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Monomyth (

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Monomyth ( Hero s Journey ) A basic pattern that is found in many narratives from around the world. * The Hero s Journey http://ed.ted.com/lessons/what-makes ... – PowerPoint PPT presentation

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Title: Monomyth (


1
Monomyth (Heros Journey)
  • A basic pattern that is found in many narratives
    from around the world.

2
The Heros Journey
  • http//ed.ted.com/lessons/what-makes-a-hero-matthe
    w-winkler

3
The Monomyth
  • The Heros Quest

4
Joseph Campbell Follow your bliss.
  • 1904 1987
  • American mythologist, writer, and lecturer.
  • Campbell noticed reoccurring elements and
    patterns in myths from around the world. Most
    notably, reoccurring hero myths.

5
  • The hero is the same, but the costume changes.
  • Joseph Campbell called this the Monomyth, or one
    story.
  • This is the diagram he created to illustrate this
    concept

6
(No Transcript)
7
Stages of the Monomyth
  1. Birth
  2. Call to Adventure
  3. Helpers/Amulet
  4. Crossing the Threshold
  5. Tests
  6. Helpers
  7. Climax/Supreme Ordeal
  8. Flight
  9. Return
  10. Elixir
  11. Home

8
Birth/Beginning
  • Fabulous circumstances surrounding conception,
    birth, and childhood establish the heros
    pedigree, and often constitute their own Monomyth
    cycle.

9
Call to Adventure
  • Call to Adventure The hero is called to
    adventure by some external event or messenger.
    The hero may accept the call willingly or
    reluctantly.

10
Mentors/Amulet
  • During the early stages of the journey, the hero
    will often receive aid from a protective figure.
    This supernatural helper can take a wide variety
    of forms, such as a wizard, and old man, a dwarf,
    a crone, or a fairy godmother. The helper
    commonly gives the hero a protective amulet or
    weapon for the journey.

11
Crossing the Threshold
  • Upon reaching the threshold of adventure, the
    hero must undergo some sort of ordeal in order to
    pass from the everyday world into the world of
    adventure. This trial may be as painless as
    entering a dark cave or as violent as being
    swallowed up by a whale. The important feature is
    the contrast between the familiar world of light
    and the dark, unknown world of adventure.

12
Tests
  • The hero travels through the dream-like world of
    adventure where he must undergo a series of
    tests. These trials are often violent encounters
    with monsters, sorcerers, warriors, or forces of
    nature. Each successful test further proves the
    hero's ability and advances the journey toward
    its climax.

13
Helpers
  • The hero is often accompanied on the journey by a
    helper who assists in the series of tests and
    generally serves as a loyal companion.
    Alternately, the hero may encounter a
    supernatural helper in the world of adventure who
    fulfills this function.

14
Climax/Supreme Ordeal
  • This is the critical moment in the hero's journey
    in which there is often a final battle with a
    monster, wizard, or warrior which facilitates the
    particular resolution of the adventure.

15
Flight
  • After accomplishing the mission, the hero must
    return to the threshold of adventure and prepare
    for a return to the everyday world. If the hero
    has angered the opposing forces by stealing the
    elixir or killing a powerful monster, the return
    may take the form of a hasty flight. If the hero
    has been given the elixir freely, the flight may
    be a benign stage of the journey.

16
Return
  • The hero again crosses the threshold of adventure
    and returns to the everyday world of daylight.
    The return usually takes the form of an
    awakening, rebirth, resurrection, or a simple
    emergence from a cave or forest. Sometimes the
    hero is pulled out of the adventure world by a
    force from the daylight world.

17
Elixir
  • The object, knowledge, or blessing that the hero
    acquired during the adventure is now put to use
    in the everyday world. Often it has a restorative
    or healing function, but it also serves to define
    the hero's role in the society.

18
Home/End
  • The hero comes back from this mysterious
    adventure with the power to bestow boons on his
    fellow man.

19
The Odyssey Unit Challenge
  • Each student will be forming a group to enter
    into the Odyssey Challenge.
  • Throughout the course of the unit there will be
    tasks that the group will have to complete for
    points.
  • A tally sheet will be kept by the teacher for
    each task.
  • At the end of the unit the winners will receive
    prize.

20
The Odyssey Task List Overview
  • Example Tasks
  • Create a perfect super hero
  • Create a modern song of temptation
  • Act out a scene from the Odyssey.

21
Overview of the Readings
  • The Adventures (intro)
  • Sailing from Troy (intro)
  • Lotus Eaters -
  • The Cyclops
  • The Land of the Dead
  • The Sirens
  • Scylla and Charybdis
  • Cattle of the Sun God
  • The Return of Odysseus
  • Argus
  • The Suitors
  • Penelope
  • The Challenge
  • Odysseuss Revenge
  • Every day we will be reading parts of the
    Odyssey. After three classes then you have a quiz
    over the mini-lessons and the literature.

22
Task 1- Establish the group
  • Each group creates individual accountability
    roles for competition
  • Identify who will be the Leader, communicator,
    monitor, recorder, artist, etc.

23
Closure- How many movies, books, or stories can
you think of that follow this pattern or share
some of these elements?
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