georgia odyssey of the mind™board of directors
Transcription
georgia odyssey of the mind™board of directors
2014-2015 COACHES HANDBOOK Odyssey of the Mind Pledge “Odyssey of the Mind is in the air In my heart and everywhere. My team and I will reach together To find solutions now and forever. We are Odyssey of the Mind!” www.georgiaodyssey.org 1 | Page TABLE OF CONTENTS WELCOME TO GEORGIA ODYSSEY OF THE MIND™ ASSOCIATION LETTER .......................................................................................................................................................................... 4 BOARD OF DIRECTORS & PROBLEM CAPTAINS ..................................................................................................................................... 5 CALENDAR........................................................................................................................................................................................... 6 PROBLEM SYNOPSES ............................................................................................................................................................................ 7 OVERVIEW........................................................................................................................................................................................................... 8 WHAT IS ODYSSEY OF THE MIND? ....................................................................................................................................................... 9 GEORGIA’S PHILOSOPHY & HISTORY .................................................................................................................................................. 10 3 COMPONENTS OF ODYSSEY OF THE MIND ....................................................................................................................................... 11 VOLUNTEER OPPORTUNITIES............................................................................................................................................................... 12 GETTING STARTED .............................................................................................................................................................................................. 13 REGISTRATION PROCESS ...................................................................................................................................................................... 14 JUDGES & VOLUNTEERS ...................................................................................................................................................................... 15 MEMBERSHIP APPLICATION ................................................................................................................................................................. 16 COACHING BASICS ............................................................................................................................................................................................. 17 GENERAL COACHING GUIDELINES....................................................................................................................................................... 18-19 COACHING TIPS .................................................................................................................................................................................. 20-22 THE INGREDIENTS FOR A GOOD ODYSSEY OF THE MIND TEAM............................................................................................................ 23 WHAT CAN BE DONE ABOUT CONFLICTS............................................................................................................................................. 24-25 FIRST FIVE MEETINGS ........................................................................................................................................................................... 26 A GUIDE TO PLANNING ODYSSEY MEETINGS ....................................................................................................................................... 27-28 PRAISES PHRASES ................................................................................................................................................................................ 29 KILLER STATEMENTS AND GESTURES.................................................................................................................................................... 30 TEAM BUILDING .................................................................................................................................................................................................. 31 TEAM BUILDING EXERCISES ................................................................................................................................................................. 32 STEPS TO TEAM BUILDING ................................................................................................................................................................... 33 LONG -TERM ....................................................................................................................................................................................................... 34 CREATIVE PROBLEM SOLVING PROCESS ............................................................................................................................................... 35-36 HOW TO READ AND ODYSSEY OF THE MIND PROBLEM........................................................................................................................ 37 COST LIMITATIONS .............................................................................................................................................................................. 38 DIAMOND BRAINSTORMING METHOD ................................................................................................................................................ 39 MIND MAPPING .................................................................................................................................................................................. 40 BRAINWRITING ................................................................................................................................................................................... 41 CONVERGENT & DIVERGENT THINKING ............................................................................................................................................. 42-43 SCAMPER TECHNIQUE ......................................................................................................................................................................... 44 TECHNIQUE FOR GENERATING SCRIPT/STYLE IDEAS ............................................................................................................................ 45 SAMPLE LIST – SOLVING THE PROBLEM ................................................................................................................................................ 46 SCRIPT CHECKLIST ............................................................................................................................................................................... 47 CHARACTER FEELINGS CHECKLIST ....................................................................................................................................................... 48 SUGGESTED TIMELINE FOR MAJOR TASKS ............................................................................................................................................ 49 TEAM SELF-EVALUATION QUESTIONS .................................................................................................................................................. 50 TOP TWENTY QUESTIONS TO ASK YOUR TEAM THE WEEK BEFORE THE TOURNAMENT ........................................................................ 51 SEVEN STYLES OF LEARNING ................................................................................................................................................................ 52 RESOURCES FOR YOUR TEAMS ............................................................................................................................................................. 55 MATERIALS & SUPPLIES GUIDE ............................................................................................................................................................ 54 COPYRIGHT & TRADEMARKS ............................................................................................................................................................... 55 2 | Page STYLE ................................................................................................................................................................................................................... 56 STYLE OVERVIEW ................................................................................................................................................................................. 57 GENERAL STRATEGIES .......................................................................................................................................................................... 58 SPECIFIC TACTICS ................................................................................................................................................................................ 59 THE MAGIC INGREDIENT ..................................................................................................................................................................... 60 FILLING OUT THE STYLE FORM ............................................................................................................................................................. 61 STYLE QUESTIONS ............................................................................................................................................................................... 62 WHEN YOU THINK YOU HAVE EVERYTHING IN PLACE AND READY TO GO ........................................................................................... 63 SPONTANEOUS ................................................................................................................................................................................................... 64 COACHING SPONTANEOUS PROBLEM TEAM ....................................................................................................................................... 65-66 DEVELOPING VERSATILE THINKING ..................................................................................................................................................... 67-69 UNIQUE SPONTANEOUS CHALLENGES ................................................................................................................................................ 70 ITEMS FOR SPONTANEOUS TEAM CHALLENGES ................................................................................................................................... 71 ENCOURAGE TEAMWORK – THE WRAPPING OF GIFTS ......................................................................................................................... 72 VERBAL PROBLEM – BE PATIENT ........................................................................................................................................................... 73 HANDS ON PROBLEM – TOOTHPICKS ALL-AROUND ............................................................................................................................ 74 COMBINATION PROBLEM – INSTANT FABLE......................................................................................................................................... 75 THE SCAMPER TECHNIQUE OF BRAINSTORMING ................................................................................................................................. 76 SCAMPER ............................................................................................................................................................................................. 77 SCAMPER IN ACTION ........................................................................................................................................................................... 78 BRAINSTORMING ................................................................................................................................................................................ 79 PRACTICE SPONTANEOUS PROBLEMS .................................................................................................................................................. 80-81 OUTSIDE ASSISTANCE ......................................................................................................................................................................................... 82 OUTSIDE ASSISTANCE.......................................................................................................................................................................... 83 101 OUTSIDE ASSISTANCE FOR PARENTS ............................................................................................................................................ 84 GENERAL CONCEPT ............................................................................................................................................................................. 85 PENALTIES FOR OUTSIDE ASSISTANCE ................................................................................................................................................. 86 OUTSIDE ASSISTANCE Q&A ................................................................................................................................................................. 87-90 TOURNAMENT DAY............................................................................................................................................................................................. 91 TYPICAL COMPETITION DAY ................................................................................................................................................................ 92 COMPETITION DAY CHECKLIST ............................................................................................................................................................ 93 REMINDERS FOR THE COACH............................................................................................................................................................... 94 REMINDERS FOR THE TEAM.................................................................................................................................................................. 95 A PRIMER FOR PARENTS ....................................................................................................................................................................... 96 SCORING ............................................................................................................................................................................................................. 97 SCORING ODYSSEY OF THE MIND PROBLEMS ...................................................................................................................................... 98 FORMS................................................................................................................................................................................................................. 99 AWARENESS MEETING POSTER ............................................................................................................................................................ 100 TEAM PARENT MEETING AGENDA ........................................................................................................................................................ 101 EXPECTATIONS .................................................................................................................................................................................... 102 STUDENT CONTRACT .......................................................................................................................................................................... 103 PARENT CONTRACT ............................................................................................................................................................................. 104 COST FORM ......................................................................................................................................................................................... 105 OUTSIDE ASSISTANCE.......................................................................................................................................................................... 106 STYLE FORM......................................................................................................................................................................................... 107 3 | Page Greetings and welcome to Georgia Odyssey of the Mind™, Creativity is alive and well in Georgia and Odyssey of the Mind™ plays a large role. Each year we welcome students from all parts of our state in grades K-college to showcase their creative problem solving skills at our regional tournaments and state finals competition. As a career educator I can assure you that Odyssey of the Mind™ provides sound support for many educational initiatives including Common Core Curriculum, STEM (science, technology, engineering, and math…..we like to add the A for arts making it STEAM), and 21st Century Skills just to name a few. And Odyssey of the Mind™ is fun! Your role as a coach forms the very foundation of the program. Without you this program would not be possible. You make a difference! I am often asked why I am so dedicated to Odyssey of the Mind™ and why I have been involved for so long. The answer is simple, it’s for the kids and it matters. When I look around at many of the problems in our world today I become more focused on our efforts. This world needs problem solvers. Your effort will give kids the opportunity to flex their problem solving muscles and the results can have a lifelong impact. Thank you for stepping up and stepping out. I hope you have a wonderful year. This “book” is designed as a reference. Please refer to your problem, the Program Guide, our Georgia website http://www.georgiaodyssey.org, the main website http://odysseyofthemind.com, and the clarifications as your main source of information. On behalf of the Georgia Odyssey of the Mind™ Board of Directors, the Georgia State Captains, the Georgia State Assistance Problems Captains, and a host of dedicated volunteers, I would like to welcome you to the Georgia Odyssey of the Mind™ family. Have a wonderful year helping kinds to THINK BEYOND THE BOX. Creatively yours, Dr. Lisa Hackney Georgia Odyssey of the Mind™ Association Director 4 | Page GEORGIA ODYSSEY OF THE MIND™ BOARD OF DIRECTORS Association Director LISA HACKNEY [email protected] or [email protected] Alumni Representative MEG WESTOVER [email protected] Co-State Tournament Director JEANNE FESSENDEN [email protected] Coaches Liaison JANIE MARTINEZ [email protected] Board Treasurer DEBBIE JOHNSON [email protected] Hospitality Coordinator NIKKI OLIVER [email protected] State Secretary CLAIRE FOWLER [email protected] Member at Large KIMSHERION REID [email protected] Co-State Tournament Director and Schedule Coordinator BETSEY ZACHRY [email protected] Sponsorship JOEL ANDERSON [email protected] Site Coordinator DOUG FLANDERS [email protected] Webmaster TOMMY CARROLL [email protected] Publicity and Public Relations AMAR CHANANI [email protected] State Problem Captain - Spontaneous JAE BINGHAM [email protected] State Problem Captain - Scoring AMANDA HACKNEY [email protected] State Judging Coordinator PATTY RHODES [email protected] GEORGIA ODYSSEY OF THE MIND™ PROBLEM CAPTAINS Problem 1: Runaway “Train” BRYAN JOHNSON [email protected] Problem 4: Lose Your Marbles BUCK ZACHRY [email protected] Problem 2: Experiencing Technical Difficulties JOSEPH HAWKINS [email protected] Problem 5: Silent Movie GRETA ROWLAND [email protected] Problem 3: Pandora’s Box KIMBERLY BROWN [email protected] Primary Problem: Wacky Weather Warning 5 | Page GEORGIA ODYSSEY OF THE MIND™ CALENDAR 2014-2015 Registration Dates National Registration .......................... Single school/Community group ............................................................ $135 .................................................................. Additional membership for same school/community group ............ $100 .................................................................. * per membership for 6-10 memberships from same school dist..... $120 .................................................................. * per membership for 11 or more members - same school dist. ...... $100 .................................................................. * must register at the same time Dec. 19 Georgia Regional Registration - per Team .............................................................................................................. $80 Judge must be registered at time of team registration , if not will result in the team being assessed a fee ................ $100 Any Changes after registration incur processing fee per team (No changes within 3 weeks of tournament).............. $25 Jan. 7 Late Regional Registration Deadline -per Team .................................................................................................... $150 Jan. 7 Division IV registration ....................... Deadline with Georgia Odyssey Closing Ceremony State Finals Registration Paperwork - due at end of regional tournament ...................................................... $60 Mar. 14 State Finals Payment Deadline ......... (10 days prior for Lilburn only) ................................................................. $ 60 Mar. 21 State Finals Late Payment Deadline - per Team ..................................................................................................... $100 Spontaneous Workshops (Workshops fill rapidly – Space is limited) - per Team ........................................................................... $40 Oct. 25 Nov. 15 Nov. 22 Nov. 13 Woodward North Adairsville MS CW Davis MS Ola ES John’s Creek Adairsville Flowery Branch McDonough 8:30 to noon 8:30 to noon 8:30 to noon 8:30 to noon Gwinnett County Henry County 9:00 – 2:30 9:00 – 2:30 & & & & 1:00 to 4:30 1:00 to 4:30 1:00 to 4:30 1:00 to 4:30 Coaches Training Workshops Oct. 18 Nov. 1 Trickum MS Ola ES In-Depth Coaches Workshop (Coaches Only - No pre-registration required) Dec. 6 Trickum MS Gwinnett County Trickum MS Ola HS Gwinnett County Henry County 10:00 - 1:00 Judges’ Training Jan. 31 Feb. 7 Regional Tournaments Feb. 21 Feb. 28 Mar. 14 Ola HS CW Davis MS Parkview HS Henry County Hall County Gwinnett County Columbus State University Columbus State Tournament Mar. 28 Spontaneous Blast-off for World Finals Teams May 16 Location -TBD World Finals May 20-23 Michigan State University East Lansing, Michigan Other Dates Sept. 30 1 week prior 2 weeks prior Mar. 9 Mar. 9 Pin & T-shirt Contest Entries Deadline (must be received by deadline date) Online Registration for Coaches Workshops Registration for Spontaneous Workshops Nominations Deadline - Eddleman Award Nominations Deadline - Coaches Hall of Fame 6 | Page ODYSSEY OF THE MIND™ 2014-2015 L ONG -T ERM P ROBLEM S YNOPSES Problem 1: Runaway ‘Train’ Divisions I, II, & III The team’s problem is to design, build and operate one or more vehicles that will travel on tracks and make stops at different stations without touching the floor. While traveling between stations, the vehicles must overcome obstacles —moving uphill, towing something, and more. The theme of the performance will explain the vehicle’s difficulties on the track and will include a ‘conductor’ character. Once the vehicle reaches its final destination it will display a flag or banner during a victory lap! Problem 2: Experiencing Technical Difficulties Divisions I, II, III, & IV The team’s problem is to create and present an original performance that includes a “pop-up-style” not-sohaunted “house” where four special effects take place. The intent of the special effects will be to scare others but, they will produce a different result instead. The performance will include at least one character that experiences the special effects and a narrator who relays the experiences to the audience. It will also include a surprise ending. The special effects will be scored for originality and engineering. Problem 3: Pandora’s Box Divisions I, II, III & IV In this classics problem, teams will put a video game spin on the story of Pandora’s Box. A gamer character will take on this multi-level game inspired by the Greek myth. The game will include a prologue that depicts the original story of Pandora’s Box, three characters representing different evils that escaped the box, and a power meter that represents the gamer character’s health. To beat the game, the player will advance to the final level where it will release hope into the world. Problem 4: Lose Your Marbles Divisions I, II, III & IV This problem requires teams to design, build, and test a structure, made only of balsa wood and glue, that will balance and support as much weight as possible. The structure will also hold five marbles that will be released during weight placement as a result of a team-created device removing a piece of the structure. After the crusher board and one additional weight are placed on top of the structure, the first marble will be released. After the next weight is supported, the team will use its device to release another marble, and so on. The team will incorporate weight placement and “losing your marbles” into the theme of the performance. Problem 5: Silent Movie Divisions I, II, III & IV Lights, camera...action! In this problem teams will create and present a performance depicting a Director character that produces and presents a silent movie featuring a humorous villain character that commits three silly acts of “villainy”. Characters that are in the movie may not speak as part of the presentation of the movie. Instead, like classic silent films, the team will use music played on a team-created instrument and creatively displayed subtitles to convey its story to the audience and judges. Also, teams will use a signal to indicate when the movie begins and ends. Primary: Wacky Weather Warning Grades K-2 Teams will create and present a humorous performance where a meteorologist makes three predictions of “wacky weather”. The meteorologist will speak in rhymes and use a team-created forecasting device and a backdrop that serves as a weather map. The community will “tune in” to get the weather report in any creative way the team wishes. For more information visit: www.georgiaodyssey.org 7 | Page OVERVIEW 8 | Page WHAT IS ODYSSEY OF THE MIND™? The Odyssey of the Mind™ Program is an educational program that fosters creative thinking and problem-solving skills among participating students from kindergarten through college. If features an annual competition component at regional, state and international levels. Students solve problems in a variety of areas, from building mechanical devises to giving dramatic interpretive performances. Through the Odyssey of the Mind™ program, students learn to work with others as a team, evaluate ideas, make decisions, and create solutions while developing selfconfidence from their experiences. HOW DOES IT WORK? Odyssey of the Mind™ was developed in 1978 by Dr. Sam Micklus and Dr. Theodore Gourley at Glassboro State College (now Rowan University) in New Jersey. At first, the competition involved only 28 schools in New Jersey and now has grown to include most states and several foreign countries. All participating teams are given the choice of the same six long-term problems to solve though these problems change from year to year. Part of the long-term problem includes style which enhances the solution through costumes, props scenery, drama, etc. The nature of the problems incorporates the use of critical thinking skills and creativity. The problems usually include a “vehicle” problem, a technical problem, a “classics” problem, a balsa wood structure problem and a strictly dramatic problem. The team of five to seven members selects from the six given problems and after working for several months on the solution, presents it at a regional tournament. At this time, the students will compete against other teams solving the same problem in their division. The top winners will be invited to State Finals and the top winners for each problem in each division at State Finals are invited to compete at the World Finals. At each competition the teams are also given spontaneous problems to solve the day of the state and world tournaments. These problems also foster creativity and teamwork. Their solution involves a form of brainstorming. Though teams may practice for this segment, they do not know the problem ahead of time. Participation in Odyssey of the Mind™ is a memorable experience for the team members. Students look forward to forming new teams and solving new problems each year. WHO PARTICIPATES? Odyssey of the Mind™ is a creative problem-solving program for students in grades kindergarten through college. Students work on teams to solve problems creatively! Problems are divided into three areas for scoring: the LongTerm solution, Style, and Spontaneous problem-solving. Students in Odyssey of the Mind™ compete in one of four divisions, based on the age/grade of the oldest team member: Division I, Division II, Division III, & Division IV. Students in grades K-2 have the option of participating on a noncompetitive, demonstration team, with a specially designed problem called the Primary Problem. Most associations have local or regional competitions, with winners advancing to the state/province finals. Champion teams represent their association at the Odyssey of the Mind™ World Finals, held annually in May. PROGRAM GOALS Develop creative thinking abilities Increase student ability to apply known principles and facts to "hands-on" situations. Improve communication skills. Learn how to use a creative problem solving process. Develop and utilize skills of all team members. Develop to use local resources and research skills. Exercise to use higher order thinking and critical thinking skills, especially analysis, synthesis and evaluation. Have fun while learning all of these very important skills. 9 | Page GEORGIA’S PHILOSOPHY Georgia Odyssey of the Mind™ is dedicated to providing opportunities for children to work together to solve unusual and stimulating problems. We believe that creativity, persistence and cooperation needed to complete the Odyssey of the Mind™ problems will empower students to be more successful problem-solvers in their own lives, and in future problem-solving situations. We are committed to the idea that all students who participate in Odyssey of the Mind™ are winners. We strive to make the training, problem-solving and tournaments as child-centered as possible. Sportsmanship, team cooperation, and risk-taking will be valued as part of the problem-solving experience. Georgia Odyssey of the Mind™ supports the ideas of minimal adult intervention and no outside assistance. We will adhere to the coaching ethics outlined by the national Odyssey of the Mind™ Program. GEORGIA’S ODYSSEY OF THE MIND™ HISTORY Georgia began to participate in Odyssey of the Mind™ in 1983. Lilburn Middle School hosted our first state competition with seventeen schools and 230 students. In 1987, a regional level of competition was begun to allow all those who wanted to participate in Odyssey of the Mind™ to do so. Outstanding teams from both the Northern and Southern Regionals went on to the State Finals which was held at Morrow Junior High School in 1988. In 1990, this competition format was expanded to include four regions. In our twentieth anniversary year, 2003, Georgia Odyssey of the Mind™ had nearly 2,000 students participating! Each year, Georgia teams from Divisions I, II, and III have gone on to the Odyssey of the Mind™ World Finals. Beginning in 1992, Georgia has been represented by Division IV teams as well. The thrill of being part of an international group of award winning problem solvers has been a remarkable experience for Georgia’s creative stars. In that period of time, we have come home with a number of trophies; we have also earned several coveted Ranatra Fusca prizes for Outstanding Creativity. We were very proud of all our Georgia teams last year at World Finals 2014 in Ames, Iowa. Georgia had three teams place in the top three for their problem/division and received trophies. 14 teams out of the 33 teams representing Georgia placed in the top 10. Eight teams were announced for being in the top 6. While teams are responsible for their own fund-raising for World Finals expenses, it will remain the goal of Georgia Odyssey of the Mind™ to raise funds to contribute to this effort. From 1988-1992, IBM in Atlanta donated their services in the form of a grant for our Creativity Calendar and publicity for all of our competitions. In the spring of 1990, the Harland Charitable Foundation gave a generous contribution to our expansion program. In 1995, Georgia Power provided support for the State Finals at the Agricultural Center in Perry Georgia. Also in 1995, AT&T provided their support to our famous “pin sales” by helping design two new pins with their logo. Georgia College & State University was our Educational Sponsor from 2000 through 2005. Beginning with the 2006 competition year Columbus State University has been our Educational Sponsor. Every year, Georgia Odyssey of the Mind™ makes a contribution to each of the Georgia teams going to World Finals. Much of the success and growth of Georgia Odyssey of the Mind™ is due to the commitment of parents and teachers who volunteer hundreds of hours to coach and the Georgia Odyssey of the Mind™ Board of Directors who oversee the program. Small stipends, materials, transportation, and membership dues are often provided by the schools, but overwhelmingly the coaches contribute their time and energy because of their dedication to young people and their enthusiasm for creative problem solving. 10 | Page 3 COMPONENTS OF ODYSSEY OF THE MIND™ At an Odyssey of the Mind™ competition, teams are judged in three distinct areas: The Long-Term Problem, The Spontaneous Problem and Style. The Long-Term Problem (200 Points) Every year, the Odyssey of the Mind™ organization publishes five competitive long-term problems, and one noncompetitive Primary problem. Some problems are “dramatic” in nature, focusing on a literary topic with the performance generally in the form of a skit. This is the number 3 problem and is called the Classics problem. Other problems are more technical in nature, involving the creation of one or more devices that accomplish certain tasks. Problem 1 usually involves a vehicle. Problem 4 is a problem dealing with a structure made to bear weight. Some of the problems combine the technical with dramatic. All problems are open-ended enough that an unlimited number of interpretations are possible. The long-term problems are prepared by the team in advance of the tournament, and usually three to five months are spent developing these solutions. EXAMPLE: The team will design, build and drive a vehicle that is powered by elastic materials and an up-and-down pumping motion caused by the driver. Spontaneous Problem (100 Points) Each Odyssey of the Mind™ team entering a tournament must also solve a Spontaneous problem. One of the purposes of spontaneous competition is to see how well the team members react to new situations. Spontaneous problems take one of three forms: Verbal, in which team members generate as many creative verbal answers as they can in a short time period; Hands-on, in which a physical or technical problem must be solved in a short period of time; and combination of the two, Hands-on Verbal, in which a physical object is manipulated in turns by the team members as they generate creative verbal answers. All spontaneous problems require teamwork and points are often awarded for this, regardless of the success of the team’s solution. Team members will not know the content of the Spontaneous problem until the judge presents the problem to them. Teams competing against each other are required to solve the same Spontaneous problem. Team members are not allowed to discuss the problem they were given until the end of the tournament. EXAMPLE: (Verbal) Your problem is to name as many things as you can that fly, or use the word fly in as many unusual ways as you can. Style (50 Points) Odyssey of the Mind™ long-term problem solutions require creative problem solving. The OotM program rewards teams for elaborating their long-term problem solutions since elaboration requires additional creativity. OotM calls this elaboration Style. Exactly what is Style? Think of a banana split. The long-term is the ice cream on the banana. Style is the way the toppings are placed on the ice cream. All teams that solve the problem have met the requirements of the problem – the banana with the ice cream. But all teams have placed their toppings on in a unique way. They have created special aspects of their solutions that were not required. That is Style. EXAMPLE: The team is to create and present an original performance that includes a scene from the Iliad and a scene relating to a real occurrence during the twentieth century that includes a god or goddess. The team creates that required skit, but elaborates on it by presenting the skit totally in rhyme. That is Style. 11 | Page VOLUNTEER OPPORTUNITIES GEORGIA ODYSSEY OF THE MIND™ ™ Note: These are listed according to the time required, from least to greatest. However, we are an equal-fun opportunity: Our goal is for all participants, whether student or adult, to learn and to have fun while doing so, and we guarantee a lot of support to all participants at every level! TOURNAMENT VOLUNTEERS: Time commitment: 2-3 hours on ONE SATURDAY, the day of a tournament. Responsibilities: register teams, help with souvenir sales, serve as doorkeepers, etc. REGIONAL TOURNAMENT OFFICIALS (JUDGES): Time commitment: TWO SATURDAYS; one day of training in January or February, (5-6 hours) and one day of judging teams (6-9 hours) at regional in February or March. Responsibilities: Learn how to judge creativity and learn the rules and restrictions for the problem you are judging (or for spontaneous problem solving). Give teams scores and feedback the day of the tournament. STATE TOURNAMENT OFFICIALS (JUDGES): Time commitment: Same as above, plus ONE SATURDAY for the state tournament in March. SCHOOL COORDINATOR: Time commitment: Beginning of school year, host awareness meeting, form teams, and recruit coaches. Provide support to coaches throughout the year. COACHES: Time commitment: 100+ hours total, on whichever days work out to be the best to meet. 2-3 hours per week (plus more closer to tournament date), beginning in October or November, plus a Saturday’s coaches’ training Responsibilities: Work with a team of 5-7 students to help them brainstorm to solve the long-term problem; teach skills or find someone who can teach them to the team; help the team understand all the rules; coordinate a place to meet; help the team gather necessary supplies; provide snacks; in general, be a cheerleader, a go-fer, and a referee … all while NOT telling the team how to solve any part of the problem they are tackling! All work must be the team’s own, and none may be an adult’s. So a large part of coaching is learning to ask questions to make the team think, providing moral support, and making sure the team stays within the rules and works safely. 