Resolution is in the Story The Story Grammar Marker and Comic Strip Conversations for Conflict Resolution and Social Skills Development Power Point Presentation by Thea K. Burton, M.A. CCC-Sp, M.Ed 2013 Story Grammar Marker Developed by Mindwing Concepts, Inc. (Maryellen Rooney Moreau) • is a tool to help us tell, retell, and write stories. • describe the social parameters of situations. • identify differing persepctives. The Story Grammar Marker (SGM) Each symbol or icon on SGM represents an element of a story. • The Story Grammar Marker • • • • • • Character Setting Kick Off Feelings Plan Actions/Attempts ( the details) • Consequence • Resolution The Character / The Face • Who is the story about? • Think about: person, animal, or being age/gender physical description likes and dislikes personality The Setting/ The Star • Where and When does the story take place? • Think about the “ho-hum” day in the setting. Kick-Off / The Shoe • The Initiating Event: • • • • • What good or bad event happened to the Character to cause him/her to do something? Think about a football game and how the kick-off starts the game. The Kick-Off is the part of the story that changes the typical or “ho-hum” day. It’s a “ho-hum” day UNTIL…. The Kick-Off is often something that one does not expect to happen. Feelings / The Heart • Internal Response: • What are the Character’s feelings about what happened? • Emotions, goals, intentions, or thoughts. • (happy, sad, mad, surprised, disgusted, afraid, embarrassed, proud, lonely) The Plan / The Hand • STOP - THINK • What does the Character want to do? • Think about the kickoff and the internal response? • What does the Character want to achieve? Critical Thinking Triangle • Initiating Event • Feeling Words (happy, sad, angry, jealous, surprised, scared) • Planning Words (want, decide, plan, desire, intend, need) • Thinking verbs (know, realize, think, understand, remember, believe) Attempts or Actions / The Rings • What action does the Character take to achieve the plan? • • • Attempt 1 Attempt 2 Attempt 3 ….. • May involve multiple plans, or attempts at the plan. • The DETAILS … (To begin with, First, Then, Next, Furthermore, Finally) Direct Consequence / The Bow • What happened as a result of the Character’s plan and attempts? • The “tie-up” • As a result…. Resolution / Hearts and Strings • How does the Character feel about the direct consequence? • Think about… - feelings - lesson learned - moral of the story SGM Review • • • • • • Face = Character Star = Setting Shoe = Kick-Off Heart = Feelings Hand = Plan Rings = Actions/Attempts • Bow = Direct Consequence • Hearts & Strings = Resolution Practice • You have now learned the icons that make up Story Grammar Marker (SGM). • Use these icons to: - help you understand the elements in a story - recall information to retell a story - create / write your own story Perspective shift • Student A tells the story from his/her perspective • Student B tells the story from his/her perspective • Together students A & B tell the story and change it so that the outcome is a positive one for both. Comic Strip Conversations Devised by Carol Gray. • are conversations between two or more people shown in simple drawings. • Incorporate symbols and colour to illustrate detail, ideas, and abstract concepts. • systematically identify what people say, do and think. Comic Strip Conversations Devised by Carol Gray. • represent emotions by using colour • help student understand where they are coming from. • help student understand where others are coming from. Draw as you talk • Use stick figures and symbols. • Conversation symbols dictionary Talk Thought Example Questions Questions that guide a Comic Strip Conversation: Look familiar? • Where is the student? • Who else is there? • What is the student doing? • What happened? • What did the student think? • What did others do? • What did others say and think? Color = Motive • Use colour to visually define the feelings and intentions of a speaker. • Carol Gray (1994) suggested: Green – good ideas, happy, friendly Red – bad ideas, teasing, anger Brown – comfortable, cosy Purple – proud Yellow – frightened Black – facts, things we know Orange – questions Combination of colours - confused Symbols Symbols Symbols Symbols Practice Let’s draw the situation we told a story about. SGM & CSC Together • After telling the story using SGM • Draw the story using CSC • Create a Social Story that reinforces the general social/behavioral learning that has occurred. Resolution • When we understand each other, we are more likely to behave in a way that resolves conflicts. • How we tell the story helps improve understanding and how we interact with each other.