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REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of...

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REVIEW GAME Frankenstein Beginning - Chapter 16
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Page 1: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

REVIEW GAME

Frankenstein

Beginning - Chapter 16

Page 2: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

Rules for Bluff

1. Students are divided in teams of 4-7 players, seated together.

2. The teacher will put a review question on the screen. Everyone is to answer for him or herself--NO TALKING. Members of the team “at bat” stand up if they know the answer or stay seated if they don’t. The teacher will choose which of the players standing to call upon, and the team’s score for that round is based on: Correct answer--score +2 points per person standing Wrong answer--score -1 point per person standing

3. If people are talking at any unauthorized time, their team could lose points. The winning team has the highest score.

Page 3: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

1. Whom is Walton writing to in his opening letters (name and relation)?

Page 4: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

1. Who is Walton writing to in his opening letters?

To his sister, Margaret (Saville).

Page 5: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

2. Give two facts about Robert Walton’s early life story (before the book begins).

Page 6: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

2. Give two facts about Robert Walton’s early life story (before the book begins).

*He lived in London*He had tried unsuccessfully to

write poetry *He had previously shipped out on

a whaler.*He inherited money from a cousin.

Page 7: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

3. What is Walton’s opinion of the stranger who comes on board?

Page 8: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

3. What is Walton’s opinion of the stranger who comes on board?

Walton is very impressed with the stranger. He thinks he’s sensitive, noble, gentle, kind, sympathetic.

Page 9: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

4. Why is Walton in the Arctic (two reasons)?

Page 10: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

4. Why is Walton in the Arctic (two reasons)?

His two purposes are • to explore the source of

magnetism • to find a shortcut route to the

Pacific from Europe.

Page 11: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

5. Why does the stranger decide to tell Walton his life story?

Page 12: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

5. Why does the stranger decide to tell Walton his life story?

The stranger wishes to prevent Walton from making the same kinds of mistakes he made by being too impassioned in his studies.

Page 13: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

6. Where is Victor Frankenstein’s home (city, country)?

Page 14: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

6. Where is Victor Frankenstein’s home (city, country)?

Geneva, Switzerland

Page 15: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

7. Give the first names of all the members of Victor’s family, adopted and natural-born (6 people).

Page 16: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

7. Give the first names of all the members of Victor’s family, adopted and natural-born (6 people).

Alphonse, Carolyn, Victor, Elizabeth, Ernest, William

Page 17: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

8. Tell how Elizabeth came to be adopted into the Frankenstein family. Where is she from?

Page 18: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

8. Tell how Elizabeth came to be adopted into the Frankenstein family. Where is she from?

When Caroline, Alphonse and Victor were traveling in Italy, Caroline noticed a peasant family with several small dark-haired children and one beautiful, delicate, golden-haired daughter who didn’t seem to fit in. In finding she was a nobleman’s daughter, Caroline asked to adopt her.

Page 19: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

9. How old is Victor when he leaves home?

Page 20: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

9.How old is Victor when he leaves home?

17 years old

Page 21: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

10. Where does he go to college (city, country)?

Page 22: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

10.Where does he go to college (city, country)?

Ingolstadt, Germany

Page 23: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

11. Name and describe Victor’s two mentors.

Page 24: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

11.Name and describe Victor’s two mentors.

*M. Krempe is scientifically talented, but uncouth and tactless. His specialty is natural philosophy.

*M. Waldman is mild, dignified, inspirational, and persuasive. He’s a chemistry professor.

Page 25: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

13. What’s the month of creation and the weather on the day of creation?

Page 26: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

13. What’s the month of creation and the weather on the day of creation?

November; it’s dreary and drizzly

Page 27: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

14. Give three facts to describe the creature’s looks.

Page 28: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

14. Give three facts to describe the creature’s looks.

Black hair, black lips, yellow skin, 8’ tall, pearly white teeth, translucent skin that reveals the structures underneath

Page 29: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

15. What unlikely coincidence occurs the same night the creature comes to life?

Page 30: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

15. What unlikely coincidence occurs the same night the creature comes to life?

Henry Clerval, Victor’s boyhood friend, arrives in Ingolsadt to study.