12 | Page GETTING STARTED 13 | Page REGISTRATION PROCESS International Membership Registration Single school/community group .................................................................................................................... $135 Additional membership(s) for the same school/community group ......................................................... $100 6-10 memberships from same school district (must register at the same time).................................... $120 11 or more memberships from the same school district (must register at the same time) ................. $100 Members Receive: Complete description of long-term problems Odyssey of the Mind™ Program Guide that provides program rules and team forms A subscription to the Odyssey of the Mind™ Newsletter Eligibility to enter one team per problem per division in competition Membership number To register and pay your fee online with a credit card, go to http://odysseyofthemind.com/registration or complete the Membership Application and send payment (check, money order, or purchase order) payable to: Odyssey of the Mind™ Program c/o Creative Competitions, Inc. 406 Ganttown Road Sewell, NJ 08080 Georgia Tournament Registration Team – Regional Tournament Fee (paid by Dec. 15th – must register judge online) ........................... $80 After Dec. 19th Deadline – Team Regional Tournament Fee .................................................................... $150 Changes Fee (any changes made after registration/no changes within 3 weeks of tournament) ........... $25 Registrations will not be accepted after Jan. 15, 2015. Payments may be made online at: www.georgiaodyssey.org. If you register online before the deadline, but fail to register your judge before deadline, your team must pay the late fee. Registration is not complete until payment is received. Information needed to complete online registration: Membership number and the zip code associated with the membership address. Problem name Division - Primary: up thru Grade 2, Div. I: up thru Grade 5; Div. II: up thru Grade 8; Div. III: high school Membership physical address Head coach’s name, home/business phone, e‐mail address, address, city and zip Team’s hometown newspaper information Any special requests/needs must be written in the space provided Judge’s name and home phone, address, city, zip, business phone, fax, e‐mail, and t‐shirt size. Please indicate if your judge is certified as an MD, RN, or EMT (Judge must be registered at time of team registration , if not will result in the team being assessed a fee $100) If you have any questions, please contact: Lisa Hackney 1216 W. Lakeshore Drive Dalton, GA 30720 (706) 871-4266 phone (706) 226‐4284 fax [email protected] 14 | Page JUDGES & VOLUNTEERS The quality of the Georgia Odyssey of the Mind™ program is dependent on volunteer participation. Without volunteer judges and tournament workers our Odyssey program would not be possible. Each Georgia Odyssey of the Mind™ competition uses approx. 100 judges and 100 volunteers to ensure a smooth, exciting tournament for all. Georgia Odyssey requires EACH team to provide one judge AND one volunteer. The judges and volunteer you provide MUST work at YOUR regional competition unless prior arrangements are made. All judges and volunteers must be 18 years or older and high school graduates. Judges must attend a mandatory full‐day training workshop in addition to judging at the tournament. Your judge needs to be aware that he/she will be required to judge at State Finals if your team advances. Parents are Important…This is for you the ones who are driving the carpools, forking out money for pizza, opening closets for major scavenging, waiting while the team cleans up after a meeting, postponing dinner because one more prop needs finished, and generally watching from the sidelines while the team "gets creative!" This is a great opportunity to get parents involved! Please note that failure to volunteer at the tournament will result in the team being assessed a $100 fee. JUDGES Required to attend a six hour workshop to prepare for your judging responsibilities. Your judge will not be assigned to judge the problem/division in which your team is competing. A judge is scheduled to work his/her own problem/division for the entire day, and will not be able to watch your team compete. Judges Roles Head Judge Problem Judge Staging Judge Style Judge Time Keeper/Announcer Score Checker VOLUNTEERS It is strongly suggested that volunteers should not be coaches! Parents or other Odyssey supporters make great volunteers. Volunteers will not be scheduled to work during your team’s performance. We ask that Volunteers work a 2-3 hours during the competition day. Registration online – coaches will receive an email link to forward to your volunteers 2 weeks before your tournament. Responsibilities Souvenir sales Doorkeepers THANK YOU for your support, for your child, for his or her coach, and for the state volunteers!! We wish you creativity in your own life, and fun watching these wonderful problem solvers at work!! 15 | Page 16 | Page COACHING BASICS 17 | Page GENERAL COACHING GUIDELINES How do we select a team? There are several options. Friends can group themselves into a team, coaches can group interested students into teams, or you can have auditions or tryouts for teams. Teams compete by divisions, which are determined by grade level (for school-based teams) or age (for homeschool teams). The grade of the oldest team member determines your division. What should be taken into consideration when putting teams together? A well-balanced team has organizers, writers, researchers, artists, performers, builders, idea people, leaders, and workers — a mix of kids who are willing to work together to solve problems. Having parents who will support team members in meeting their commitments will help create a strong, positive team. Teams may choose to have the same members from year to year, or to vary team members from year to year. You must decide what you think will work best for your team and your school. How can we replace team members who leave? Odyssey of the Mind™ teams are composed of up to seven team members. Only five team members may compete in the Spontaneous portion of the competition, but all seven may participate in the presentation of the Long-Term problem solution. If a team has a full complement of seven members and has started working on the problem, no team member can be replaced except under penalty for outside assistance (refer to the “Outside Assistance” section of the program guide or speak to the Association Director for more information). However, if a team starts out with less than seven members, it may add members until it reaches a full complement of seven. Once a team submits a roster for a competition or begins work on the long-term problem, it may not change the roster for a competition unless approved by the Association Director. Any team member may compete in more than one problem; however, a team member may not enter competition in the same problem for more than one team. What are my responsibilities as a coach? Focusing the team in understanding the Long-Term problem. Supervising all practice sessions. Conducting brainstorming sessions for Long-Term and Spontaneous problems. Holding and evaluating Spontaneous problem practice sessions. Helping the team obtain the materials and knowledge necessary to solve the Long-Term problem. Contacting your local Odyssey of the Mind™ organization for information. Keeping current by researching Odyssey of the Mind™. Registering the team for competitions. Checking national website regularly for clarifications Accompanying the team to competitions. Representing the team if a problem occurs. Helping the team work effectively How can I get help with my questions? (There are many resources available to you) Current Program Guide — can answer most basic questions you may have. If you are an experienced coach, you should note some important changes this year. (Can be downloaded from www.odysseyofthemind.com) READ THE PROGRAM GUIDE CAREFULLY! Georgia Odyssey of the Mind™ Association Director at [email protected] Other Association websites — TONS of information can be found online. Other coaches — many are willing to share their knowledge and experience with you! Coaches’ Trainings 18 | Page What is on the website to help me? Georgia Odyssey of the Mind™ maintains a complete and current website. Checking the website often will really keep you and your team members informed. Familiarize yourself with our site, and visit often! Make sure to take advantage of what this area of the website has to offer. How often should we meet? This varies throughout the year. Teams usually start off the year meeting one or two times a week, then as it gets closer to competition they usually meet more often and for longer periods of time. The beginning of the year usually involves a lot of time devoted to, team building activities, choosing your Long-Term problem and doing research. The middle of the year involves writing, building, creating, inventing and practicing spontaneous, etc. Competition time requires that everything get completed, revised, and rehearsed. Teams need to practice, practice, and practice. It is important that you practice Spontaneous all year long! It is a major component of your score at the competition, and beginning coaches often don’t have their teams spend enough time on it. You may want to make up (or have a supportive team parent make up) and have on hand extra packets of spontaneous problems to solve. Remember to discuss the time commitment that Odyssey involves when your team begins. Odyssey is a team activity — one or two members cannot reasonably be expected to do most of the work. Team members need to agree to work together and to depend on each other. A team is like a family—with different and unique individuals. Judges will look for teamwork at your competition. Make sure that teams are aware of all Training and Tournament dates. What are clarifications? In keeping with the Odyssey of the Mind™ philosophy, problem limitations are written to provide just enough guidance to solve the problem without limiting creativity. If the problem does not specify that something cannot be done, most likely it can be done. Often, however, a team may question the interpretation of a limitation, or it may be unsure that an aspect of its solution is allowed to meet the problem’s requirements. General clarifications amend or further explain a problem’s limitation. Team members may go to www.odysseyofthemind.com to find general clarifications. If they do not find the answer to their question there, they may electronically submit their question to International Odyssey of the Mind™ (CCI). When asking questions, refer to the section of the problem or program guide you are referring to. If possible, ask questions that can be answered “yes” or “no” to avoid ambiguity Team specific clarifications pertain to a particular team’s solution. These are confidential since teams must describe details of their solution to ascertain an accurate reply. If the answer to a team’s clarification allows for a very creative solution, it may be published and distributed for judges only. These are never made available to other teams. If a team receives a clarification, it is important that it presents the signed, written clarification form or a printout of the e-mail to the judges at competition to avoid any discrepancies. Only problem clarifications issued by CCI are official. Clarifications must be submitted by February 15th. No team clarifications will be issued after that date, however, teams should be aware of clarifications issued up until the Tournament date including World Finals. 19 | Page COACHING TIPS Coaching Odyssey of the Mind™ teams is a fun and rewarding experience, although at first it may seem intimidating. Below are a few tips that will help new or experienced coaches get started for the program year. Hold a parent meeting early in the season. a. Ask parents of team member to list their scheduled commitments and then distribute a calendar. To avoid possible conflicts like vacations, holidays, parent-teacher conferences and the like, consult the school calendar of events before drafting your practice schedules. Include Odyssey of the Mind™ tournament dates. b. Explain the importance of attendance by pointing out that for a student to gain the full benefits from the program, he or she must be a continuous part of the team’s solution. c. Explain the Odyssey of the Mind™ philosophy. d. Describe the Odyssey of the Mind™ process. e. Enlist the parents’ assistance in providing snacks for practices, acting as chauffeurs, serving as judges, assisting at practices, providing an extra pair of hands and volunteering at regional competition. f. Get a commitment from the team members and their parents – include a review of what you expect from them. (Handouts: Expectations, Student & Parent Contracts) g. Explain and stress outside assistance. Help parents understand outside assistance. Like the coach, they can’t volunteer solutions. Use them as information resources and for teaching students the skills necessary for the problem solution. Read the entire Odyssey of the Mind™ Program Guide. Even if you’ve read the guide before, read it again this year. It’s revised every year, with rules updated, and new rules and information added. Refer to it often throughout the year. This could make a big difference for teams. Let them know that the problem solutions will be judge according to the stated rules. Set ground rules - it is better to have too much structure at first, as you can always ease up. Stress the importance of attending meetings and practice sessions. Set down rules for good sportsmanship and constructive criticism. Encourage cooperation. Teamwork is one of the basic principles of Odyssey of the Mind™. All teams go through growing pains, but members will learn to work together in time. Everyone’s idea is important to the group. Make a commitment to the team. Ask your team members to make a commitment to each other. Be sure the team solves the problem on its own. A coach is to help team members develop creative problemsolving skills, not help solve the problem. Before giving any input, ask yourself if it would add to or improve the team’s solution (outside assistance), or if it would teach better problem-solving skills (good coaching). Learn about the Spontaneous portion of the program and practice it as much as you work on long-term and style. Remember, “Think Time” in spontaneous is generally 33% of the problem. Encourage the team to use this time wisely. Stay up-to-date on problem clarifications. Check odysseyofthemind.com/clarifications on a regular basis. Suggest submitting a problem clarification if your team is unsure of an aspect of its solution. Be sure to re-read the program guide to avoid unnecessary questions. Cut-off for submitting questions is February 15th. Copy and distribute materials/calendars to all team members and parents. Keep them informed of practices and snack schedules. Brainstorming is one of the basics of the Odyssey of the Mind™ problem solving process. Encourage team to write down their ideas and generate several possible solutions. Help them to see how pieces from different solutions can be combined. Having a good attitude when you are with your team cannot be over emphasized. You will set the tone for the team’s approach to their problem...at least for the first few meetings. Be positive!!! 20 | Page Coaches need to keep in mind that the Odyssey of the Mind™ is a hands-on program for kids and a hands-off program for adults. The team must do all the work. If a breakdown occurs during a competition, the team must fix it. There is a time limit of 8 minutes for the long-term problem. This includes the set-up time, as well as the team’s solution presentation. The 8 minutes does NOT include the take down and clean up time after the problem is presented. In technical problems, the team usually will be stopped when time runs out. In performance problems there is usually an overtime penalty. In this case, the team may finish its presentation and if it exceeds 8 minutes a penalty will be assessed. There is nothing worse, when the entire solution is in the form of a performance, than stopping the team’s performance before it is finished. This does not allow for the “punch line” or climax of the story. Encourage the team to end in 7 ½ minutes or less. Long-term technical problems are usually stopped at the end of the competition time period. This is stated in the problem. If a technical breakdown occurs, the team should know which team member will be responsible for trying to fix it as time continues. Food is a magical substance - it not only encourages team work and creative thinking, but makes work fun. When tired, take a break – sometimes the best solution to the problem is to take a break. Surprise and reward your team with a break and treats during practice. A good coach will try to teach the team members to ask the right questions --not just any question, but one that will address a specific problem or condition that needs to be addressed. Coaches can improve the team’s performance by not allowing the team members to waste their creative energy by blaming others. The team creates its own solution and if something goes wrong, it is the team‘s responsibility. Remember Murphy’s Law: “If something can go wrong, it will go wrong.” The team should have a crisis management plan in place so it knows what to do when something breaks down. The coach should encourage shy members to participate. They often are the ones with the best ideas but are often reluctant to propose them. Thousands of kids have emerged as stars while beginning overly quiet. Sometimes getting shy kids to open up is the most difficult, yet most rewarding experience a coach will encounter. Teams should be told that better ideas will normally replace ideas that come early in the year. What seems like an acceptable solution today may be replaced by a better idea tomorrow. The coach must also accept that he or she may not directly tell the team which idea to pursue. The team may change and adapt its solution time and again. In the end, the team should have been guided to produce a solution of which they are proud. A good coach will provide that guidance without providing Outside Assistance. Coaches should always answer a question with a question rather than giving an answer. For example, if asked, “Which hat do you like better” the coach should say something like, “Which one do you think goes best with the theme of the solution?” This encourages the team members to think independently. Keep the team on track – have them get organized and become aware of the importance of sticking to schedules; encourage them to estimate how long things will take. Help students to understand that winning is not the goal. The process of getting there is the important thing-not the competition. Have the team set goal by writing them down and place them in clear view. Coach them on what kinds of goals are helpful. Help them give and take constructive criticism of IDEAS, but avoid insulting and insensitive personal remarks. Don’t limit creativity by setting restrictions that are too tight or which reflect your own vision. 