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Usability of graphic medicine as an educational tool among psychology students: quasi-experimental study

This quasi-experimental study involving 158 psychology students demonstrates that using mental health-focused graphic novels as an educational tool significantly enhances motivation, enjoyment, and usability, highlighting their potential as innovative resources for future psychologist training.

Original authors: Jessica Marian Goodman-Casanova, Ángela del Carmen Escorza Aguilar, Isabel Prieto-Torrero, Elena Rocio Serrano-Ibañez, Jose Guzman-Parra, Estela Castilla-Ortega

Published 2026-09-10
📖 6 min read🧠 Deep dive

Original authors: Jessica Marian Goodman-Casanova, Ángela del Carmen Escorza Aguilar, Isabel Prieto-Torrero, Elena Rocio Serrano-Ibañez, Jose Guzman-Parra, Estela Castilla-Ortega

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). ✨ This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

In the training of future psychologists, a persistent challenge has long been how to teach the human side of mental illness. Traditional classrooms rely heavily on lectures and textbooks, methods that excel at delivering facts and theories but often struggle to convey the lived, emotional reality of conditions like anxiety, depression, or psychosis. For students preparing to care for people, understanding the clinical data is only half the job; they must also learn to recognize the subtle, non-verbal cues of distress and to build a deep sense of empathy for experiences they have never personally endured. This gap between academic knowledge and human connection is particularly acute for a new generation of learners who often find traditional, text-heavy instruction less engaging than visual and interactive storytelling.

To bridge this divide, researchers are increasingly turning to a field known as graphic medicine, which uses comics and graphic novels to explore health and illness. These works blend text and illustration to present complex medical and psychological narratives in a way that feels immediate and personal. The question facing educators is whether these visual stories can serve as effective tools in a university psychology curriculum, helping students not just to memorize symptoms, but to truly understand the emotional weight of mental health struggles. A recent study conducted at the University of Málaga in Spain set out to answer this question by bringing graphic novels directly into the classroom for a large group of psychology students.

The researchers gathered 158 second-year psychology students, most of whom were women around the age of 20, and introduced them to excerpts from ten different graphic novels focused on mental health. These stories covered a wide range of conditions, including psychotic disorders, mood disorders, anxiety, eating disorders, and neurodevelopmental challenges. The students were not simply handed the books; they were guided through specific passages that depicted the onset of symptoms, the first contact with mental health services, hospitalization, and the journey toward recovery. Alongside the reading, the students used a guide designed to prompt them to reflect on their own thoughts and feelings as they engaged with the characters' stories. The goal was to see if this visual approach could change how the students felt about learning, how much they enjoyed the process, and how they viewed the utility of comics as a serious educational resource.

Before the students began reading, the researchers asked them about their habits and attitudes. The results showed that the vast majority of these future psychologists rarely or never read comics or graphic novels in their daily lives. When asked to compare traditional lectures with graphic novels, most students believed that lectures were better for acquiring raw theoretical information. However, they already sensed that graphic novels might be superior for understanding how mental health issues affect daily life, for recognizing symptoms in real-world situations, and for developing empathy. This initial perception set the stage for the intervention, where the students would test these ideas through direct experience.

After the reading session, the students filled out detailed surveys about their experience. The feedback was overwhelmingly positive regarding the usability of the books. The students found the graphic novels to be attractive, clear, and stimulating. They rated the books highly for their ability to make complex ideas easy to understand without oversimplifying them. In terms of the emotional and aesthetic experience, the books scored well, suggesting that the format was not only functional but also enjoyable. The students felt that the stories were relevant to the topics they were studying and that the visual layout helped them follow the narrative logic. While one aspect of the feedback, related to the perceived reliability or consistency of the resource, was slightly lower than the others, the overall impression was that the graphic novels were a high-quality educational tool.

The most significant changes occurred in the students' motivation and enjoyment. Before reading the excerpts, the students' interest in reading graphic novels about mental health was moderate. After the session, their motivation to read these materials increased substantially. Similarly, their enjoyment of the activity rose noticeably. The students also reported a small but measurable increase in their general motivation to learn about mental health topics. Interestingly, the study did not find a significant shift in the students' overall positive or negative emotions during the session. While they did not become happier or sadder in a broad sense, the researchers noted that the stories were emotionally charged, and the students' engagement with the characters' struggles suggested a form of empathetic connection rather than a simple mood swing.

Perhaps the most telling result was the shift in the students' willingness to use these resources on their own. Before the study, only a tiny fraction of the students had ever borrowed a graphic novel from their university library. After reading the excerpts, nearly nine out of ten students expressed a desire to borrow a copy from the library's new graphic psychology section. This dramatic change in behavior indicated that the intervention did more than just teach a lesson; it altered the students' perception of what a learning tool could be. They moved from viewing comics as a niche or recreational interest to seeing them as a valuable, accessible resource for their professional development.

The researchers observed the students during the session and noted that the books sparked immediate curiosity. Students were seen touching the pages, examining the details, and discussing the stories with one another. Many continued to read beyond the assigned excerpts, and some even took photos of the pages with their phones to revisit later. These behaviors suggested that the physical format of the graphic novel provided a sensory engagement that digital text or lectures did not. The students were not just passively receiving information; they were actively exploring the material, driven by the visual and narrative pull of the stories.

The study concludes that graphic novels are a promising and innovative resource for training future psychologists. They appear to complement traditional lectures by offering a unique pathway to empathy and understanding that text alone often cannot provide. While lectures remain effective for delivering structured theory, graphic novels excel at helping students connect with the human experience of mental illness. The findings suggest that integrating these visual narratives into the curriculum could help psychology students develop the emotional intelligence and interpersonal skills necessary for their future careers. The research does not claim that comics replace traditional teaching, but rather that they offer a powerful, engaging, and highly usable addition to the educational toolkit, one that resonates deeply with the learning styles of modern students.

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