THE JOURNEY PROGRAM
This page consists of 3 parts:
A. The Journey Program Summary
B. The 3 Objectives of The Journey Program
C. The 5 functions of the Journey Program


The Journey Program Summary

"Camelot"

Children play The Journey game by hiking to each of The Journey's nine adventures.


The Journey is a fun, innovative adventure game and a corresponding Mythological story that parents, teachers, therapists, and a direct care staff can use to teach children skills and values that may prove to be helpful in the "game of life".

The Journey relies upon storytelling, artwork, and behavioral therapy to develop a child's self-respect, relationship skills, self-discipline, and altruism.

Uniquely, The Journey also provides training in "extraordinary world" skills such as the use of one's intuition, finding magical moments in daily life, and how to be of service to others.

Children play The Journey game by hiking to each of The Journey's nine adventures. Children hike or move toward the next adventure by following "the Rules of the Hike". A map illustrating the nine adventures and each child's progress on The Journey is depicted on the walls of a room.


The Rules of the Hike require children:
1. To follow the rules
2. To cooperate with requests
3. To participate in their daily assignments

When children follow The Rules of the Hike, they take a step per day toward the next adventure. Once children arrive at the next adventure, they receive training in a skill building group and they are assigned goals or tasks which utilize these skills.

Upon completion of that adventure's tasks, children earn that adventure's designated rewards. At each adventure, children can earn rewards such as privileges, small items or positions of recognition.

GUIDES:
As children play the journey game, their parents, teachers, therapists or caregivers serve as "guides" for the children. Guides provide the training, encouragement, and coaching necessary to successfully play The Journey.


"As children play The Journey, they are taught that problems are merely challenges in disguise."

In addition to playing The Journey Game, children read the story of The Journey.
In addition to playing The Journey Game, children and their guides read the story of The Journey. The Journey story relies upon myths and legendary characters to explore values such as avoiding revenge, avoiding prejudice, developing a work ethic, and the importance of being of service.

As children and guides read The Journey together they discuss beliefs such as: kindness is strength, an appreciation of differences, and that we are more alike than different.

The Journey Story has nine chapters that correspond to the nine adventures of the game. As children read The Journey, they are presented with curriculum that includes discussion points, vocabulary, art projects, small group activities, and games.

The Journey is helpful to parents, teachers, and direct care staff in that power struggles between children and authority figures can be redirected to the problems a child is having meeting the challenges of the game. In other words, a child's problems are reframed as being the result of their difficulty following the rules of the game.



The 3 Objectives of The Journey Training


1. Will gain a working knowledge of how to use The Journey game to create a safe environment and promote achievement through the use of behavioral therapy.

2. Will gain a working knowledge of how to use The Journey Story as a format for discovering values and developing beliefs such as; appreciation of differences, avoiding revenge, and work ethics.

3. Will gain a working knowledge of how to be a guide for children and provide training in daily life skills such as self-respect, relationships, self-discipline, leadership, and being of service to others.



The Journey's Five Functions



Having crossed the river on an old wooden bridge, Talon and Longin found ferns, moss covered rocks, and a curious green lizard...
The Journey game uses artwork, rewards, and consequences to motivate children.
I. THE JOURNEY GAME:

The Journey is a fun adventure game that serves as a behavior management program and a skills building program.

The Journey game uses artwork, rewards, and consequences to motivate children to:

1. Follow the rules
2. Cooperate with requests

3. Participate in their daily assignments

As children play The Journey game, they move forward on a map, which is illustrated on the four walls of a room.


The Journey map depicts each child's progress and the nine adventures they will experience as they play The Journey game.

II. THE JOURNEY STORY:


Robin hood paused and smiled, "This then is the story of the Crimson Dragon. May it serve you well."
"Without question, Talon knew this must be the feared Robin Hood and his band of thieves"
The Journey story relies upon storytelling, myths, and legendary characters to explore important values such as developing a work ethic, avoiding revenge, and the use of nonviolent conflict resolution.

III. THE JOURNEY'S SKILL BUILDING GROUPS:

The Journey Groups provide children with training in...
1. Basic Skills such as self-respect, relationship skills, self-discipline, and assertiveness.
2. Intermediate skills such as leadership, teamwork, being of service, and task persistence.
3. Advanced skills such as relaxation training, dream work, the use of intuition, thankfulness, and creative self-expression.

IV. THE JOURNEY DISCIPLINE PROGRAM:

The Journey Discipline program provides guides with:
1. Strategies for preventing behavioral problems.
2.Stategies for reframing and redirecting children with behavioral problems. Suggestions for intensive supervision such as time-out procedures, in-school suspension, or in-shelter suspension.

V. THE JOURNEY CURRICULUM:

The Journey Curriculum provides teachers with lesson plans at each chapter of the story including:
1. Discussion points
2. Vocabulary words
3. An art project
4. A small group activity
5. A game to play