Page 31: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

16. How does Victor spend the next four or five months following creation night?

Page 32: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

16. How does Victor spend the next four or five months following creation night?

He’s deathly ill. Henry nurses him back to health.

Page 33: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

17. When Victor returns home to Geneva, how long has it been since he last visited?

Page 34: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

17. When Victor returns home to Geneva, how long has it been since he last visited?

Six years

Page 35: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

18. Where is Victor when he catches sight of the monster on his way home?

Page 36: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

18. Where is Victor when he catches sight of the monster on his way home?

On the outskirts of Geneva, near his family’s summer house in Belrive and near the site of William’s murder.

Page 37: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

19. How many separate times has Victor seen the creature alive before this sighting illuminated by lightning? Describe them.

Page 38: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

19. How many separate times has Victor seen the creature before this sighting illuminated by lightning? Describe them.

Twice before. When he first came to life and a few hours later when the creature opened Victor’s bed curtains and tried to talk with him.

Page 39: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

20. Who is Justine Moritz?

Page 40: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

20. Who is Justine Moritz?

A servant in the Frankenstein home and former companion to Mrs. Frankenstein. She is convicted of William’s murder.

Page 41: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

21. What evidence makes everyone sure Justine is the murderer of William?

Page 42: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

21. What evidence makes everyone sure Justine is the murderer of William?

She was found with William’s locket in her pocket.

Page 43: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

22. What’s Victor’s stated reason for not telling the truth about William’s murderer?

Page 44: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

22. What’s Victor’s stated reason for not telling the truth about William’s murderer?

He’s sure he’ll be thought to be a madman so the confession won’t do Justine any good.

Page 45: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

23. What does Victor do to make himself feel better after Justine’s execution?

Page 46: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

23. What does Victor do to make himself feel better after Justine’s execution?

He spends many hours on Lake Leman, and he heads off for a walking vacation in the Alps.

Page 47: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

24. Where does the creature say he got his first clothes from? (two sources)

Page 48: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

24. Where does the creature say he got his first clothes from? (two sources)

He took a lab coat from Victor. He also found a warm cloak in the woods during his early days exploring the world.

Page 49: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

25. Name and describe an early negative experience the creature has with humans other than his creator.

Page 50: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

25. Name and describe an early negative experience the creature has with humans other than his creator.

*An old shepherd runs off when he comes close

*He is pelted with stones when he comes near a village

Page 51: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

26. Give two ways the creature is physically better able to survive than humans.

Page 52: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

26. Give two ways the creature is physically better able to survive than humans.

*He’s taller and stronger.*He’s impervious to cold more

than humans.*He can subsist on food he

gathers.

Page 53: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

27. What is the last name of the family the creature observes?

Page 54: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

27. What is the last name of the family the creature observes?

De Lacey

Page 55: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

28. Tell the members of the De Lacey family who live in the cottage when the creature first moves in next door.

Page 56: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

28. Tell the members of the DeLacey family who live in the cottage when the creature first moves in next door.

Felix, Agatha and their old blind father

Page 57: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

29. Name two things that impress the creature about the De Laceys during his observation of them.

Page 58: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

29. Name two things that impress the creature about the De Laceys during his observation of them.

*How kind and loving they are to each other

*How refined and gentle they are*The aura of sadness around them*The music the old man plays.

Page 59: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

30. What language do the De Laceys speak among themselves?

Page 60: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

30. What language do the DeLaceys speak among themselves?

French

Page 61: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

31. What change for the De Laceys helps the creature immensely in his desire to learn to language. Explain how.

Page 62: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

31. What change for the DeLaceys helps the creature immensely in his desire to learn to language. Explain how.

The arrival of Safie, who doesn’t speak French. The creature will learn along with her.

Page 63: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

32. Describe two good deeds the creature does during his time in the hovel.

Page 64: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

32. Describe two good deeds the creature does during his time in the hovel.

He chops and stacks firewood and clears away snow. He also refrains from eating their food when he realizes they don’t have enough.

Page 65: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

33. What country is he in while observing the De Laceys?

Page 66: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

33. What country is he in while observing the DeLaceys?

Germany

Page 67: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

34. What violent action does the creature do soon after he is rejected by the De Laceys?

Page 68: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

34. What violent action does the creature do soon after he is rejected by the De Laceys?

He sets fire to their empty cottage.

