Monday, November 4, 2024

Adventures of John Blake #1: Mystery of the Ghost Ship written by Philip Pullman and illustrated by Fred Fordham, reviewed by Klaudia Janek

Summary:
The Adventures of John Blake is a graphic novel that blends time travel and adventure, aimed at middle-grade readers. The story follows Serena Henderson, an Australian teenager whose family yacht capsizes during a storm, leaving her stranded at sea. She is rescued by John Blake, a young man aboard the ghost ship Mary Alice, which has the ability to traverse through time. John, who appears 16 but is actually 106 due to a time-travel mishap, and his crew face off against the sinister Dahlberg Corporation, a tech giant reminiscent of Apple, intent on harnessing the ship’s secrets for world domination. As the plot unfolds, Serena learns about the ghost ship's unique abilities and the diverse crew members, each with their own intriguing backgrounds. The narrative intertwines themes of technological obsession and the consequences of seeking power, as characters grapple with their connections to the past and present. While the illustrations by Fred Fordham are engaging, the dialogue and character development could benefit from further depth. Overall, the story presents an exciting adventure that introduces readers to complex themes within a captivating framework. 

Straight Talk for Librarians: This graphic novel is a great choice to teach students about the unique aspects of graphic storytelling, including visual literacy, panel layout, and dialogue integration. Students can explore the themes of technology and ethics within the story, discussing the implications of modern devices and the concept of technological dependency. Students could research historical figures mentioned in the novel, such as Albert Einstein, and discuss the nature of time travel in literature. There is an opportunity for students to create their own graphic novel pages or storyboards, encouraging them to incorporate themes from the book, such as adventure, time travel, or the battle against a villainous corporation. These activities can help integrate the graphic novel into various subjects, promoting critical thinking and creativity among students.

No comments:

Post a Comment