21 | Page Help the team to learn how to evaluate their ideas and progress continually throughout each aspect of the problem solution. Remember that the difference between good solutions and excellent ones is in the details and embellishments. Go over the score results with the team after a competition and discuss how they can make improvements for the future. Don’t make them feel like they have failed if they don’t win. Failing is only when they won’t try again. Don’t step in on their disagreements – be a mediator. Let them work it out as part of learning to work on a team. Also, don’t allow students to be irresponsible. Help them realize this hinders the entire team. Plan on mistakes, disappointments and disagreements and decide early in the year how you, as a team will handle them. The coach must be the rock, the motivator, the resolver of social conflicts. Be ready to be psychologist, parent, doctor, lawyer, referee, friend, co-conspirator, or counselor as needed. Don’t dispute a judge’s ruling without explaining why to the team. Always be sure your dispute is valid and the team wishes to carry it further. Learn to recognize burnout and when to lighten up. Keep morale high and make the learning/working environment a fun-filled place. Be a real resource person. Teach your team how to acquire the skills they want, and put them in touch with the resources that can help them do that. Take the team on field trips to the hardware and fabric stores. Teach contingency planning. Encourage your team to think about backup materials, tool kits, and how to recover from unexpected problems. Have the team make checklist for loading, staging, tasks, etc. Have fun with the team members – help the team laugh when things go wrong. Help them develop an “Oh, well, back to the drawing board” attitude. Keep them on task, but don’t chide them for failures. Every failure means they learned a way it won’t work. This is part of the learning process. Praise the team members – when the team members have done their best, no matter how they placed at the tournament. Tell them how proud you are of them. Sometimes tears of defeat can turn into smiles just by knowing that you, someone who has become one of the most important people in their lives, think that they are great. That’s what it’s all about anyway! Coaches should try to serve as role models for the team members. It is important that they remain optimistic and maintain their patience. Henry Ford said “that there are no failures, just opportunities”. Coaches need to be enthusiastic and open-minded to suggestions. Don’t complain about other teams, coaches or judges. Coaches should strive to make learning fun! Relax and enjoy seeing these young, creative minds at work! 22 | Page THE INGREDIENTS FOR A GOOD ODYSSEY OF THE MIND™ TEAM What is a “good” Odyssey of the Mind™ team? Is it a team that places 1st at competition, or is it a team that knows that they have done a good job and that they solved the problem? Of course most teams strive to place first in competition; however, a team that has solved the problem and feels good about the solution is the true “good” team. At the beginning of every Odyssey of the Mind™ year over 75,000 teams prepare solutions for competition. Only 13 of those will eventually be tabbed as 1st place in the World. If the odds are so low, why do so many students, coaches, parents, and schools put many hours into this program? If you ask team members why they do it, they will tell you, because it is “our” solution. They have a sense of pride in their solution and the accomplishments that they made along the way in solving the problem. How do you, the coach, maximize the efforts of your team so that they can feel the satisfaction of knowing that they have done their very best? The first ingredient is WORK. As the old saying goes, “the more you put into it, the more you get out of it.” This can be said about Odyssey of the Mind™ also. Putting forth the effort at every practice will lead to success. The more willing a team is to commit the time and effort, the better they will feel about their final product. The second ingredient is TEAMWORK. Teamwork is crucial. A group of up to seven individuals must function as a team. It is very important that when the team is organized, the necessary combination is in place to create a team. Students must be willing to work together for the good of the entire team. A coach knows that he has a “good” team when the members of the team begin getting together at times other than practice. Members of a team know that they can count on each other. The third ingredient is DIVERSITY in team members. A team must be made up of individuals that have diverse talents – technical, art, music, writing, performing, etc. With many talents in place on a team, everyone can feel needed and part of the group. On a truly diverse team, there is little attention paid to “who does more” or “who gets the most attention.” Each individual team member’s skills are important to the whole. The fourth ingredient is OWNERSHIP. A “good” team is one that has solved the problem itself with no outside assistance. If someone other than the team members solves the problem, the team does not have ownership. A “good” team has real pride in its solution and can’t wait to show it to the judges. The fifth ingredient is there is NO LIMIT to what you can do. A “good” team should be taught that there are no limitations when it comes to creating an Odyssey of the Mind™ solution. The team should be taught to think of the “ideal” solution and encouraged to do it. Odyssey of the Mind™ is a learning process. The team members should be taught that if they do not know how to do something, they should seek out a book or an expert to teach them the basics. With these basic skills, the team will be able to apply their knowledge to their creation of a solution to the problem. The coach should encourage the team members to “think outside of the box.” The sixth ingredient is PERSERVERENCE. A “good” team never gives up. More than likely, the first attempt at a solution to a problem will not work. The team must look at each attempt as a learning experience. Take the knowledge gained with each failure to build success. A “good” team is one that is willing to do things over and over until it is right. As Edison once said, “Genius is 1% inspiration, and 99% perspiration.” Just remember as a coach, you should let the team solve the problem. Although you will have many ideas on how you think the team should solve the problem, let them do it. 23 | Page WHAT CAN BE DONE ABOUT CONFLICTS? All teams, groups, and even individuals experience conflicts. Conflict is part of the normal process of team development. It can strengthen and mature a team. It can also tear a team apart. So, while it is reassuring to know that conflict is normal, it is also helpful to know what to do to help your team resolve the conflicts that arise. Some of the suggestions given here are textbook methods; many come from Odyssey of the Mind™ coaches who have shared their own solutions. In the beginning… Have the team members establish rules at one of the first meetings. Make sure all agree to abide by them, and then use the rules. For example: When we brainstorm, all ideas are accepted without criticism. Everyone helps clean up. If someone can’t attend a meeting, notify coach beforehand. Each team member is important and has skills and talents that are important to the team. Emphasize the importance of teamwork to the successful solution of the problem. There is no I in the word team. Odyssey of the Mind™ is a team activity. No matter how many perform on stage or compete in Spontaneous, the entire team earns the credit for what is done. It is the Team’s solution, the Team’s presentation, the Team’s Style, the Team’s Spontaneous, the Team’s creativity. Help each student to feel his or her worth and value to the team. Stress the importance of the unique combination of abilities and skills the team has. No matter how talented one person is, that one person cannot successfully solve the problem alone. Every team member contributes to and is critical to the team’s success. When conflicts arise… Send the students in conflict to a quiet spot to discuss their reasoning and to try to work out a solution on their own. Set a time limit appropriate to the conflict. Many times, they can resolve the problem on their own. Try reflective listening to make sure that you and the students involved understand what each person is thinking. Reflective listening involves paraphrasing what each student is saying to make sure that all involved are “on the same page.” The conflict may be simply a misunderstanding. Some phrases you might use are: “In other words _____________.” “Do you mean that _____________.” “It sounds like you feel ___________ because ____________.” “So you think it would be best to _______________.” Review all sides of a conflict by allowing each team member to state his/her story without interruption and without “getting ugly.” After all sides have been presented, the team brainstorms the problem to come up with a solution acceptable to all. No one is to criticize personalities or behavior, but to work for the best interests of the team. Have the students role-play the conflict. When the point of conflict is reached, stop the action. Then, either let the other team members present suggestions and mediate a solution, or have the “actors” switch roles and try to present the opposing viewpoint before discussing possible solutions. 24 | Page CONFLICTS…CONTINUED When conflicts seem imminent… Often, the best conflict resolution is prevention. As the coach, you will observe situations developing which are likely to end in conflict. A well-chosen word or activity may forestall many problems. Some of these situations and solutions which have worked for other Odyssey of the Mind™ coaches are: Bickering team members—often these are good friends who may fuss like siblings. Sometimes, all that is needed is a reminder that put-downs and bickering are counter-productive and have no place at team meetings. Alternatively, make enough cards to equal the number of team members squared (25 for a 5person team, 49 for a seven person team.) Put one team member’s name on a card, five each for a 5-person team, 7 for a 7-person team. Seat the team in a circle, shuffle the cards and place them face down in the center of the circle. Present the team with this spontaneous problem: This is a verbal problem. A stack of cards is placed before you. When the time begins, each team member will go in turn starting with _____. You will turn over the top card, and state a good quality of or tell something you admire about the person whose name appears on the card. Non-working or unfocused team member—put the team member with one or two others working on a specific task. This will increase the importance of the student’s individual contribution and decrease the distractions. Or, end each session with a review of the team’s progress and the construction of a team created to-do list for the next meeting. When a team member isn’t working, send him/her to the to-do list to select a task to work on. This way, there’s never “nothing to do.” If everything is done, either you’ve solved the problem or it’s time for an update of the list. One or two team members do all the talking—Use a talking baton. Only the team member who is holding the baton may talk. All others listen. The baton is then passed to the next person wishing to speak. Or, go around the group, getting each team member’s ideas in turn. This may encourage quiet or shy members to present ideas that would otherwise go unvoiced. Team member with a “bad attitude”—If a student seems to be “out of it” or “out of sorts” one day, check to see if something is bothering the child about home, school, or other activities. The attitude may have nothing to do with the team. Team failing to progress—If a team that has been working well stops progressing, it may be time for the team to review of the status of their solution. Maybe they’ve gone as far and they can and don’t see the next step. It could be time for more brainstorming. Often, though, the team has simply grown tired of the same tasks and needs a short break. For some teams, a switch to Spontaneous practice may help. For others, a 15-minute game of dodge ball or keep away outside may help most. 25 | Page FIRST FIVE MEETINGS (Adjust to Age and Experience Level of Students) First Meeting Meet with parents and students to fully explain Odyssey of the Mind™, the program’s philosophy and goals. Describe the Odyssey of the Mind™ process; give dates of Regional, State Tournaments & World Finals. Discuss the time commitment and the responsibility of every team member to ensure a team effort. Stress importance of regular attendance at meetings. Explain outside assistance. Usually team members will want the problem solution to be THEIRS. They are the best ones to reprimand parents, coaches, and others for assisting. Review behavioral expectations. Talk about the difference between “winning” and “succeeding”. Discuss parental responsibilities & restrictions. Enlist parental assistance for a variety of team activities. Set up a meeting schedule/calendar appropriate to your group. Second Meeting Incorporate team building activity. Discuss working as a group. Explain how all ideas must be considered and not judged. Review brainstorming rules. Use brainstorming frequently. Explain spontaneous problems. Plan on practicing several at every meeting. Read and discuss the various long-term problems. Remind team members that all Odyssey of the Mind™ problems offer opportunities for construction, performance, music, special effects, etc. Use a skills inventory to discuss what problems this team is best suited to, and most interested in. This is a BIG DECISION! Third Meeting Incorporate team building activity. Brainstorm ideas and strategies on how this group of students can become successful as a team. Practice spontaneous problems. Have team decide on a long-term problem. Brainstorm kinds of knowledge and skills needed to solve the problem. Fourth Meeting Incorporate team building activity. Practice spontaneous problems. Brainstorm long-term problem solutions and theme ideas. Allow plenty of time for this; never settle for the first idea, easiest idea, etc. This process should extend over several meetings. Discuss questioning techniques. “Nothing new is learned until a question is asked.” Refine this art over the course of the year. Fifth Meeting Continue team building & spontaneous practices. Brainstorm list of tasks to accomplish. Assign tasks. Make a team-generated timeline. Discuss team member responsibility for doing what they say they are going to do and when. Ask for help if you need it. 26 | Page A GUIDE TO PLANNING ODYSSEY MEETINGS Primary Teams (kindergarten through grade 2) Young children have little attention spans, so plan your meetings so that from the moment they begin, you have fun activities so that there is little or no “down” time. TIPS: Allow 10-15 minutes per activity. Remember that attention span. Start with Brainstorming, and wait until they’re warmed up before you work on the long-term problem. Keep the meetings fairly short, especially at the beginning. Try to end each meeting with a silly, just-for-fun, activity that has nothing to do with the long-term problem, such as a fun spontaneous problem. Above all, remember that these are young kids. Division I Teams (up through grade 5) The difference between Primary Teams and Division I Teams is the “Competition Factor.” Competition + Deadlines + Judges = BIG TIME STRESS for some kids. The key with these kids is Perspective. As a coach, your job is to help the kids keep their perspective. After all, this is supposed to be FUN. If you have ever worked with perfectionists (and there are a lot of them in Odyssey), you know that they are never satisfied with their creations. Your job is to help them maintain the playfulness and fun that is so important in Odyssey. TIPS: De-emphasize the competitive aspect of the program, and don’t forget the fun. Work on team-building by going on field trips, having pizza together, choosing an item for team identity (a team hat, pin, etc.) As the Regional tournament approaches, try to display confidence that everything will be done in time; they will be wonderful, etc. Communicate with the parents. They can be invaluable, but they can’t read your mind. Tell them what you need. Meetings should be tightly structured so that time is not wasted. Make a special effort to draw out the strengths of the quieter kids, and insist that everyone is involved and mutually respected. The last two weeks before the Regional tournament can be very intense. Help them relax by holding a dress rehearsal for their parents. Tell them they’re wonderful. Let the inconsequential stuff go – it’s not important. Above all – Never let them see you sweat! Division II Teams (grades 6-8, with an occasional younger child) Take all of the above, add a liberal dose of hormones, and a couple of broken hearts, and you have Division II in a nutshell. The key term to keep in mind that applies to nearly all Division II teams is lack of focus. These kids tend to “take the long way” to the Regional tournament, but they do get there eventually. No matter how well you plan your meetings, they probably won’t accomplish anywhere near what you would have liked them to. That’s OK, because what they can do that the younger teams can’t is punt. When the clock on the scoreboard is about to run out of time, they come to life and put together truly astonishing things. So the most important thing for you to do as coach is relax, buy stock in a pizza company, and keep the aspirin handy. 27 | Page CONTINUED… TIPS: If you want to get a lot accomplished at the meetings, keep them short, just like Primary. To keep conflicts to a minimum, consider dividing the team into specialized work groups for some meetings. These “sub-groups” meet to work on one specific thing, such as costumes or script development. Team-building is a must – get away from the usual meeting place once in a while. Go somewhere completely different. Read them the “Coaches’ Bill of Rights” and have the team write its own Bill. Then enforce it. If you coached them when they were younger, forget how dedicated and excited they were. These are different kids now, with different priorities. Recognizing that and accepting it are the keys to long life and happiness as a Division II coach. (They still get excited – just not about anything you say or do.) Division III Teams (grades 9-12) In Odyssey, there is a sort of unofficial motto: “We Can Do It All Ourselves.” The “We” refers, of course, to the kids (not the coaches or parents). When dealing with Division III teams, the coach’s role is far less evident than with younger teams. By the time they are in high school, we truly do want the kids doing every facet of the problem, as well as the organizational tasks, themselves. The more they accept ownership of the problem, the better. At this age our kids are certainly capable of solving the problems themselves, but organizing the team into a cohesive unit is another matter. Learning when to lead, when to follow, when to delegate, and when to accept the authority of a peer is difficult work – adult work. They aren’t quite there yet, and that is where you, the coach, come in. Your job is to facilitate the team’s efforts. The idea is to intervene in the process as little as feasible, leaving every possible decision up to the team. TIPS: • Remember how very different a ninth grader is from a twelfth grader. Don’t expect the same level of ability and commitment from all members of the team. It’s called “diversity” and it really does make the team more interesting. • These kids simply do not have the same amount of time to devote to Odyssey that they did when they were younger. Allow for that. • Things that are important in a job – like being on time, being prepared, etc. – are things you should gently emphasize. If Odyssey is helping to prepare them for the real world, let’s get them used to the real world’s expectations. • Be a good role model. There are far too few of these around. Any adult who is willing to spend this much time working with kids sets a wonderful example. • Have them set their own agenda for meeting their own deadlines and delegating their own responsibilities. Then just sit back and see how they handle it. Avoid the temptation to make their problems your problems. Don’t forget to enjoy them. Marvel at their intelligence, wit, maturity and unlimited potential. 