When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug.Īlthough it may feel like you're playing a game, your brain is still making more connections with the information to help you out. If you are logged in to your account, this website will remember which cards you know and don't know so that theyĪre in the same box the next time you log in. LEFT ARROW - move card to the Don't know pile.You can also use your keyboard to move the cards as follows: If you've accidentally put the card in the wrong box, just click on the card to take it out of the box. When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again. ![]() If you knew the answer, click the green Know box. Look at the large card and try to recall what is on the other side. Use these flashcards to help memorize information. The final stage of the journey = return to everyday life *hero discovers new gift *essence of the return is to begin contributing to society Hero is "at-one" with new self *incorperates the changes caused from the Journey and is fully "reborn" * Sudden dramatic change in the way the hero views life and the hero realizes the attained goal is symbolic If the hero does not try again, life is left unfulfilledĪ moment of death and rebirth (aka decent into darkness) a)fear must die to make way for courage Possible that the challenge beats the hero. Hero faces unclear path *the way is beset with danger, temptation, and loneliness ![]() These "gaurdians" protect us when we are unprepared for the journey and later step aside and point the way Invites adventure, offer the opportunity to foce the unknown, and gain something of physical or spiritual valueĮncounter beings of situations that block the passage.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |