Experience-Based Learning in Greece
Myth, Identity, and Personal Ethics
During this experiential learning module in Greece, students explored the role of mythology, philosophy, and storytelling in shaping personal values and identity. Drawing inspiration from Ancient Greek intellectual traditions, learners reflected on their own experiences throughout their time at THINK Global School and examined how narratives can help us make sense of growth, challenges, and ethical decision-making. Through the study of classical myths and philosophical ideas, students explored how storytelling can be used to express personal meaning and articulate a developing moral framework.
Driving Question: How can we create a myth, based on our TGS experience, which describes our personal code of ethics?
Interdisciplinary Themes: Creative Writing, Mythology, and Philosophy.
Learning Experience: Students were asked to engage in introspective analyses of their personal growth at TGS, reflecting on the significant people, events, developments, and life lessons they have experienced along the way. They used tools from the Ancient Greek intellectual tradition, both mythological and philosophical, to make meaning out of their analyses. In particular, students read, viewed, and discussed a range of Greek myths, examining their narrative style, structure, character arcs, and intended (or interpreted) lessons. They also learned how to construct coherent philosophical arguments and evaluated a series of moral dilemmas from contrasting ethical perspectives. Students were challenged to weave together philosophy and mythology to develop a narrative that illustrates their personal growth at TGS.
Summative Product: Students created their own personal myth to tell the story of their Odyssey at TGS and portray their personal code of ethics (or core values). Each student produced a written myth of 3-5 pages and adapted it for an audience using a medium of their choice (e.g., a story, play, video, audio file, artwork, oratorical speech, musical composition, escape room, etc.).
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