28 | Page PRAISES PHRASES Thanks for helping That’s worth a triple WOW! I’m proud of you. Truly an improvement: good! Terrific work! Marvelous! Very sharp. I’m impressed. That’s really clever. You made a good point. Out of sight! You handled that well. Congratulations! SUPER! SUPER! SUPER! Very creative. Truly great. Keep it up, you’re doing fine. I like what you’re doing. I admire the way you keep trying. You should be quite proud of yourself You should feel very pleased about your work. That looked very difficult to me. Thanks for getting settled quickly. I’m really pleased with your work. You are very important to so many people. I’m proud of the way you worked today. It’s a pleasure to see how courteous you are. You do that well enough to help someone else learn that. You’re such a joy to me! You really planned ahead, didn’t you? Thank you for letting me watch you. I appreciate your thoughtfulness. Much better, keep it going. BEAUTIFUL! You did very well. Nice going. Now you’ve got it! Your comment is interesting. You made that look easy. You are very good at that. You’ve just about got it. You are learning fast. You’re getting better every day. You really make my job fun. That was first class work. FANTASTIC! WOW! Well look at you go! Thanks for working together. Nicely done! Good effort. 29 | Page KILLER STATEMENTS AND GESTURES Conduct a discussion around the following questions: “Have you ever worked very hard at something you felt was not understood or appreciated? What was it? What was said or done that made you feel your effort(s) were not appreciated?’ “Have you ever wanted to share things – ideas, feelings, something you’ve written or made - - but were afraid to? Were you afraid that people might put you or it down? What kinds of things might they say or do, that would put you, your ideas, or your achievements down?” Introduce the concept of “KILLER Statements and Gestures” to the team. All of us have many feelings, thoughts, and creative behaviors that are killed off by other people’s negative comments, physical gestures, etc. Some “KILLER Statements” that are often used (even by teachers and coaches) are: We don’t have time for that now. That’s a stupid idea. You know that’s impossible. You’re really weird! Are you crazy? Retarded? Kidding me? Serious? Only girls/boys do that! Wow, he’s strange, really strange! That stuff’s for sissies. Tell the team that they’re going to be social science researchers for the day. Ask them to keep a record of all the “KILLE Statements” they hear in school, at lunch, at home, and at play. Discuss the findings with them during your next meeting. You could also discuss why people use “KILLER Statements” such as - feeling bigger about themselves. You could also discuss statements to use instead. Utilize the lessons learned from this exercise when “KILLER Statements” surface in subsequent meetings. 30 | Page TEAM BUILDING 31 | Page TEAM BUILDING EXERCISES Monster Relay The team has to get from point A to B with only 4 legs and 4 arms touching the ground. This can be done in groups of three or more. Best if used as an outdoor activity. Circle in a Circle Place your arm through a rope loop or a hula hoop. Have everyone join hands. The team must move the hoop around the human circle. If hands are broken, the activity must start again. The team that gets the rope or hula hoop back to where it started, wins. To challenge the group, place two rope loops or hula hoops in the human circle with the second trying to catch the first. Lighthouse One player is the lighthouse and another is the ship. The rest of the players are rocks. Blindfold the ship. In the boundary area (ocean) have the rocks sit in a spot and freeze. Stand the lighthouse at one end of the ocean and the ship at the other end. Have the lighthouse guide the ship, by giving verbal directions through the rock hazards, to safety. If the ship hits a rock, it sinks and another ship is selected. Magic Shoes Set the boundary lines about 4 feet apart. Have the team stand behind one boundary line facing the other line. The entire team must get from behind one boundary line to the other without falling into the pit (the area between the two boundary lines). The players must get from one boundary to the other by using the invisible magic shoes. Rules: 1. Everyone must wear the shoes one time going one way. 2. Shoes may not be tossed back to the other side. 3. Once you have worn the shoes you may not wear them again. 4. Both shoes must be worn by the same person. Everyone should work as a team to figure out a solution. Stretch Choose two objects about 20 feet away from each other. Have the team make a solid line, holding hands between the objects. As a group, the team stretches out as far a possible trying to reach the other side. Keep challenging the group with further distances. Caterpillar Relay Each team forms a long line and each person must hold the waist of the person in front of them. They may stretch out as far as possible so long as they do not separate. When the whistle blows, the person at the back goes down on their hands and knees and must crawl through the legs of the whole group. When that person gets to the front, they jump up, their waist gets grabbed. The process begins again with the last person in line. You can keep going until the line gets to a designated finish line or once everyone has gone through once, the line turns around and the activity continues in reverse! Standing Twister or Knots Put each group in a huddle. Each person extends his right hand and grabs the hand of another person in the huddle. Each person then extends his left hand and grabs a different person’s hand. No two people should be holding the same hand. The object is to have the group untangle themselves slowly without ever letting go of hands. Some people will have to step over other people, some will go under people, and some will get twisted and have to untwist and turn to unravel themselves. 32 | Page STEPS TO TEAM BUILDING Characters Forming Storming Uncertain, tentative Conflict surfaces Serious topics and feelings avoided Team is still organizing Management direction may be unclear Members committed to task Harmony becomes the norm Hostility, defensiveness Talk a lot Performing Team members fully functional & interdependent Conflicts worked out Goals may still be unclear Team organizes self in highly flexible ways Sense of team confidence & pride Innovation & experimentation in problem solving Disagree with one another Feel comfortable; sense of belonging Function well individually and as a team May vie for informal leadership Share willingly Empathetic with one another Goals and expectations may be unclear Team Members Norming Polite Throw out opinions to see how others react Fearful, anxious Feel demands of teamwork; may resist commitment to tasks Feel pleasure in working together Experience personal growth Work earnestly Optimistic Leader’s Role Looking for sense of belonging & acceptance Provide clear direction Open up conflict Get members acquainted Move toward negation and consensus Create positive atmosphere Get members to assume more task responsibility Give straightforward, simple tasks to perform Negotiate rules Participate, consult & inspire Provide direction in building solid relationships, trust Be involved in tasks as needed Hold celebrations Encourage team to review own goals and progress Be sensitive to team members’ need for direction Output Let them provide own task direction Very little work gets done Keep communication & information flowing Reinforce & celebrate achievement Provide new vision Be a listener, facilitator Output is still low Moderate to high Very high 33 | Page LONG-TERM 34 | Page CREATIVE PROBLEM SOLVING PROCESS Before beginning work on the long-term solution, teach, review and practice the “Creative problemsolving process” with your team. This process includes brainstorming, hypothesizing, building/creating, testing, evaluating and elaborating. 1. What Does The Problem Say We Must Do? Each team member must have a copy of the problem. Dig up the facts. Focus on parts of the problem: then look for sub problems. What specifics do we need to know? 2. What Facts Do We Know About The Problem? Have team members make up Who, What, Where, Why, When, How questions that they will need to answer. If it doesn’t say you can’t (in the problem limitations, clarifications, or Program Guide) then you probably can. 3. What Else Do We Need To Know? Or Find Out About? If you are not sure about some aspect, complete a Problem Clarification form (found in the Program Guide) or request a clarification by going to www.odysseyofthemind.com/clarifications and follow the directions for submitting a question. Use reference books, field trips, and resource people. Resource people should never know the specifics of the problem: then there is no way they will accidentally offer outside assistance. 4. Review The Facts: State The Problem Select each piece of the problem and restate it is team’s own words. Write each one on a LARGE sheet of paper. 5. How Else Can You Say It? Consider All Possibilities. Restate the problem using all possible aspects. Use SCAMPER. If there are not enough possibilities, students will fall back on the tried and true. Look at the plays on words: If it has to move 10 feet, could this be ten one-foot rulers? 6. This Is What You Decided Your Problem Really Is. Restate the team’s interpretation and the problem they believe they must solve. 7. Look For Ideas That Might Solve The Problem. This is the brainstorming stage. Review brainstorming rules. Don’t allow students to do any evaluation of their idea. Record all brainstorming ideas. Encourage piggybacking of ideas. Push for something more. Use SCAMPER. Use forced association – take two objects and make them work together. (Ex: how could glasses be used to make a robot move?) 35 | Page 8. Which Two Or Three Ideas Might Be Really Great? Begin by narrowing and clarifying. Make sure ideas meet the spirit of the problem. Combine one or two ideas. 9. Test Some Of The Solutions. What does the team want this solution to accomplish? What criteria are important? Does the solution meet the specifications? Can the solutions be accomplished in the time given? Does someone on the team have the expertise to complete the solution? Does the team have the resources available? Is this really creative, or will other teams also think along these same lines? 10. Swing Into Action. 11. Do It With Flair! This is the elaboration of the basic solution. Make it more beautiful, clearer, or more unique. Draw attention to your team. 12. Fine Tuning This is the “What if?” time. Teach teams to handle the unexpected. Teach the team that things may happen over which they have no control. They need to be prepared to problem solve on the spot. What if the power goes out? What if the prop falls over? What if the vehicle does not break the balloon? Develop an action plan so each team member knows their responsibility. 36 | Page HOW TO READ AN ODYSSEY OF THE MIND™ PROBLEM SECTION A –THE PROBLEM FOCUS: Creative Emphasis, Understand the Problem, Make sure the team knows the Spirit of the Problem. What are the judges looking for? SECTION B –LIMITATIONS FOCUS: Mandatory elements, prohibitions. What the team must and must not do SECTION C –SITE, SETUP AND COMPETITION FOCUS: Dimensions of the performance area, layout of any special markings EXAMPLES: Some problems have lines, boxes or boundaries. Might have extra room on the edges, or not. SECTION D –SCORING FOCUS: Where are the available points? SECTION E – PENALTIES FOCUS: Any penalties that are specific to this particular problem SECTION F – STYLE FOCUS: Mandatory elements SECTIONS G & H – TOURNAMENT DIRECTOR / TEAM WILL PROVIDE FOCUS: The list, forms, power cords, clean-up SECTION I – PROBLEM GLOSSARY FOCUS: The definitions of the words that are italicized in the problem CLARIFICATIONS - MODIFY INTERPRET, OR CORRECT THE RULES FOCUS: Check them frequently. Encourage team to submit their own if they aren’t sure about a rule 37 | Page COST LIMITATIONS Every problem has a cost limit. A Material Value Form needs to be completed by each team. An explanation on what items need to appear on the form can be found in the Odyssey of the Mind™ Program Guide. Encourage the team to seek alternate solutions if the ones they choose are too expensive. Have the team understand the items that are exempt from cost and those that are not. Encourage the team to keep a running list of items that they have used in their solution. Make sure each team member has read the cost form and agrees with the items and cost on the form. When filling out the form, it may be necessary to have the receipts ready to show team members the cost of items that appear on the team’s form. It is wise to include exempt items on the form (i.e.: cardboard, trash items) Don’t buy new, unless old cannot be found or use a different solution WHAT ARE CLARIFICATIONS? In keeping with the Odyssey of the Mind™ philosophy, problem limitations are written to provide just enough guidance to solve the problem without limiting creativity. If the problem does not specify that something cannot be done, most likely it can be done. Often, however, a team may question the interpretation of a limitation, or it may be unsure that an aspect of its solution is allowed to meet the problem’s requirements. General clarifications amend or further explain a problem’s limitation. Team members may go to www.odyssyofthemind.com to find general clarifications. If they do not find the answer to their questions there, they may submit their questions to International Odyssey of the Mind™ (CCI). This may be done before the February 15th deadline. Team specific clarifications pertain to a particular team’s solution. These are confidential since teams must describe details of their solution to ascertain an accurate reply. If the answer to a team’s clarification allows for a very creative solution, it may be published and distributed for judges only. These are never available to other teams. If a team receives a clarification, it is important that it presents the printout of the email to the judges at competition to avoid any discrepancies. Only problem clarifications issued by CCI are official. GENERATING IDEAS How do team members get ideas for solving problems? Try some of these suggestions: Dedicate at least one practice to forming a “Think Tank” and limit the agenda to making list of ideas. Research, Read and Explore Assign team to produce ideas to bring to the team. Evaluate, reduce and combine these ideas. Develop checklists Go where the ideas are…have the team member’s travel to locations that seem to inspire and generate their creativity. 38 | Page 39 | Page MIND MAPPING 40 | Page BRAINWRITING As in traditional brainstorming, in Brainwriting everyone sits at a table together to simultaneously tackle a problem. The difference is that in Brainwriting each participating thinks and records ideas individually, without any verbal interaction. Here are steps in a typical Brainwriting session: Team sit around a table and each one gets a sheet of paper with the same problem statement written at the top. At the coaches signal, each member has 3 minutes to write down 3 ideas on the sheet of paper. When time is up, each member passes the sheet of paper to the participant to the left. Each member reads the ideas that were previously written and a new three-minute round starts. Each member must come up with three new ideas or use the ideas already on the sheet as triggers. Lather, rinse, repeat. After the idea-gather phase is completed, read the ideas, discuss and consolidate ideas. Accomplishments: The amount of ideas generated can be amazing. Since ideas are generated simultaneously, team members never get to block each other. With everyone generating 3 ideas every 3 minutes, a group of 5 people are able to produce 100 ideas in 20 minutes. Team members still get to cross-pollinate and build on each other’s ideas. That is, they still get the benefits of brainstorming in a group, while avoiding its main shortcomings. Ideas are recorded the moment you get them: no ideas are lost while you wait for a chance to speak. No one gets overshadowed and everyone contributes equally, regardless of personality type or personal agenda. Ideas are completed in private. In less mature environments, there’s no fear of being openly judged by other members. The ideas can be kept anonymous and members have freedom to be truly wild with their ideas. Everyone’s given a clear task: to fulfill a specific idea quota in a specific time frame. The quota adds an element of healthy pressure that can help unlock your creativity, as it can be seen as a fun challenge. 41 | Page CONVERGENT & DIVERGENT THINKING CONVERGENT & DIVERGENT THINKING Right/wrong type of answers Requires moving from many possible answers to the single right one DIVERGENT THINKING Requires looking for many possible answers – all of what give you a solution Then need to analyze which solutions are more workable. 1. QUANTITY MODEL This type of question asks for the generation of a large number or responses and helps develop fluent thinking. Wait through student silences; silences often will be followed by more unusual answers. So allow for the second burst of ideas, or the third, or …… What are the titles you can think of for a poem? How many ways can you measure a gallon? What are all the meanings you can think of for the work “belt”? What are all the ways in which people use music? Draw as many pictures as you can using a circle as the basic shape. Name as many round things as possible. Write as many sentences as you can that contain words that begin with the letters M, G, H, S. Observe a cat for 5 minutes and list all of its behaviors. What are all the things we can do to help the pollution problem? What can we do to make our community a better place to live? The answer is 55 mph. What are all the questions you can think of to get that answer? What are ways to communicate a quantity (ex. 23) without using any known number system? 