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Journaling Warm-up  On a piece of lined paper…Write a “story” about a time that you grew as a person (no not like that, the time you realized you were.

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Presentation on theme: "Journaling Warm-up  On a piece of lined paper…Write a “story” about a time that you grew as a person (no not like that, the time you realized you were."— Presentation transcript:

1 Journaling Warm-up  On a piece of lined paper…Write a “story” about a time that you grew as a person (no not like that, the time you realized you were 5’6 and then were 5’7) tell about a time you discovered something transformative about yourself or the world around you.

2 Vocabulary “Archetype…”  A pattern or symbol that is repeated in cultures through mythology and stories.  A pattern from which copies are made.  These patterns and symbols appear regardless of time or place. “Archetypes are symbols/ patterns imprinted on the human brain.”  Carl Jung (1875-1961), founding father of psychology

3 Examples of Archetypes… Situational patterns: The quest/task/journey. The loss of innocence. Tales of redemption. Characters: The hero The mentor The shrew Archetypes tend to fall into 2 different categories.

4 “Once you figure out quests, the rest is easy.” -Thomas C. Foster Read: How to Read… (1-2)

5 “Every Trip’s a quest… except when it’s not.” The Quest is a narrative structure/pattern. The most basic quest consists of:  A quester  A place to go  A stated reason to go  This will generally if not always be a external goal: defeat a villain, escape an evil or danger, get a bottle of milk…  Challenges and trials en route  The real reason to go  This reason is generally a mission of self-discovery and internal goal/change and will rarely be foreseen at the beginning of the trip. (Theme of a quest)

6 When a Quest Begins, Also Look For… Mentors both… True: teachers who will lead the hero to his self discovery. False: Guides who seem wise, but lead the hero astray. These Guides do not need to be “evil.”

7 Some things to note… These elements interact to cause certain things to happen in a quest…  Because the end of a quest is self discovery, the quester is generally:  Young (Old people either already know themselves or never will)  Innocent (Meaning lacking knowledge)  Sometimes the quest starts when the character is young and does not conclude until much later. (Oedipus)

8 Is every trip a quest??? Sometimes an author just needs to get a character from here to there. Not every trip is a quest; however, when ever a character ties her shoes or puts on his jacket and heads out the door, start looking for the pattern of a quest. Rule: Assume every trip is a quest until it is proven that it is not.


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