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Coming of Age: The Hero's Journey
Transcript of Coming of Age: The Hero's Journey
Archetypes & Models
An archetype is a recurring pattern of human behavior. These repetitive patterns eventually become symbols for roles in movies and literature.
The Hero's Journey
The Journey of the Hero
TED Talk: "What Makes A Hero"
by Matthew Winkler
Affirmed that all myths and all stories follow the same archetypal pattern: The Monomyth.
"A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man"
- Joseph Campbell, The Hero With A Thousand Faces (1949)
The Wise Mentor
The person (or event) who brings the "Call to Adventure" to the hero.
The Trusty Allies
The central figure of the story.
The hero's guide or guiding principles; the source of inspiration and motivation.
Villains or enemies who serve as representatives of the dark side such as repressed grief, anger, frustration, or rejection.
The function of the shadow is to challenge the hero and give him or her a worthy opponent in the struggle.
Most shadows do not see themselves as villains, but merely the hero of their own myth.
At each gateway on the journey, there are powerful guardians placed to keep the unworthy from entering. If properly understood, these guardians can be overcome, bypassed, or turned into allies. These are not the main villain, but are often lieutenants of the villain
Psychologically, their function is not necessarily to stop the hero but to test if he or she is really determined to accept the challenge of change.
Introduced to the audience in a sympathetic manner so as to be easily identifiable.
Admiration of the hero's qualities make us want to be like him or her, but the hero also has flaws, quirks, weaknesses, and/or vices which make him or her more appealing.
First seen in his or her personal environment.
Must be going through some kind of dilemma or struggle.
Gives training, equipment, or advice that will help the hero along the journey.
The gift(s) or help given by the mentor should be earned by learning, sacrifice, or commitment.
Can also be an inner source that brings out courage and wisdom.
Heralds issue challenges and announce the coming of significant change, sometimes in the form of a letter, a phone call, or an accident.
Heralds provide the important psychological function of announcing the need for change.
Heroes learn to recognize resistance from the threshold guardians as a source of strength.
Shapeshifters express the energy of the animus/anima.
The shapeshifter is a catalyst for change, a symbol of the psychological urge to transform.
The role serves the dramatic function of bringing doubt and suspense into a story
Characters who help the Hero through changes and advise through the transitions of life.
The Hero also establishes who the enemy and the rivals are.
With the handout, follow along by filling in the empty circle with the appropriate stages.
Be sure to take notes on each stage with the appropriate numbered box.
If you need me to slow down or answer questions, just raise your hand
The Top 10 Archetypes
The Ordinary World
Fabulous circumstances surrounding conception, birth, and childhood establish the Hero’s pedigree.
The Call to Adventure
The Hero is called to adventure by some external event or messenger and may accept the call willingly or reluctantly.
Refusal of the Call
The Hero feels fear of the unknown and tries to turn away the adventure, but briefly. Other characters may express the uncertainty and danger that lies ahead.
Meeting the Mentor
The Hero comes across a seasoned traveler of the worlds who will often give aid as the protective figure.
Crossing the Threshold
Tests, Allies & Enemies
The Hero must got through trials and tribulations which 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.
The Hero and his new found allies prepare for the major challenges or battles that lie awaiting in the Special World.
Ordeal or Climax
The Hero enters a central space in the Special World and confronts death or faces his biggest fear.
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.
Return with the Elixar
The Hero is easily identifiable by the audience
The Hero's life is pulling him or her in different directions and causing stress.
Something shakes up the Hero's ordinary world, either from external pressures or from something rising deep within. The Hero must face the beginnings of change.
The Mentor commonly gives the Hero a protective amulet or weapon for the journey, or wise advice to heed.
The Hero commits to leaving the Ordinary World and enters a new region that has unfamiliar or different rules and values.
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.
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.
The Hero also establishes who is against his quest and categorizes his enemies, rivals, and those whose trustworthiness wavers.
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.
The Hero takes possession of the treasure won by facing death. There may be a minor celebration, but there is always the danger of losing the treasure again.
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.
"Seizing the Sword" or the magical Elixar.
Oftentimes, a chase scene signals the urgency and danger of the mission.
The Hero is driven to complete the adventure, leaving the Special World to be sure the treasure is brought home.
Entering the "Belly of the Beast".
Sometimes the hero is pulled out of the adventure world by a force from the daylight world.
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.
The Hero comes back from this mysterious adventure with the power to bestow the treasure on his fellow man
"JotH" Group Project
Get into your assigned groups of 3 members.
Select one member to draw a
from the jar which contains the following options:
King Arthur ("Excalibur")
The Wizard of Oz
The Lord of the Rings
Select one of the following options to present your group's
Mural, Diorama, Prezi, or Glogster
Be prepared to grade each other's participation within your group, and each group's final presentation with the rubrics provided to you.
I will roam the room to answer any questions or concerns you may have, and to make sure you are all on the right track. Let's get started!
The trickster embodies the energies of mischief and the desire for change.
Brings change by drawing attention to the imbalance or absurdity of a stagnant situation and often provokes laughter.
Tricksters affect the lives of others but are unchanged themselves
Sometimes, The Hero's motivation for pursuing the quest derives from his regard for some sort of idealized woman. Not uncommonly, this lady is the hero's love interest, and he is striving in order to be able to marry her.
His love for her is pure and strong and overcomes all temptations that are thrown into his path. Occasionally, she is at his side all along, serving as a reminder of what he is striving for and inspiring him to persevere. In all situations, she often dispenses advice to the hero, although that advice can be rather cryptic.
She is a goddess, a saint, a queen, a princess, or something similar. Generally, she is very pure, sometimes to the point of seeming unapproachable
Unlike the Goddess, the Temptress uses her feminine wiles to undermine a moral and upright man, for evil purposes.
The Temptress is most commonly a normal human, but some supernatural entities are known to influence men in this way. Succubi and Sirens are known to lure men in to be eaten or drained of their life force.
If the hero meets up with "The Temptress," he comes face to face with hedonistic pleasures. Giving in to these temptations endangers the hero's quest. The pure seeker can walk away, while the less dedicated will struggle to continue the journey
Before we begin our journey...
When did you feel you were an adult?
Where were you when this moment occurred?
Was there anybody who helped you through this moment or series of moments?
How did this change affect the rest of your life?
Was there anybody or anything that tried to prevent you from accomplishing your moment(s)?
Let's take a few minutes to answer these questions on a separate sheet of paper:
We're going to watch a few key clips from
Star Wars IV: A New Hope.
Match the scene with the proper cycle stage, and refer to any major archetypes or models within the scene.
These will be your reference points during the next stage of the lesson plan.