This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
out_of_the_box:tools:supporting:explicitation_interview [2019/12/10 12:40] caro [Scenario] |
out_of_the_box:tools:supporting:explicitation_interview [2019/12/10 20:04] (current) caro [Scenario] |
||
---|---|---|---|
Line 13: | Line 13: | ||
**Duration**: 3 hours | **Duration**: 3 hours | ||
- | ** > STEP 1 - 45 min - Getting familiar with the Hero's Journey** | + | **> STEP 1 - 45 min - Getting familiar with the Hero's Journey** |
The “Hero’s Journey” is a common **template of stories** with specific **acts** and **archetypes** describing the evolution of a person (cf Joseph Campbell: //The Hero with a Thousand Faces//). | The “Hero’s Journey” is a common **template of stories** with specific **acts** and **archetypes** describing the evolution of a person (cf Joseph Campbell: //The Hero with a Thousand Faces//). | ||
Beyond litterature, this template can be used by youth workers to support young people in their learning journey. The "Hero's Journey" becomes then a **metaphor** of the various steps the person is going through. | Beyond litterature, this template can be used by youth workers to support young people in their learning journey. The "Hero's Journey" becomes then a **metaphor** of the various steps the person is going through. | ||
- | In practice, the Hero's Journey can be intrepretated as follow: | + | For introducing the Hero's Journey, you can first warm up the participants with a **playful energizer** which will bring them to the most significant steps of the journey. |
- | ^ The Hero's Journey - Acts |^ **The (young) participants' journey (during a learning mobility project)** ^ | + | As soon as the energizer ends, gather the participants in the working room for a short **video-screening** of a **TED video** about the Hero's Journey : [[https://www.youtube.com/watch?v=Hhk4N9A0oCA]]. |
+ | Rephrase it with the participants and give a practical example so that they can better understand how the tool can be used in the frame of a learning mobility project. | ||
+ | Distribute the template to all participants as a reminder of the frame: | ||
+ | |||
+ | ^ The Hero's Journey - Acts |^ **The (young) participants' journey (within the frame of a learning mobility project)** ^ | ||
| ACT 1. Ordinary World | 1. Ordinary world – Hero’s everyday life, description of hero’s character: their nature, capabilities, way of living. | The Identity of the participant, his/her context, way of living, already existing competencies. | | | ACT 1. Ordinary World | 1. Ordinary world – Hero’s everyday life, description of hero’s character: their nature, capabilities, way of living. | The Identity of the participant, his/her context, way of living, already existing competencies. | | ||
| ::: | 2. Call to Adventure – The call ultimately disrupts the comfort of the Hero's Ordinary World and presents a challenge or quest that must be undertaken. It can be a threat, or any kind of discomfort. | Motivation of the participant: discomfort caused by something in theit ordinary world, affecting them or people important for them; something they wants to change in their life. | | | ::: | 2. Call to Adventure – The call ultimately disrupts the comfort of the Hero's Ordinary World and presents a challenge or quest that must be undertaken. It can be a threat, or any kind of discomfort. | Motivation of the participant: discomfort caused by something in theit ordinary world, affecting them or people important for them; something they wants to change in their life. | | ||
Line 30: | Line 34: | ||
| ::: | 8. The Supreme Ordeal – it may be a dangerous physical test or a deep inner crisis that the Hero must face. They must draw upon all of their skills and their experiences gathered upon the journey in order to overcome their most difficult challenge. This is the high-point of the Hero's story and where everything they hold dear is put on the line. Either they win or fail, their life will never be the same again. | Final evaluation moment: Looking back to the most difficult moment during the mobility project, the moment that the participant identifies as “life changing”. To identify this moment, he/she will reconstruct the whole journey and reflect on its different elements, moments, difficulties, the gained competencies etc. | | | ::: | 8. The Supreme Ordeal – it may be a dangerous physical test or a deep inner crisis that the Hero must face. They must draw upon all of their skills and their experiences gathered upon the journey in order to overcome their most difficult challenge. This is the high-point of the Hero's story and where everything they hold dear is put on the line. Either they win or fail, their life will never be the same again. | Final evaluation moment: Looking back to the most difficult moment during the mobility project, the moment that the participant identifies as “life changing”. To identify this moment, he/she will reconstruct the whole journey and reflect on its different elements, moments, difficulties, the gained competencies etc. | | ||
| ::: | 9. Reward (Seizing the Sword) – After defeating the enemy, surviving death and finally overcoming their greatest personal challenge, the Hero is ultimately transformed into a new state, emerging from battle as a stronger person and often with a prize. The Reward may come in many forms: an object of great importance or power, a secret, greater knowledge or insight. | Final evaluation moment: Learning outcomes of the participant (skills, attitudes, knowledge, other).\\ Assessing the changes in the character: before the mobility and at the end of it. | | | ::: | 9. Reward (Seizing the Sword) – After defeating the enemy, surviving death and finally overcoming their greatest personal challenge, the Hero is ultimately transformed into a new state, emerging from battle as a stronger person and often with a prize. The Reward may come in many forms: an object of great importance or power, a secret, greater knowledge or insight. | Final evaluation moment: Learning outcomes of the participant (skills, attitudes, knowledge, other).\\ Assessing the changes in the character: before the mobility and at the end of it. | | ||