2. VIEWPOINT MODEL This type of question asks the student to look at characters, events, and objects from various points of view. The students steps outside of themselves and is asked to react like someone or something else. Examples below: How would adults look from a baby’s viewpoint? How would a turkey feel about Thanksgiving dinner? If Mona Lisa could talk, what would she say? How would the story of Cinderella sound from the viewpoint of one of the ugly stepsisters? What would “charge” mean to a consumer? A knight? An electrician? A teenager? What would a member of the Peace Corps do to help South American progress? Draw a picture of your school and schoolyard from the perspective of being in an airplane. What would “run” mean to a politician? A movie proprietor? A criminal? A businessman? What would pollution of Earth mean from the viewpoint of an oil company? Rose bush? An owl? Write about a tree from the perspective of a nesting bird; an artist; a land developer. What would a deaf person do at a concert? How would broccoli, your mother, your stomach feel about junk food? 3. INVOLVEMENT MODEL This type of question asks the student to react personally to an unfamiliar situation or one that he/she had no part in creating. If you were a bird, what would you see? Taste? Feel? List things that crumple in your hand. How would you feel if you were an object attracted by a magnet? Describe things that are made more beautiful by age. List things to do when you retire. 42 | Page How would you feel if you were lighter than a watch spring? Describe how it feels to sparkle under an evening sky. If you were in a department store, what would you smell? Feel? See? 4. CONSCIOUS SELF-DECEIT MODEL This type of question asks the student to imagine situations in an ideal world. It requires the removal of all blocks and barriers real or imagined in solving problems. This frees the mind to come up with more ideas, thus increasing the possibility of finding more workable solutions. These questions cause the student to consciously order and re-order his/her thinking without the “that’s not possible” mental set. If you could have anything you wanted to solve your long-term problem, what would you do? You can have all of the _______in the world. How could you use it to ____________? You have been given the power to _____________. How will you use it? How would you feel if you were a heartbeat? A piece of driftwood? An old pair of jogging shoes? How would you feel if you were a bird sitting in a tree watching a parade go by? 5. FORCED ASSOCIATION MODEL This type of question asks the student to find similarities between things that appear to have few, if any, similarities. This forcing of relationships that are not readily apparent encourages unique and original responses. How is a contour map like flying a kite? How is an eclipse of the sun like a chocolate covered peanut? What animal is like a loaf of bread? Like a parachute? How is a triangle like the force of a magnet? How are mammals like computing a problem? How is a beaver chewing on a log like a typewriter? How can a fire extinguisher give us ideas for solving this problem? What ideas can we get from biology to work on the problem of lunchroom disturbances? What is deeper, a hole or loneliness? Why? Which is quicker, a rare horse or gossip? Get ideas from ________ to improve _____________. I only know about ___________. Explain __________to me. 6. REORGANIZATION MODEL This type of question asks the student to describe the consequences of a strange or unusual condition. Through changing the facts, the questions ask that the world be viewed “as the world is not.” The emphasis is on the restructuring of reality by taking into account an unusual situation. What would happen if o The South won the Civil War? o All the circles in the world were replaced by squares? o You were one inch tall? o Your eyeballs were on your finger? o A native Ugandan woke up one morning to find mountains had o Replaced the jungle? o Everyone looked alike? What would happen if there were no o Poverty? o Maps and globes? o Numbers? o Colors? o Assembly lines? o Sunlight? o Books? Suppose __________(happened). What would be the consequences? 43 | Page SCAMPER TECHNIQUE The SCAMPER technique was developed by Bob Eberle. SCAMPER is an acronym for idea-spurring verbs to improve objects or generate ideas. The letters represent the words “substitute,” “combine,” “adapt,” “modify,” “magnify,” “minify,” “put to other uses,” “eliminate,” “rearrange,” and “reverse.” Questions associated with these verbs, as well as examples of objects that illustrate them, are listed below: Substitute: What can you use instead of the ingredients, materials, objects, places, or methods now used? Vegetarian hot dogs and disposable diapers are examples of products which illustrate substitution. Combine: Which parts or ideas can you blend together? Televisions with built-in VCRs and musical greeting cards are examples of combinations. Adapt: What else is like this, what can be copied or imitated? Air fresheners that resemble shells and children’s beds that look like racecars illustrate adapting. Modify: Can you change an attribute such as color, sound, taste, odor, form, or shape or perhaps add a new twist? Parabolic skis and scented crayons illustrate modifying. Magnify: Can it be stronger, larger, higher, exaggerated, or more frequent? Extra-strength medicines as well as oversized sports equipment and televisions are examples of products that have been magnified. Minify: Can it be smaller, lighter, less frequent or divided? Wrist-band televisions and 12-hour pain relievers are examples of minifying objects. Put to Other Uses: Can it be used in a way other than how it was intended to be used? Old tires used for fences, swings, and bird feeders, and the development of snowboards illustrate “put to other uses.” Eliminate: What can you take away or remove? Sodium-free and fat-free foods and cordless telephones are examples of eliminating something. Rearrange: Can you interchange parts or change the pattern, layout, sequence, or schedule? The new surround sound (360degree) stereo speakers and vertical paper staplers are examples of rearranging. Reverse: Can you turn parts backwards, inside out, upside down, or around? Reversible clothing is a classic example of reversing something. After making children aware of these verbs and how they have been applied to existing objects and products, encourage them to use the SCAMPER verbs to identify new solutions to their problem. For example, a young child looking for a solution for keeping squirrels out of a bird feeder thought of eliminating the pole entirely by attaching the bird feeder to balloons filled with helium, which would enable the feeder to float approximately four feet off the ground. 44 | Page TECHNIQUE FOR GENERATING SCRIPT / STYLE IDEAS 1. Divide the team in half (a 3/4 combination if there are 7). Use self-adhesive colored dots in three colors. Give out (for example) two blue, two yellow, and three red dots for team members to put on their hands (one each). 2. Blue dots - Need to think of an interesting character. Yellow dots - Need to think of an interesting setting. Red - Need to think of some type of problem or situation. 3. Put together a blue, a yellow, and red dot (or two). There will be two groups. Each group must develop a story using their character, setting, and problem. 4. Now switch the characters. The group must let the “new” member know what their story is, and then incorporate the new character as an addition to the original story. 5. Now switch the problem. They must incorporate the problem into the story. The “skit” has basically written itself, using the ideas of all the participants. After the above is completed, tell the stories. Neither stories will probably become the exact basis for the final script/style, but several components and ideas might provide the germ for a new way of thinking. The technique allows all team members to have input into the story and even the kids who sometimes avoid the “writing” part are able to contribute. The activity is not only good for helping to develop script/style, but it is good for team building. And - - it can be a lot of fun! Designed by Nancy Johnson and adapted by Fern Brown, Maine Adventures in Creativity 45 | Page SAMPLE LIST – SOLVING THE PROBLEM (SOME ARE A MUST – OTHERS ARE OPTIONAL) Problem selection Story board Central concept (main idea) - plot, theme Music and sound effects Technical solutions(s) – vehicle design and construction Target dates Practice times Script/dialogue writing Lighting Spontaneous problem solving (all types) Research Character development – appearance, research, name, description, emotions, etc. Ideation Style Playbill Build structures Singing Problem requirement components (points, penalties, etc.) Dance List materials needed Videotaping Secretarial (note keeping at team meetings) Judges Sign Decision-maker (long-term problem judges or spontaneous) Humor Memorize lines Set (background, props, special effects) Rehearsal Costumes (design and construction) Motivation Makeup Special effects Construction – assembly Forms Typing, reproduction (copy) Art work Tools Backups Transportation of team props to competition Purchase materials needed 46 | Page SCRIPT CHECKLIST CHARACTER CHECKLIST Height Weight Age Hair Color Hair Texture Hair Style Eye Color Shape of Eyes/Nose/Mouth Teeth Shape of Ears/Face Complexion Birthmarks/Freckles Glasses Posture Hand Size Foot Size Fingernails (appearance) General Appearance Speech Patterns Habits Personality Jewelry Distinguishing Features PLACE CHECKLIST Name of Place General Shape Height Width Outside appearance Colors Function of the place Things in the place Climate Sounds in the place Temperature Materials used Arrangement of things Where the place is What it is next to What it is across from Scenery surrounding it Mood of the place People in the place Smells in the place SCRIPT COMPONENTS Situations wanted Obstacles, materials to overcome Conflicts, problems Location, setting, place Goals, achievements Villains, antagonists, evil characters Heroes/heroines, good characters Emotions involved Audio/visual, special effects, sound, lights Additional characters, parts, ideas to add OBJECT COMPONENTS Object Color Shape Size Function Weight Texture Cost Temperature Smell Taste Sound it makes State of motion How it works List of components CHARACTER ANALYSIS Character aspects Background, Parents, Nationality, Education Thought Processes Beliefs Emotional Aspects How is he/she similar to you? Basic motivating desire (What makes him/her tick?) Relationship to other characters in your play (protagonist, villain, hero) Posture Movement & Gesture Mannerisms Voice Dress (wardrobe, costume, fashion, fit) 47 | Page CHARACTER FEELINGS CHECKLIST LOVE, AFFECTION, CONCERN Considerate Understanding Friendly Forgiving Generous Mellow Good-humored Humane Sensitive Comforting IMPOTENCY, INADEQUACY Fragile Harmless Powerless Vulnerable Inept Meek Defective Useless Insufficient Weak DISTRESS Impatient Anguished Confused Skeptical Tormented Pained Touchy Awkward Grief Dissatisfied POTENCY Effective Intense Powerful Self-confident Determined Bold Strong Dynamic Courageous Authoritative FEAR, ANXIETY Afraid Agitated Jittery Terrified Apprehensive On Edge Uncomfortable Shaky Tense Jealous ANGER, HOSTILITY, CRUELTIY Antagonistic Spiteful Insensitive Heartless Cranky Arrogant Nasty Ruthless Rude ELATION, JOY Cheerful At Ease Turned On Happy Serene Enthusiastic Witty Comical Contented Amused DEPRESSION Defeated Downtrodden Lonesome Rejected Sad Crushed In the Dumps Despondent Unloved 48 | Page SUGGESTED TIMELINE FOR MAJOR TASKS September - October - November Form teams Select problem and theme Decide on solution Decide on theme & solution Make a timeline for tasks Schedule learning sessions: trips, speakers, research Begin building solution December Begin writing script Begin costumes Building solution Making sets and props January Finish costumes Complete script Choose parts for long-term performance Design membership sign February Practice, Practice, Practice Dress rehearsal two weeks before regional competition for staff & parents Team prepares forms: Style (4 copies); Cost; Outside Assistance; Required; Pertinent Clarifications Dress rehearsal Regional Tournament March Regional Tournament April State Tournament May World Finals 49 | Page TEAM SELF EVALUATION QUESTIONS Before the team is ready for competition they need to use these questions as an evaluation. 1. Where are the points? Have we done everything we can to get the most points? 2. Do you think any other team will think of our solution? 3. What makes our solution unique? 4. How would you score yourself on what you did? Check each scoring category. 5. Are the things you are including necessary? Do they advance the story – help solve the problem? 6. Will people who have not had the benefit of watching your rehearsals understand what you are presenting? 7. The judges and audience have only 8 minutes to understand your solution. How clear is your solution? 8. What does the problem say? What does it say in the clarifications? Have you studied the Program Guide so that you know all of the rules? 9. Will adults (particularly judges) think this is funny and in good taste? 10. Have you chosen the best items to be scored in style? 11. Do all of the things you have listed to be judged in style add to and enhance your solution? 50 | Page TOP TWENTY QUESTIONS TO ASK YOUR TEAM THE WEEK BEFORE THE TOURNAMENT 20. Have you filled out a Material Values Form and do we have photocopies of any receipts? 19. Have you filled out the Style Form and made 3-6 photocopies (3 copies + auxiliary back-ups)? 18. Have you filled out two copies of the Outside Assistance form (1 copy + back-up)? 17. Do you have any other required lists (as specified in some problems), and extra copies? 16. Do you have any team clarifications you need to give the judges? Have you made copies? 15. Is the team sign “legal” and will it (they) be visible the entire performance? 14. Do all parents (and family members) know how to get to the tournament and what time arrive? 13. Do we have a camera to take pictures? Would a team member like to be in charge of that? 12. How can you be sure you won’t go overtime? 11. What if the scenery (or props) fall down? 10. What if someone forgets his/her lines? 9. Who is going to do a verbal spontaneous problem? 8. Who is going to do a hands-on spontaneous problem? 7. Do we have a master list and a person in charge of making sure everything we need, including the fix-it kit, arrives at the tournament on time? (Does everyone know what time to arrive?) 6. Does everyone know our schedule? 5. Do you all have watches you can wear, if possible? 4. How can we show our Odyssey of the Mind™ spirit and good sportsmanship? 3. Do all parents understand the Outside Assistance rules (including on Tournament Day?) 2. Does everyone know that our team is a great team and you are all winners, because you have won knowledge, skills and abilities that you will keep all your lives? 1. And lastly, Coach, two questions for YOU: have you planned a party or reward one day soon for this group that has worked so hard all year? And have you planned a rest period for yourself the day after the tournament? Take a good look at how far this team has come and then remind yourself that it is the process, not the score on the day of the tournament, that they will remember forever. 51 | Page SEVEN STYLES OF LEARNING TYPE LIKES TO IS GOOD AT Linguistic Learner “The Word Player” Read Write Tell Stories Do experiments Figure things out Works with numbers Ask Questions Explore patterns/relationships Draw, build, design & create things Daydream Look at pictures & slides Watch movies Play with machines Sing, hum tunes Listen to music Play an instrument Respond to music Memorizing names, Saying, hearing places, dates & trivia seeing words Logical/Mathematical Learner “The Questioner” Spatial Learner “The Visualizer” Musical Learner “The Music Lover” Bodily/Kinesthetic “The Mover” Move around Touch & talk Use body language Interpersonal Learner “The Socializer” Understanding people Leading others Organizing Communicating Manipulating Mediating conflicts Understanding self Focusing inward on feelings/dreams Following instincts Pursuing interests/goals Being original Intrapersonal Learner “The Individual” Adapted from Gardiner’s Multiple Intelligences LEARNS BEST BY and Math Reasoning Logic Problem solving Categorizing Classifying Working with abstract patterns/relationships Imagining things Sensing changes Mazes/puzzles Reading maps & charts Visualizing Dreaming Using the mind’s eye Working with colors & pictures Picking up sounds Rhythm Remembering Melody Melodies Music Noticing pitches & rhythms Keeping time Physical activities Touching Sports, dance, acting Moving Interacting with space Crafts processing knowledge through bodily sensations Understanding people Sharing Leading others Comparing Organizing Relating Manipulating Cooperating Mediating conflicts Interviewing Understanding self Focusing inward on feelings/dreams Following instincts Pursuing interests/goals Being original Working alone Individualized projects Self-paced instruction Having own space By Bobbie Thibault 52 | Page RESOURCES FOR YOUR TEAMS Balsa Suppliers: SIG Manufacturing: Balsa USA: Balsawoodinc.com Nationalbalsa.com Specializedbalsa.com Hobby-lobby.com 1-800-524-7805 1-800-225-7287 Books: School library Local library Barnes and Noble Amazon.com ZANCA (1-800-397-4156) Creative Competitions, Inc. (1-856-456-7776) Games: Toys-R-Us The Gamekeeper Zainy Brainy Internet sites: http://www.georgiaodyssey.org (State site) http://www.odysseyofthemind.com/ (Creative Competitions, Inc./Odyssey of the Mind™ ) Raw Materials: Home Depot Lowes Hardware Stores Michaels Hobby Lobby Zainy Brainy Jo-Ann Fabrics Hobby Stores Skills: Ask shop, drama, art, and home economics teachers, or parents who can teach how to act, sew, put on make-up, dance, wire batteries to a motor, etc. Just make sure that the person teaching a skill knows that he or she may NOT teach directly to the problem that the kids are trying to solve. Showing the kids how to operate equipment or several ways to put something together is OK. Consider a workshop on a Saturday for all the Odyssey teams at your school. Teamwork: Some teambuilding activities are given to coaches at training. Difficulty with individual children might be addressed by meeting with the school counselor and the parents. 53 | Page MATERIALS & SUPPLIES GUIDE ALUMINUM makes a very strong material that is relatively light and easy to work with. Look in salvage yards, look for old exterior storm doors, at fabricators and finally at lumber yards. CARDBOARD: Cardboard is probably the easiest material to find. Appliance and furniture stores have large pieces of cardboard of various thicknesses. Folded cardboard can be almost as strong as wood. CLOTH: Cloth can be used to make backdrops as well as costumes. They are easy to transport and very light weight. Last year’s cloth is better than new since it has already been painted once. ELECTRICAL SUPPLIES: Check team member’s garages and basements. Ask an electrician for scraps. Switches and wires can usually be found at hardware stores and lumberyards. Home Improvement and technology stores are a great place to look and look and look. Take apart existing appliances and reuse motors, wires, and gears. FOAM BOARD is wonderful to use if your budget allows it. It provides a smooth finished surface that result in a professional look. It is available in large sheets at many hardware stores and art & craft stores in smaller sizes. LUMBER, PLYWOOD & BALSA WOOD: Lumber of some sort is the one universal material that is used in some form in almost every solution. Lumber can be purchased at lumberyards and home improvement stores. It can many times also be found as scraps on construction jobs (always ask if you can have it before taking it). GLUES & FASTENERS: Different types of glue and fasteners work better for some products and types of materials you are trying to fasten together. The easiest, most universal and an Omer’s best friend is the ever trusty Duct Tape. Duct Tape comes in various colors, easy to paint over and works not only as an adhesive but also as hinges, etc. LUBRICANTS: Vaseline, Graphite, soap, talc, mineral or motor oil all make great lubricating solutions at little or no cost. PAINT: There are many types: Latex is easy to work with and can be mixed to make almost any color. Check out paint stores for paint that had been improperly mixed and many times it can be secured for almost nothing. FYI… spray paint is more expensive than “brush on” paint. 