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Honors English II - Summer Reading Name:________________________ Study Guide: Ender’s Game

E n der ’ s G a me S t u dy G u i d e

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Name:________________________      
     
Why are you reading this book?     
 
You will examine this novel using the archetype of the Hero’s Journey.   Your answers need not be in complete sentences unless it specifically   states that.  
   
The Hero's Journey Archetype
Background: Joseph Campbell was an American mythologist, writer, and lecturer. In his study of the myth of the hero, Campbell posited the existence of a monomyth (a word he borrowed from James Joyce): a universal pattern that is the essence of, and common to, heroic tales in every culture. Below is an outline of the basic stages of this mythic cycle.
SEPARATION/DEPARTURE
1 . The Call to Adventure - Something happens to send the hero in a new direction 2. Refusal of the Call - Sometimes s/he refuses to go (might be afraid, feel like s/he can’t leave responsibilities, or might not feel strong enough or smart enough to start an adventure) 3. Supernatural Aid - A guide/magical helper/special “other being” appears to provide help 4. The Crossing of the First Threshold - The hero leaves his/her familiar life and goes into places with new, unknown rules
INITIATION
5. The Belly of the Whale- represents the final separation from the hero’s known world, the person shows a willingness to undergo a metamorphosis 6. The Road of Trials – The hero undergoes a series of tests, tasks, or ordeals 7. The Meeting with the Goddess - A great love (romantic, divine, friendly, or familial) provides strength and well-being 8. Woman as Temptress - The hero loses focus and/or is tempted to quit the journey 9. Atonement with the Father - The hero must face whatever holds ultimate control and power in his/her life (center point of the journey) 10. Apotheosis - The hero enters a god-like state; a period of rest and reflection 11. The Ultimate Boon – The hero achieves the goal of the quest
RETURN
12.Refusal of the Return - Sometimes the hero refuses to return to normal life (maybe the adventure has been satisfying or s/he is concerned that his/her message will not be heard) 13. Magical Flight - Sometimes the hero must steal the boon and make a daring escape 14. Rescue from Without - A guide/magical helper/special “other being” appears to provide help (maybe s/he is wounded or weakened; maybe s/he doesn’t realize it is time to return, that s/he can return, or that others need the boon) 15. The Crossing of the Return Threshold – The hero’s task at this point is to remember what was learned during the quest, and to use it to make life better for him/her and others 16. Master of the Two Worlds - The hero has learned how to be comfortable with the external world and the spiritual, internal world (s/he may be ready to be a guide for someone else) 17. Freedom to Live – The hero has learned to accept him/herself, to “live in the moment,” and neither to anticipate the future nor to regret the past
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Ender and His Hero’s Journey
Directions: As you read, outline the hero’s journey for Ender on this graphic organizer. Use the questions provided to determine which moments in the text apply to each of the seventeen stages.
As you complete the chart, keep in mind the following turning points in Ender’s Game : "...he no longer had the panicked feeling that he might be out of his depth, that Battle
School might be too much for him" (80). "Ender's isolation was over. The war was just beginning" (86). "He walked down the corridor smiling. He may be short, but they knew his name" (115). "That's how they think of me, too. Teacher. Legendary soldier. Not one of them. Not
someone that you embrace and whisper Salaam in his ear. That only lasted while Ender still seemed a victim. Still seemed vulnerable. Now he was the master soldier, and he was completely, utterly alone" (176).
"When I thought you were about to kill me, and I decided to kill you first. I guess I'm just a killer to the core. But I'd rather be alive than dead" (348).
SEPARATION/DEPARTURE
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1 . The Call to Adventure - Something happens to send the hero in a new direction or on a quest
2. Refusal of the Call - Sometimes s/he refuses to go (might be afraid, feel like s/he can’t leave responsibilities, or might not feel strong enough or smart enough to start an adventure)
3. Supernatural Aid - A guide/magical helper/special “other being” appears to provide help
4. The Crossing of the First Threshold - The hero leaves his/her familiar life and goes into places with new, unknown rules
INITIATION
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5. Belly of the Whale - represents the final separation from the hero’s known world, the person shows a willingness to undergo a metamorphosis
6.The Road of Trials – The hero undergoes a series of tests, tasks, or ordeals
7. The Meeting with the Goddess - A great love (romantic, divine, friendly, or familial) provides strength and well-being
8. Woman as Temptress - The hero loses focus and/or is tempted to quit the journey
9. Atonement with the Father - The hero must face whatever holds ultimate control and power in his/her life (center point of the journey)
10. Apotheosis - The hero enters a god-like state; a period of rest and reflection
11. The Ultimate Boon – The hero achieves the goal of the quest (the benefit, the asset)
RETURN
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12. Refusal of the Return - Sometimes the hero refuses to return to normal life (maybe the adventure has been satisfying or s/he is concerned that his/her message will not be heard)
13. Magical Flight - Sometimes the hero must steal the boon and make a daring escape
14. Rescue from Without - A guide/magical helper/special “other being” appears to provide help (maybe s/he is wounded or weakened; maybe s/he doesn’t realize it is time to return, that s/he can return, or that others need the boon)
15. The Crossing of the Return Threshold – The hero’s task at this point is to remember what was learned during the quest, and to use it to make life better for him/her and others
16. Master of the Two Worlds - The hero has learned how to be comfortable with the external world and the spiritual, internal world (s/he may be ready to be a guide for someone else)
17. Freedom to Live – The hero has learned to accept himself to “live in the moment,” and neither to anticipate the future nor to regret the past; achievement of legend status
Ender's Game Study Guide: Chapters 1 & 2    
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1. Why is Ender at the doctor?    
 