- | | ACT 3. Return to the Ordinary World | 10. The Road Back – The Hero's journey is not yet over and they may still need one last push back into the Ordinary World. The moment before the Hero finally commits to the last stage of his journey may be a moment in which he must choose between their own personal objective and that of a Higher Cause. | Returning to the ordinary life to participants after the Tour can be shocking and disturbing – they have changed, but things at home are still the same. This is the moment where we have to remind them (through follow-up and reintegration activities) that they left because they wanted to trigger some changes in their life: it is a reflection moment on how they can use the gained knowledge and competencies to serve also their communities and to trigger changes. Reinforcing the “social” and “collective” aspect of the project. | | + | | ACT 3. Return to the Ordinary World | 10. The Road Back – The Hero's journey is not yet over and they may still need one last push back into the Ordinary World. The moment before the Hero finally commits to the last stage of their journey may be a moment in which they must choose between their own personal objective and that of a Higher Cause. | Returning to the ordinary life of the participant after the mobility can be shocking and disturbing – he/she has changed, but things at home are still the same. This is the moment where youth workers have to remind he/she (through follow-up and reintegration activities) that he/she left because he/she wanted to trigger some changes in his/her life: it is a reflection moment on how he/she can use the gained knowledge and competencies to serve also his/her community and to trigger changes. | |
- | | ::: | 11. Resurrection – This is the climax in which the Hero must have their final and most dangerous encounter with death. The final battle also represents something far greater than the Hero's own existence with its outcome having far-reaching consequences to his Ordinary World and the lives of those he left behind. Ultimately the Hero will succeed, destroy their enemy and emerge from battle cleansed and reborn. | Evaluation moment after the project (during the local assessment sessions): To what level participants have reached their overall objective? (Not the learning objectives, which are the “rewards”, but the change they wanted to see.) On “their way to return”, so since they came back home, have they used the things they gained during the Tour? | | + | | ::: | 11. Resurrection – This is the climax in which the Hero must have their final and most dangerous encounter with death. The final battle also represents something far greater than the Hero's own existence with its outcome having far-reaching consequences to his Ordinary World and the lives of those they left behind. Ultimately the Hero will succeed, destroy their enemy and emerge from battle cleansed and reborn. | Evaluation moment after the project (during the local assessment sessions): To what level the participant has reached his/her overall objective? (Not the learning objectives, which are the “rewards”, but the change he/she wanted to see.) On “his/her way to return”, so since he/she came back home, has he/she used the things he/she gained during the mobility? | |
- | | ::: | 12. Return with the Elixir – This is the final stage of the Hero's journey in which they return home to their Ordinary World a changed man. They will have grown as a person, learned many things, faced many terrible dangers and even death but now looks forward to the start of a new life. Their return may bring fresh hope to those he left behind, a direct solution to their problems or perhaps a new perspective for everyone to consider. | Follow-up activities: participants put in action their ideas and initiatives, bringing positive societal changes. (Can be implemented and monitored in long term.) | | + | | ::: | 12. Return with the Elixir – This is the final stage of the Hero's journey in which they return home to their Ordinary World a changed man. They will have grown as a person, learned many things, faced many terrible dangers and even death but now look forward to the start of a new life. Their return may bring fresh hope to those they left behind, a direct solution to their problems or perhaps a new perspective for everyone to consider. | Follow-up activities: the participant puts in action his/her ideas and initiatives, bringing positive societal changes. (Can be implemented and monitored in long term.) | |
+ | |||
+ | **> STEP 2 - 1 hour 15 minutes - Analysing archetypes, linking one' own experience to the model** | ||
+ | |||
+ | Divide the participants in 5 working groups. Distribute to each: | ||
+ | * a set of cards of archetypes: 3-4 persons, 3-4 objects, 3-4 events and 3-4 places | ||
+ | * 1 Hero's Journey template on a A3 paper. | ||
+ | |||
+ | Ask them first to **match the cards** they received with the Hero's Journey archetypes and to **analyze** their characteristics. | ||
+ | |||
+ | One after the other, invite them then to position as many of the cards they can on the template, regarding their own experiences as a reference. | ||
+ | |||
+ | Back to plenary session, invite each working group to share their most significant findings. Draw their attention to the similarities and differences that emerge regarding their results. | ||
+ | |||
+ | **> STEP 3 - 45 minutes - Show-casing and analyzing a practical example** | ||
+ | To conclude the session, give a practical example of how the Hero's Journey can be translated into an educational tool. Invite the participants to perfom a critical analysis of the tool, highlighting its strenghts and limits. | ||
+ | **> STEP 4 - 15 minutes - Feedbacks and conclusion** | ||
===== Needs / Material / Space ===== | ===== Needs / Material / Space ===== | ||