Investigate Mental Illness: Creative and Analytical Activities

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Note: Many of my products have some “out there” ideas. Make sure to look at the preview before purchasing anything. Just because these type of ideas work within my classroom, that may not be the case in another’s room. Also, this game is Rated M for Mature; however, I've edited my videos so that it is comparable to a PG-13 movie.

"See myself molded in clay, oh
Stares at me, yeah I'm afraid"

-Angry Chair (Alice in Chains)

As with any teacher, I’m always looking to create new and innovative ways to reach my students, grasp their attention and motivate them in new and meaningful ways. One manner in which I have had great success in reaching my teenagers of the digital age are my video game and writing creations. I’ve had great success with Link-Carried Off to Rapture - Analyzing Video Game Narrative, Link-Playing with Fire: Literary Activities to Inspire Students in the Digital Age, and Link-Sane in the Membrane: Brain Empowering Activities guides. My newest creation combines a multitude of thinking and writing activities, along with the game SOMA, created by Frictional Games. Thanks to the kindness of Thomas Grip (developer of SOMA), I was given the green light to pursue this project.

I'm very proud of this newest creation, as I believe it speaks to a very misunderstood, yet imperative topic to better understand . . . mental illness. Yet, with this innovative and affordable guide, students can learn a little more about this topic, while actually being interested in the learning process.

This guide really gets the students to think on deep levels, as the game can be inferred to be dealing with mental illness in an abstract manner. Besides analyzing 19 video clips (embedded on my YouTube channel); the guide also comes with a multitude of Visible Thinking activities (inspired by Ron Ritchhart), which are best to complete after all clips have been shown.

Keep in mind . . .
1. I buy the game.
2. I play the game.
3. I make the videos while playing the game.
4. I create the educational activities, which correlate with the game's concepts.
5. I complete the unit guide.
6. I contact and talk to the game's creators to get their blessing on promoting my guides.

The key, as an educator, is to be willing to go out of one’s comfort zone and be ready to try something new and innovative. If the results mirror my own classroom, you will be pleased at the results and witness your
students becoming motivated to write, synthesize, and analyze at high levels.

→Included in the Guide
3 Terms of Use
4 - 7 Core Standards
8 About
9 What is Mental Illness
10 Types of Mental Illness
11 Defining Mental Illness
12 Symptoms of Mental Illness
13 - 15 Thumbnail Video Clips
16 The Beginning - Foreshadowing
17 Power Out - Symbolism
18 Unplugged - Text/Visual Clues
19 New Friend - Metaphor
20 There’s a Leak - Allusion
21 Going Deep - Correlation
22 Catherine - Dialogue
23 Call the Zeppelin - Vocabulary
24 Theta - Allusion
25 Is That You? - Description
26 All Systems Go - Vocabulary
27 Treatment - Analyze Narrative
28 Hide and Seek - Metaphor
29 Fix the Elevator - Correlation
30 The Hub - Narrative Details
31 Don’t Leave Me - Causal Relations
32 Unhappy? - Analyze Narrative
33 The Abyss - Allegory
34 The End - Vocabulary
35 The End - Causal Relations
36 The End - Reflection
37 The End - Analysis
38 Visible Thinking Routines
39 Explanation of Visible Routines
40 - 41 Get Your Feet Wet
42 - 43 Open Up to Symbolism
44 - 45 3-2-1 Bridge
46 - 47 Step Inside
48 - 49 Think, Puzzle, Explore
50 - 51 Sentence, Phrase, Word
52 - 53 See, Think, Wonder
54 - 55 Color, Symbol, Image
56 - 58 Cloud of Questions
59 - 62 Lyric, Image, Explain
63 References

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Total Pages
Answer Key
Does Not Apply
Teaching Duration
1 Month

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Investigate Mental Illness: Creative and Analytical Activities
Investigate Mental Illness: Creative and Analytical Activities
Investigate Mental Illness: Creative and Analytical Activities
Investigate Mental Illness: Creative and Analytical Activities