1. Remember if you buy paint, buy the cheapest paint possible. It doesn’t have to last a long time. 2. Undercoat all cloth and plywood before trying to draw or paint on it…more even look. 3. Open paint cans are the devil’s playground. Always close them when they are not being used. 4. Seal paints that you mix in airtight containers so they don’t dry up. STYROFOAM (Polystyrene): Styrofoam is a very easy material to work with and can be used for many things. Styrofoam is easy to cut with household tools and common hand tools. It is light and easily moved around your practice area and transported to and from competition sites. Styrofoam can be sanded, filed, glued, screwed and nailed. It can be painted with latex paint and can be coated with plaster, plastic wood and sawdust and glue. Duct tape adheres very easily. You can find Styrofoam at home improvement stores, many hardware stores, appliance stores, etc. are all excellent places to locate smaller pieces of Styrofoam that are used for packaging materials. WHEELS AND AXLES: These two items are great excuses for a field trip to your local home improvement or hardware store. Materials for both wheels and axles are limitless, thus allowing Omers to be very creative. Axles include dowel rods, threaded rods, old broomsticks, bolts, etc. Worth consideration are pizza boxes, pipe, pie tins (after eating the contents), old toys, water bottles, jar lids…. 1. Always ask first before taking. If you explain what you are doing many times people will provide the items you are looking for at little or no cost. 2. Do not dismantle internally or factory sealed parts of an appliance. 3. Ask parents before using something from home. 4. Dumpsters are great place to find treasures, NEVER actually get into one-you don’t know what is hiding below the surface 5. Be careful around new construction. There are always nails, broken glass and other sharp objects lying around. 6. Be careful with super glue. You can become “stuck up” in a hurry 7. Be careful of hidden sharp edges 8. Never let young children use power tools without supervision 9. Wear safety glasses or goggle when appropriate 10. Do not touch both terminals of a 9-volt battery to your tongue 11. Learn to solder if working with electricity and solder everything 12. Never cut open batteries 13. Be careful what is mixed together 14. Do not try Hot Glue on Styrofoam 15. Remember, your only cost is the portion of the materials that you use in your final solution. If you but a sheet of plywood for $20.00 and only use a 10th of the sheet in your final presentation you only have to count the cost of the 10th of the sheet of plywood ($2.00). 54 | Page COPYRIGHT & TRADEMARKS Copyrights Members may use current long-term problem titles and icons and may photocopy Odyssey of the Mind™ materials for distribution within the membership during the program year, but these materials are copyrighted and may not be distributed beyond the membership and without permission for future use. In all areas — music, visuals, written word, characters — it is the team’s responsibility to avoid copyright violations. It is illegal to use and reproduce copyrighted material without the owner’s permission. The team should find out if a work is copyrighted and obtain permission to use the work. Judges will not require teams to produce a letter of permission to use a copyrighted work, since they cannot ascertain who holds the copyright. Therefore, they will not penalize a team for not producing a letter of permission. However, teams must be aware that, in some cases, they could be prosecuted by copyright holders if they use copyrighted material without obtaining permission. It is up to the team to determine what, if any; copyright laws apply to any non-team originated material it wishes to use. Neither CCI nor its affiliates can assist teams seeking such information or permission. Trademarks Current Odyssey of the Mind™ members are allowed to use the following copyrights and trademarks, which are federally registered to Creative Competitions, Inc., in their solution, for advertising or fundraising purposes within their membership area, and for program awareness. Teams may produce tee-shirts and similar items bearing any of these marks for their own use. However, if they intend to offer any items for sale that bear the marks, they must first secure permission from their Association Director or CCI. • Odyssey of the Mind™ ® • • OotM™ • Creative Competitions® • • OMER® • Current Long-Term Problem Icons • • OMER’s friends • Current Long-Term Problem cover art The team must assume responsibility for using any other registered trademarks such as the NIKE swoosh, McDonald’s golden arches, etc. Teams must be aware that they could be prosecuted by trademark holders if they use registered marks without obtaining permission from the owner. No team is allowed to use World Finals or the WF logo. Teams and/or any other group must obtain permission from its local association or CCI for the use of any other OotM trademark or copyright to be used at World Finals. 55 | Page STYLE Style Style Style 56 | Page STYLE OVERVIEW WHAT IS STYLE? Tells the story…like the exclamation point at the end of the sentence Should relate to the problem or solution Special effects, paintings, costumes, drama, song, dance, poem, etc. SO WHY IS IT SCORED? It is a team’s STYLE that makes its problem solution unique It is a team’s STYLE that demonstrates its creative thinking outside the problem constraints It is a team’s STYLE that ties all the elements of a problem solution together WHAT, EXACTLY, IS SCORED? Each long-term problem has 1- 2 mandatory and 2-3 “free choice of team” elements Each long-term problem has an “overall effect” element – how well the first 4 fit together and enhance the long-term solution Each category is valued at 10 points, for a possible “perfect score” of 50 Style Points Each team is scaled relative to the top team, whose raw score is scaled to 50 WHAT IS NOT SCORED? Nothing scored in the long-term problem (under “Scoring”) may be chosen for Style score. WHO SCORES STYLE? Style judges are two or three specially trained officials who receive the Style Forms for each team and score all Style categories Style judges score independent of each other and independent of the problem judges Style judges score only the Style elements WHAT IS A STYLE FORM? The form is a sheet found in the appendix of the Program Guide The form is completed by the team and duplicated to provide 3 copies (as required by your tournament director) The form must be filled out by the team (or, in Div. 1, may be dictated to the coach to write) The forms (3 copies) are given to the Staging Area Judge to give to the Style Judges before the team’s performance The forms become the judges’ score sheets (so you won’t get them back) The forms tell the judges exactly what the team wants scored The forms tell the judges how the elements combine for “overall effect” (in the paragraph) HOW DOES A TEAM SELECT STYLE ELEMENTS? Some teams choose the elements at the very beginning of their journey and plan them carefully Some teams identify and choose the elements in the middle, after they’ve begun working Some teams identify the elements – especially “free choice” – after they are almost done (and they have a number of items from which to choose) 57 | Page STYLE - GENERAL STRATEGIES Each team approaches Style somewhat differently … according to their problem-solving STYLE! There is no right or wrong method, although there are some approaches that work well for most teams. Some of the useful basic strategies might include: ADVANCE PLANNING AND BRAINSTORMING A team that combines long-term problem discussion and brainstorming with Style brainstorming may find it easier to integrate all the elements. This may be the result of taking one good idea and letting others flow from it. (For example, with “Shrinking Structure” many teams brainstormed things that shrink and this led to a number of interesting Style themes.) Brainstorming long-term and Style together often leads to a more detailed, sophisticated solution. While a coach may not suggest ideas to a team, he or she may certainly suggest (strongly, even) that the team discuss questions such as the following: What parts of the problem solution might the team treat as a verbal spontaneous problem in order to make a list of creative ideas? (Let the team choose phrases/ideas/words to brainstorm and have a team member write down the creative answers he or she hears. Division 1 coaches may write for the team, but the team’s own words, please, to avoid Outside Assistance!) EXAMPLE: A spontaneous problem for the vehicle problem might be “Name everything that travels!” What could the team do that would be unique or unusual? (Let the team get wild and crazy with their ideas … one idea, even an unworkable one, leads to others!) EXAMPLE: A team might decide that we can’t pull a rabbit out of a hat (live animals are not allowed). But could there be some other surprising thing that we might be able to do? What are the elements of magic? What are all possible meanings/examples of _____________? (Fill in the blank with words or phrases from the long-term problem or from team lists or discussions. ) EXAMPLE: A team studying The Old Man and the Sea might ask themselves, “What are all the meanings/examples of conquer?” Who will your audience be? (Would anything hurt someone’s feelings, be offensive, or not be understood by adults? (Remember, coaches, teams must answer these questions themselves, and you must allow them their choices, whether you agree or disagree). ANALYSIS OF STRENGTHS Every team has a different chemistry, and a different compilation of talent. Working together as a team should be one of the major goals of the group. Identifying different abilities may help to determine where the team wishes to put their time. Does someone have artistic talent? Gymnastic talent? Choreography experience? Interest in magic tricks? Knowledge about Irish history? Identifying team members’ interests and talents may spark discussion of unusual approaches – and a team’s unique STYLE! (Remember that talent alone is not a goal. Judges reward creativity above all else, but talent may be combined with a novel idea to produce a creative element or solution). 58 | Page STYLE - SPECIFIC TACTICS (and long-term) OVERALL, TEAMS NEED TO: Make connections in unusual and creative ways. Practice this with spontaneous. Choose a motif/theme/mood for the problem solution and try to keep this as a basis for all parts of the solution. Read the problem and the rules. Then brainstorm and then read them again. Do you know: what you can use that is exempt from the materials value form? What materials are not allowed? What audio-visual equipment you may use? What all the limitations of the problem are? What the creative emphasis of the problem is? Be sure all Style elements can be seen or heard during the 8 minute presentation. Style judges will examine Style elements more closely during the time they talk to the team afterwards, but there is only on first impression! Remember that old axiom: “Good, better, best; don’t let it rest, ‘til your good is your better and your better is your best.” “Pretty good” may also be “pretty mediocre.” Teams should not aim for perfection – that will lead to only frustration! – but should aim for their very best, or at least their VERY good! Odyssey of the Mind™ ™ is about stretching your imaginations, your abilities, and your goals, to surpass even what you first thought you could do! Consider as many possible Style categories as they can dream up, including, but not limited to: team sign, artwork, props, costumes, script, poems, dance, music, movement, mime, lighting … the list is almost limitless! Write them all down and then brainstorm the ones the team likes best. How can we … modify it? Enlarge it? Turn it upside down? Reverse it? Substitute another method or material? Be as specific as possible on the Style Form. Identify the exact portion of an element which the team wants scored, and be sure the paragraph at the bottom explains how everything relates to a theme or effect. Use that paragraph to elaborate on individual elements. Have FUN with the Style elements! The team is going to live with these creations for some while, and if they don’t like them/don’t want to work on them, then regardless of score, this will not be a great Odyssey year! A team should really like its ideas and be enthusiastic about seeing them come to fruition. If interest is lagging, they might be better off going back to the drawing board! On the other hand, never allow failure to put an end to a good idea if the team really likes it. They should find another way to implement it, another connection to transform it, or another perspective from which to view it. This is how ideas go from good to great! In other words … Plan carefully, but think crazily, Mind the Rules, but push the envelope, Work hard, but have ! 59 | Page STYLE – THE MAGIC INGREDIENT Style is “that which is added to the long-term problem solution and relates to the theme of the problem or the solution, but is not scored under the long-term problem.” STYLE is: An elaboration of the long-term solution Not talent, but how the team uses its talents A reflection of creativity and an expression of originality A process to help “sell” the team’s long-term solution The pizzazz and embellishment of the long-term solution A degree of “above-and-beyond” to props, costumes, music, backdrop and any other component of the long-term solution That “je ne sais quoi” that makes the performance enjoyable and entertaining Successful STYLE will: Be interesting to watch and understand Entertain both the audience and the judges Demonstrate originality and pizzazz Show “elaboration” and quality on basic ideas, set construction, costumes, props, etc. Enhance the long-term solution Provide a clear opening and closing Integrate all team members into the performance Be innovative and unpredictable Connect and integrate the style to the long-term solution Make the judges think, laugh, cry, get the point, etc. Have a unity that is woven throughout the presentation Questions You Can Ask (to elicit good STYLE design): How is this related to the long-term problem? Can you use the long-term solution to draw attention to your style? What do you mean by …? How does this improve your solution? Are there other possible ways to do this? How could you accomplish this? What existing materials/items do you have that can be used in a new way? What new materials could you use? Can you explain how this idea will work? Can several people’s ideas be combined in a useful way? What other details could you add? How might you modify these materials to suit your needs? Coaching Tips for Successful STYLE: Use what you have! Have the team list their talents before beginning to design. Utilize common sense on language and outfit appropriateness. Videotape the performance, so team can critique themselves. Make contingency plans, in case long-term solution does not. Murphy’s Law does exist in Odyssey. Encourage the team to prepare and bring an Emergency Tool Kit. Practice at least once in the smallest possible performance area, and in a very large performance area. Encourage loud, slow, clear speech! Practice the timing of the solution. Try to leave a minute or so of spare time for the unexpected. If the team is having FUN, Style is enhanced. 60 | Page FILLING OUT the STYLE FORM Specified Style Areas Most problems specify at least one area of style that will be judged for all teams – for example, the creativity of the costume of a specific character. Be sure the team checks for what is required by the problem, and write or type it (word for word) on the style form in the appropriate area. Free Choice of Team All problems give the team at least one (and sometimes more) area of style that is the “free choice” of the team to pick. This can be almost anything; take advantage of that! Encourage the team to pick the aspect of their solution that they are most proud of. Don’t wait until the last minute to decide, but discuss this early and often. Choose areas that will have maximum impact when compared to other teams. Be specific. Have the team describe exactly the part of the solution that they want the judges to focus on. Vague descriptions get vague scores. Choose areas that clearly stand out o Easily identifiable o Strong points of presentation Style is not talent or ability, but rather how those talents and abilities are put to use. A judge can only score on what is specified. If your team is most proud of the cat’s costume, is it the ENTIRE costume? Or just the face? Or just the makeup on the face? The team should focus in on EXACTLY what they think is most creative and stylish. (If it’s the overall impersonation of a cat, that’s fine too – but it’s the team’s choice!) Many problems have long-term scoring categories that are “style-like” – they involved the creativity of a design, or the effectiveness of a presentation. These items may not be listed as “free choice of team”. Have the team double-check their choices to make sure there are no overlaps with any scored long-term area. The Staging Judge will ask the team to choose something else if there is overlap – and just before going on stage is a bad time to be trying to think clearly. Overall Effect This is a brief description to “tell how the style presentation relates to the long-term problem solution.” The general impression the team leaves on the judges How the four specific style elements of the solution fit together and complement each other The smoothness and ‘polish’ of the presentation – it takes practice! How well the judges understood what the team was doing. Make sure your concepts are clearly described. Emphasize your free choice areas in the description. Elements a Style Judge looks for Opening and closing, is there a clear beginning and ending to the presentation? Integration of team members, does one dominate? Do team members present themselves with confidence? Originality, is it innovative and unpredictable? Are style elements smoothly integrated throughout? Is style interesting and cohesive? Or are bits of action just strung together? Are concepts and points clearly emphasized? How thoroughly is style connected to the long-term problem solution? What is the quality of design, construction and workmanship of costumes and props? Does the judge “get the point”? 