 
3. What does “Third” mean?    
 
 
 
 
 
 
 
 
 
 
 
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5. What consent was given in regard to   Ender?  
 
7. How do Ender’s parents feel about   him?  
 
   
 
 
         
 
 
 
 
 
 
   
 
         
 
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2. What does “icing out” mean?    
 
 
 
 
 
 
 
 
 
 
 
 
Chapter 6 - “The Giant’s Drink”  
 
   
 
    10
 
 
 
 
 
 
                                                         
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Chapter - “Salamander”  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
                                   
13
Chapter 8 - “Rat”  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
     
14
 
 
 
 
           
 
                                           
Wiggin Siblings Chart   Directions: Find quotes from the book that tell us about each character’s   thoughts or actions . Use chapters 1-8 to find details about the three siblings.  
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Peter Peter Wiggin is Ender's elder brother. A sociopath, he takes sadistic pleasure in manipulating and brutalizing other children, especially Ender whom Peter loves bullying by looking into his eyes, and is rejected from Battle School because he is too violent.
Valentine Ender’s older sister, Valentine Wiggin is gentle and kind—even more so than Ender himself. She’s fiercely intelligent, even if she lacks the same drive as her brothers. For years, Valentine is Ender’s protector and teacher, and as a result, they continue to love one another even after Ender is shipped off to Battle School and forbidden from communicating with his sister. Valentine turns to writing and politics as methods of control. Writing under the pseudonym Demosthenes.
Ender Ender Wiggin is a brilliant,   compassionate child who's   summoned to study war at   Battle School and defeat the   alien Buggers. Ender has always   felt like an outsider because he's   a Third—a third child—in a   society that almost never   tolerates families with more than   two children.
Detail #1:
Detail #1:
Detail #1:
Detail #2:
Detail #2:
Detail #2:
Detail #3:
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Detail #4:
Detail #4:
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Chapter 9 - “Locke and Demosthenes”  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
    17
 
 
   
 
 
 
 
 
16. What is Valentine given in return?    
                   
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Chapter 10 - “Dragon”  
 
 
 
 
 
 
 
8. What does salaam mean?    
 
 
                 
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1. Who is the leader of C Toon?    
2. Who is the leader of D Toon?    
 
 
5. Who is the leader of A Toon?    
 
 
 
 
 
                 
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Chapter 12 - “Bonzo”  
 
 
 
 
 
 
 
 
6. Who tries to stop the fight?    
 
 
 
 
 
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  Colonel Graff _________________________ (should/ should not) tell Ender that he kill  
Stilson and Bonzo. He should tell Ender because …  
 
                 
22
 
 
 
4. Where are Ender and Graff   headed when they leave Earth?   Where is it located? What is   special about it?  
Where:  
Location:  
 
 
7. How does Ender feel about   Eros?  
 
 
 
 
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Chapter 15 - “Speaker for the Dead”  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
14.Why does Ender become the   Speaker for the Dead?