besides the picture puzzlers, they used music puzzlers where students had to use target words to talk about favorite songs. For example, they had to interpret the songs, using the word interpret in their discussion. In addition, they had matching games where the student drew a card with the word, a definition or a sentence and they had to find students with the matching definition or sentence. There were variations of these games where they had the cards taped to their backs or they had to find their partners in silence. Follow-up activities to the matching games included making skits to dramatize the words, drawing pictures of what the word means, or writing new sentences. Teams of students travelled around the room trying to guess what word the students were drawing or writing about. Also, there were other games which had features very similar to commercially available games such as dice games, a game similar to Taboo by Hasbro, a game similar to Pictionary by Milton Bradley, and a game called Action Jeopardy based on the TV show Jeopardy. Digital aides. To jumpstart knowledge of cultural background, literacy skills, and language development for ELLs to understand challenging texts, Rance-Roney (2010) studied the effects of using digital storytelling with ELLs. Students needed to learn the words and phrases that would appear in a topic area and given that most students in this digital age would see the relevance of using digital storytelling, the digital materials provide a natural platform of visual images to help students understand both the vocabulary and cultural background for the dream of Martin Luther King, for example. Rance-Roney (2010) refers to the University of Houston web site, http://www.digitalstoytelling.coe.uh.edu/esl.ht ml/ as a resource for teachers who want to use or produce “digital jumpstarts” (Rance-Roney, 2010). Digital jump starts are materials pre-service and in-service teachers create using digital story telling technology (e.g., iMovie, PhotoStory) “to compose readily accessible instructional material in support of academic literacy for ELLs in their classrooms” (p.286). She gives step-bystep instructions on how to make digital jumpstarts. In order to master the language of academic subjects, ELLs need various exposures through multiple modalities to process the language. “Before ELLs feel ready to use academic language in front of their teachers and peers, they must be confident in meaning, contextual appropriateness, and pronunciation” (Rance-Roney, 2010, p.389). Graphic novels. Chun (2009) asserts that the multimodalities of graphic novels along with engaging content can deepen students’ engagement and help develop their critical literacies. Moreover, he feels that “their increased engagement can facilitate their entry and apprenticeship into important social networks that amplify opportunities for academic success in mainstream classes” (p.144). From his research, Chun reports on a pilot study of teaching Maus in an ESL high school class. He also explicates how graphic novels can be used to develop students’ multiliteracies practices. Chun (2009) notes that “cultivation of interest in reading can help level the playing field” (p.145). He draws on the pedagogy of multiliteracies (New London Group, 1996) with ©The Missouri Reader, 37 (2) p.25