Here's a link to a good site with lots of information on Christian ethics. Search for bioethics for articles and audio that discusses bioethics and Christianity.
http://www.wheaton.edu/CACE/
http://www.wheaton.edu/search/
There are some audio files relating to bioethics on the following page of the site.
http://www.wheaton.edu/CACE/audio/audio.htm
A blog to be used as a resource for students of the Studies of Religion Course at Brigidine College.
Thursday, February 19, 2009
Year 12 - Ethics and Religion
Here is a short video in which Dr. C. Everett Koop shares his experience when sharing his faith as a surgeon in the hosptial setting and as Surgeon General in Washington.
Tuesday, February 10, 2009
Wednesday, February 4, 2009
Joseph Campbell and the Monomyth
Joseph Campbell (1904–1987) was an American mythologist, writer, and lecturer best known for his work in the fields of comparative mythology and comparative religion. His work is vast and covers many aspects of the human experience, and his philosophy is often identified with the phrase he coined: "Follow Your Bliss". In his most famous work "The Hero With a Thousand Faces" he focussed on the common elements found in mythology. The following is a summary of this work.
The standard path of the mythological adventure of the hero is a magnification of the formula represented in the rites of passage: separation--initiation--return: which might be named the nuclear unit of the monomyth.
Stages of the hero’s journey:
1. Birth: Fabulous circumstances surrounding conception, birth, and childhood establish the hero’s pedigree, and often constitute their own monomyth cycle.
2. Call to Adventure: The hero is called to adventure by some external event or messenger. The Heromay accept the call willingly or reluctantly.
3. Helpers/Amulet: During the early stages of the journey, the hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a wizard, and old man, a dwarf, a crone, or a fairy godmother. The helper commonly gives the hero a protective amulet or weapon for the journey.
4. Crossing the Threshold: 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. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar world of light and the dark, unknown world of adventure.
5. Tests: The hero travels through the dream-like world of adventure where he must undergo a seriesof tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces ofnature. Each successful test further proves the hero's ability and advances the journey toward itsclimax.
6. Helpers: 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. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function.
7. Climax/The Final Battle: 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.
8. Flight: After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. 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.
9. Return: 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. Sometimes the hero is pulled out of the adventure world by a force from the daylight world.
10. Elixer: 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.
11. Home: The hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.
Here's an interesting video taken from the DVD "The Roots of The Matrix". It discusses the work of Joseph Campbell.
The standard path of the mythological adventure of the hero is a magnification of the formula represented in the rites of passage: separation--initiation--return: which might be named the nuclear unit of the monomyth.
Stages of the hero’s journey:
1. Birth: Fabulous circumstances surrounding conception, birth, and childhood establish the hero’s pedigree, and often constitute their own monomyth cycle.
2. Call to Adventure: The hero is called to adventure by some external event or messenger. The Heromay accept the call willingly or reluctantly.
3. Helpers/Amulet: During the early stages of the journey, the hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a wizard, and old man, a dwarf, a crone, or a fairy godmother. The helper commonly gives the hero a protective amulet or weapon for the journey.
4. Crossing the Threshold: 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. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar world of light and the dark, unknown world of adventure.
5. Tests: The hero travels through the dream-like world of adventure where he must undergo a seriesof tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces ofnature. Each successful test further proves the hero's ability and advances the journey toward itsclimax.
6. Helpers: 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. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function.
7. Climax/The Final Battle: 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.
8. Flight: After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. 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.
9. Return: 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. Sometimes the hero is pulled out of the adventure world by a force from the daylight world.
10. Elixer: 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.
11. Home: The hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.
Here's an interesting video taken from the DVD "The Roots of The Matrix". It discusses the work of Joseph Campbell.
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