Page 69: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

35. What is the creature’s goal in life after burning the De Lacey cottage?

Page 70: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

35. What is the creature’s goal in life after burning the De Lacey cottage?

To go find his creator to get help.

Page 71: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

36. Define antithesis.

Page 72: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

36. Define antithesis.

The opposition of ideas to do with characters, story events, themes, etc. in a story.

Page 73: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

37. Define allusion.

Page 74: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

37. Define allusion.

A reference to something famous to make a point.

Page 75: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

38. Tell two works of literature that are alluded to in this book.

Page 76: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

38. Tell two works of literature that are alluded to in this book.

Paradise Lost by John Milton“The Rime of the Ancient

Mariner” Coleridge

Page 77: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

39. Tell five features of romanticism.

Page 78: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

39. Tell five features of romanticism.

*Frequent use of nature*Obscure or remote setting*Anti-social hero*Epistolary style*Highly symbolic *Often involves a journey*Emotional, intuitive; anti-logic

Page 79: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

40. Tell three features true of tragedy.

Page 80: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

40. Tell three features true of tragedy.

*the noble protagonist ends up substantially worse off

*others around the hero suffer*the audience feels pity or terror*the hero has a moral or personal

flaw, often hubris

Page 81: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

41. Name the author of Frankenstein and give two facts about his or her life.

Page 82: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

41. Name the author of Frankenstein and give two facts about his or her life.

Mary Shelley--*was schooled at home by her

literary father*ran off with Percy Shelley as a 15-

year-old and married him and eventually married him

*wrote Frankenstein on a dare

Page 83: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

42. Name one way “The Rime of the Ancient Mariner” is connected with Frankenstein.

Page 84: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

42. Name one way “The Rime of the Ancient Mariner” is connected with Frankenstein.

*Robert Walton mentions the tale in his letter #2 when he assures her he’ll keep safe because he won’t kill an albatross.

*Victor quotes the poem on the night of creation to make clear his feelings of horror and dread.

*Victor can be compared to the mariner who is compelled to tell his tale to Walton.

Page 85: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

43. Who is Prometheus? (two facts)

Page 86: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

43. Who is Prometheus? (two facts)

He’s a Titan who helped create man by forming the clay into the correct shape, after which Athena breathed on the form to bring man to life. He was punished for disobeying Zeus when he brought fire down to help man. For many ages Prometheus was chained to a rock and had his liver torn out by an eagle, daily.

Page 87: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

44. What’s the implied connection between the myth and Frankenstein that caused Mary Shelley to subtitle her story “A Modern Prometheus”?

Page 88: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

44. What’s the implied connection between the myth and Frankenstein that caused Mary Shelley to subtitle her story “A Modern Prometheus”?

Victor is the modern creator who brings something inanimate to life with good intentions and is punished for his deeds.

Page 89: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

45. Describe what Paradise Lost is about. Who wrote it?

Page 90: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

45. Describe what Paradise Lost is about. Who wrote it?

John Milton wrote Paradise Lost, which is a long poem re-telling the story of creation from The Bible. It chronicles Satan’s fall from grace and the creation and fall of man.

Page 91: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

46. The creature reads Paradise Lost. Give two ways he compares what he reads to his own life.

Page 92: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

46. The creature reads Paradise Lost. Give two ways he compares what he reads to his own life.

*He compares himself to Adam since he’s the first of his kind created

*He compares himself to Satan because he is cast away from contact with his creator and he does evil deeds.

Page 93: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

48. Define a gothic novel (two or more features).

Page 94: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

48. Define a gothic novel (two or more features).

A fiction story from the 19th or late 18th century that has an obscure setting and a particularly macabre or weird subject matter.

Page 95: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

47. Name one other book the creature reads besides Paradise Lost.

Page 96: REVIEW GAME Frankenstein Beginning - Chapter 16. Rules for Bluff 1.Students are divided in teams of 4-7 players, seated together. 2.The teacher will put.

47. Name one other book the creature reads besides Paradise Lost.

Sorrows of Werther and Lives (by Plutarch)


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