61 | Page STYLE QUESTIONS COSTUMES Are costumes well keyed to given time period or style? Are everyday materials used in different ways versus store bought fancy items? Are costumes as well constructed as can be expected from age level involved? Do costumes integrate with total effect? Is there evidence of innovation and imagination in design? COMMON STYLE Street Clothes – Not altered Rented or bought costumes MORE CREATIVE STYLE Assembled costumes from Goodwill Unusual materials / Made by the team Costumes that show what character the team member is playing MUSIC Is music integrated into total solution? Are lyrics creative and imaginative? Was execution of vocal and/or instrumental music clear and easily understood? COMMON STYLE None MORE CREATIVE STYLE Music, where appropriate or music throughout the performance Songs – original or parodies Synchronization – The words of the performance and the beat of the music go together BACKGROUND SCENERY/PROPS Is setting designed to coordinate, extend and develop overall solution of problem? Are graphics clear, easily read and coordinate with theme? Are elements of setting designed to be used efficiently without breaking? Is setting readily established, indicating careful planning? Are details, scene changes and prop utilization well executed? Background COMMON STYLE None or very plain Lacking in color Props COMMON STYLE Plain cardboard Few props Basic items – nothing creative MORE CREATIVE STYLE Large if possible and appropriate Colorful / 3-Dimensional Appropriate to the theme MORE CREATIVE STYLE 3-Dimensional Pop-out props are a possibility Unusual materials or use of materials about them Pay attention to detail Be neat! – Quality is important Can it move? OTHER POSSIBLE STYLE AREAS (As long as they are not being scored in the Long-term) Membership Sign Make-up/Disguises Sound effects, poems, chants, rhyme Playbill Dance, exercise, marching Lighting Story, play, narrative Coordination between people Mime Engineering Foreign Accents ANYTHING Puppets 62 | Page WHEN YOU THINK YOU HAVE EVERYTHING IN PLACE AND READY TO GO…. ASK YOURSELF THE FOLLOWING QUESTIONS Is your introduction and set-up done quickly and efficiently? Have the talents of the team been fully used? Did you consider the use of make-up? How or where could elaboration be added? Does the team’s enthusiasm show? Does the “polish” of the team show? Have you included variety in you script? Can each and every voice be heard? Does the membership sign tie in with the theme? Can the sound effects, music, etc. be heard? Is the humor appropriate and funny? Is the presentation within the allotted time? Did you allow for the humor timing? (Suppose the audience and judges laugh?) Is the presentation smooth with good transitions? Does everything flow? Are the props well-constructed and versatile? Will everything fit through the size of the door specified in the Program Guide? Have you used unique materials for the costumes, props, etc.? Does the action show what it is designed to do? Is there a need for dancing, singing, marching, etc.? Are there any visual distractions which might detract? Has the team taken care of all the “Details”? Do you have a unique/obvious way to end your presentation? Have you talked about how to answer the judges’ questions at the end of the performance? GO AWAY IN STYLE! 63 | Page SPONTANEOUS In the world of SPONTANEOUS ideas that are fresh, new, unique, clever, modern- istic or DIFFERENT might very well appear to be difficult to dream up, BUT that isn’t always the truth! 64 | Page 65 | Page COACHING SPONTANEOUS PROBLEM TEAMS Although many teams work for months to prepare a solution to their long-term problem, it is the spontaneous problem that most often determines the most creative teams and advances them to the next level of competition. This can be frustrating to many coaches whose teams concentrated solely on their long-term presentation. It is very important to teach teams how to solve spontaneous problems creatively. Spontaneous problem solving is a critical skill that teams really need to master to be successful in the spontaneous room and in competition in general. In training team members for spontaneous, it is important to develop both verbal and hands-on skills. You cannot be certain which type of spontaneous problem your team members will receive. By preparing all team members for both verbal and hands-on problems, you help them develop diverse skills. TEACH THE TEAM The spontaneous problems generally fall into three categories: verbal, hands-on, and a combination or verbal—hands-on. However, since spontaneous problem solving requires teams to think on their feet, the problem writers feel that “anything goes”. The best way to practice spontaneous problem solving is by actually doing it. The teams should practice spontaneous problem solving several times each week. Coaches need to practice all types of spontaneous problems regardless of the type of long-term problem the team is solving. For example, a team solving a technical problem will not necessarily get a hands-on spontaneous problem in competition. Explain the difference between common and creative responses. Examples are given for each verbal problem. Remember that these are scored subjectively. Though judges are trained and prepare for the competition, it is a good idea for the teams to keep in mind the judges’ knowledge. For an example, a reference to an inside joke might be a creative response but the judge may not understand the reference and score it as common. The judge will not ask the team to explain their response unless the problem specifically requires an explanation. In verbal problems, sometimes the team members must give a response in sequence (take turns). In others, there are systems that slow the teams down. It’s amazing how much time is lost because someone forgets to turn a card, roll a marble, or whatever the system of taking turns calls for. If four people hesitate for three seconds, that wastes 12 seconds or 10 percent of a two-minute allotted response time. One suggestion is to practice turning cards, without giving responses. Practice will help them learn to focus on what they must do beyond giving responses. Usually verbal problems require a large number of responses. Common responses receive 1 point, while creative responses worth 3 or 5 points. Verbal problems allow team members to give multiple responses and team members should try to have several responses ready before their next turn. The team must realize that excessive speed may cause them to finish early, but with fewer creative responses. They should use their time wisely. If a problem limits the number of responses, it is best to take time to think of something creative and earn 5 points, rather than rattle off many 1 point responses. Each team member should pick a topic such as sports, famous people, movies, music, politics, medicine, current events and so on. They should spend some time each week studying the latest news on that topic. Then, if a team member gets stuck on a spontaneous problem, he or she can associate the problem to the topic studies. (Be careful, judges may not know the latest rock groups or television characters.) In hands-on spontaneous problems there are usually various strategies that the teams can employ. Teams that think solutions are built on luck most likely will not fare well in this segment of the competition. All problems are pre-tested to ensure that there are a variety of known workable solutions aside from the unknown possible solutions. In competition teams use their combined creativity and usually come up with many more solutions with wonderful results. Sometimes in the hands-on problems, some team members may have to work together on a portion while others may have to work alone. Remember, the final product is a TEAM effort. 66 | Page Combination problems are just that. They have a verbal scoring element and a hands-on component with additional scoring. If a spontaneous problem has a scoring category, “How well the team worked together” then the team should usually present itself at its best. It should show itself as organized, cooperative and a cohesive whole. This will receive higher score for this category and will lead to a superior solution for the problem itself. Humor is often rewarded in spontaneous problems, as well as long-term problems. Brainstorming is a good practice for spontaneous and long-term problems. Quiet voices may not be heard by the judge and repeating a response delays the team and wastes valuable time. Have teams, especially younger ones, speak loud and clear. Arguing wastes time and will lower score if "How the team works together is judged.” Ask questions if you are unsure of the problem. Questions will take place during your thinking time. Before the team enters the room they should elect a spontaneous captain who will be the facilitator for the decision-making process during this critical planning time. This cuts down on the arguing that will occur when everyone has their own idea of how to solve the problem. Teams should refer often to the written copy of the problem — they need to be sure to stay within the problem’s intent. If there is uncertainty about an aspect of a problem, team members may ask the judge(s) questions. Time will not be stopped, but a misunderstanding or wrong assumption can lead to a low score. There are many possible skills that can be applied in hands-on problems, including building, strategy, measuring, communications, etc. Try to include specialists when choosing who will compete in hands-on. LISTENING TIPS Never assume anything. Don’t jump to conclusions. Listen and understand all the information before deciding your approach. Work at listening. It doesn’t just happen. Concentrate at the problem. Be objective. Listen to your teammates. They might say something you can build on. SPONTANEOUS COMPETITION When the team enters the spontaneous room, the judge will tell the team the type of spontaneous problem the team will have to solve. If more than five people are on the team, the team will select the five to compete. This decision should be made beforehand. The remaining team member(s) have the option to leave the room or to sit quietly in the room and watch. If non-competing team members interfere, a penalty will be assessed. Pre-determine your 3 spontaneous teams before competition day: verbal team Listen carefully while the Judge reads the problem. Teams need to form the habit of listening carefully to the directions provided at the beginning of each spontaneous problem. nonverbal team hands-on team 67 | Page DEVELOPING VERSATILE THINKING Responding to Pictures, Cartoons, Objects, etc. Teach team members to look at the problem from different points of views. (i.e. If they are asked to speak to or about an object, have them look closely at the object and ask themselves questions like: What are the materials used to make the objective? What is the purpose of this object? What unusual experience or sayings are associated with this object? What associations can be made with the people or things shown in this picture or cartoon? Webbing or Category Thinking Teach team members to think in general terms. Categories, such as shapes, colors, professions, athletics, clothing, transportation, books and celebrities are used as a trigger for multitude of responses. Stuck Strategies Your team should brainstorm possible strategies to use in a competition when a student is searching for a response. They should consider their surroundings, including the furniture and decorations, when seeking an idea. The team may consider whether this is the time to give a common response immediately or use the example given in the problem. Videotaping Use video to record your team’s spontaneous sessions. It also helps to judge the team from the back of the room during practice. This encourages teams to speak loudly and clearly. Multiple Responses Get your team members to become prolific with responses by requiring that they give two to five answers with each turn. When turning cards, they must give the same number of answers as the number on the card (1-5). The team can also practice by rolling a die and giving as many answers to the problem as the number rolled. You may also put team members in small groups of two or three and have them respond in turn. Debriefing & Critiquing After each problem, critique – don’t criticize student responses. Ask questions like: How did you get that answer? Which answers were most creative? Could any of the common responses have been made more creative by elaborating? Were some of the responses too elaborate? Could the point have been made in fewer words? Critiquing should be used to encourage more answers, not inhibit them. Piggybacking or Hitchhiking Teach team members to listen carefully to each other’s responses. Ideas can then be combined supplemented, expanded upon or enhanced. 68 | Page 28.57% of your score! The “key” to successful competition! The true test of creativity! SPONTANEOUS Learning to ride a bicycle is NOT found in books, videos, classroom study or any outside assistance. Get on and ride and fall and ride again and again and again! Discovering how to play golf is not on tapes, in journals or listening to instructors. It is in addressing the ball and hitting and trying once more and doing some more hitting. Swimming requires getting wet, swallowing water, facing fears and jumping into the water several times. Reading is ascertained by facing the page with letters, words and sentences and missing a few words and plowing ahead over and over. So let it be with Spontaneous! No day of practice should pass without Spontaneous being attempted. While you are working on sets, props, costumes, “stuff” that requires duct tape, do some ‘verbal’ using all the teams members! When you are in the car driving from place to place -to school -to office -to store, throw out some verbal challenges. Spontaneous can and should be practiced, attempted, tried and undertaken with as few or many team members you have on a constant, “all-the-time” basis. It is never too early to start but it can definitely be too late. Spontaneous is a learned skill that will be the key to your success. It is a learned skill that will benefit your individual members for the rest of their singular lives. Thinking on your feet and reacting to events in a ‘real time’ situation is a skill worth learning! Georgia Odyssey of the Mind™ 69 | Page A SPONTANEOUS Problem (Reliable for Verbal, Verbal—Hands-On and/or Hands-On) ALERTNESS is first – primary – of the greatest importance – at all times! XENOPHOBIA is to be avoided – banished – eliminated! Have (as well as show) no fear of the unique – the strange – the foreign – the “out-of-theordinary”. INTELLIGENTLY listen (not just ‘hear’), relate (to the challenge as well as other team members), analyze (the problem and teams ability) and finally work (as a ‘team’.) OBSERVE everything; rules of problem, layout of the room and the props, all directions, the judges and especially each other! Maniacally Make Many Marvelous, Masterful, Mature, Motivated Responses! Georgia Odyssey of the Mind™ Unique SPONTANEOUS Challenges 70 | Page Some suggestions on forming your own problems! Every coach (experienced or new) has run into that empty feeling when there is an absence of material for spontaneous challenges for his or her team. Since you definitely need to practice spontaneous each day you are working with your team, let’s see where to get ideas? (These are only suggestions and can be altered, adapted and modified for your particular situation.) FIRST: Get a paper box. You know the kind; one of those boxes you find in the office or school that holds ten reams of 8.5 X 11 paper. Write spontaneous on the outside and start filling it with items and little notes to yourself. Only the coach(s) should have access to the contents. SECOND: Start filling with items like, toothpick(s), pipe cleaners (long and short, colored and white), ping pong balls, egg carton(s), thumbtacks, paper clip(s), string, tape (all kinds), envelopes, file folders, etc. (There will be longer listing of suggested items at little later.) Also, have at least one file folder marked “Verbal” so you can slip notes containing ideas. NOTE: Every item that is designed in your mind for a “hands-on” problem can also be used singularly or in groups for the all-important “verbal/hands-on”. Also have a folder with pictures for reaction(s). THIRD: Have this box with you at EVERY COACHING SESSION! You WILL use it each session, but especially when things get bogged-down and your team seems out-of-sorts, just whip it out and challenge them. FOURTH: This very important box should have any “Odyssey of the Mind™” books that are available. The ones with suggested spontaneous problems. Use them! It is relatively easy to modify any one problem to change the purpose, the conclusion, the materials, the method of ‘order’ of participants, etc. Work on the various changes in all that spare time you have. Also, in most book stores (Books-a-Million, Barnes & Noble, etc.) there is a section on puzzles and games. Search it out and get some ideas. Also, many magazines (science particularly) have diabolical quizzes, puzzles, challenges within them. Use them with alterations as needed and keep them in box. Always mark clearly the changes you deem needed for your team based on age and experience of members. Do NOT rely on memory. NOW: A listing of items you might want to include. Don’t spend money. Just gather these items from the house, workshop, school, office, etc. Add to list and subtract from list. This is YOUR box and your team. 71 | Page Items for SPONTANEOUS Team Challenges Paper clips (large and small) Pipe cleaners String Masking tape Noise makers Balloons Pencils Foam Buckets (various sizes) Styrofoam cups Index Cards Rubber bands Duct Tape Paper plates Clay (in stick form) Popsicle sticks Ribbon 8.5 x 11 paper & folders Scotch tape Tooth picks Lunch bags Tubes (toilet/paper towel) Yarn Mailing labels Spoons (plastic) Boxes (various sizes) Nails Adhesive tape Band Aids Markers & Crayons Cardboard Waxed paper Self-adhesive labels Business envelopes Rulers & Yard stick Dowels Aluminum foil Ball bearings Marbles Egg cartons Thumbtacks Newspaper Play-doh Styrofoam peanuts Coffee cans Cotton balls Straws Tennis balls Golf tees Golf balls Ping pong balls Coffee stirrers (McDonald’s type) Pliers Screw Driver Anything else you can think of or need or want! Non-Verbal (Hands-on) and Verbal/Hands-on notes: The items listed above can be used in thousands of combinations to challenge your team in spontane- ous situations. Take any three of four and have them build something. Make a bridge (judge on height and/or length – with or without weight). Build a tower to hold weight (nails and/or golf balls). Make them move items without hands from point “A” to point “B”. Challenge them to do each task without speaking to each other – using other methods of communication. For verbal/hands-on, each member must react to the item(s) YOU CHOOSE and pass it on to next member with no repeats. Have them gather items and place in a ‘holding’ situation. Blindfold one member and have other members non-verbally command him or her to place one item selected in a box or envelope. Out of four items you select, have team members individually use two for verbal reaction. To make it more challenging: use 12 items and no two can be repeated as team moves from one member to the next in verbal reaction or comment. The opportunities are unlimited. NOTE: Make it fun for team as well as instructional. Learn with them. Challenge yourself to come up with great responses. 72 | Page ENCOURAGE TEAMWORK THE WRAPPING OF GIFTS Materials: Shirt box or other regularly shaped box Gift wrap Ribbon and bows Scissors Tape 2 Blindfolds Exercise 1 Break the team into groups of two or three. Using just one hand each, have them wrap a present Give them a time limit to add to the challenge. Add penalties for using the second hand. Review where team work helped and where the lack of it hindered their success. (It takes real teamwork to pull this off and come up with a good-looking package.) Exercise 2 Repeat Exercise 1 with new complications. The hand used must be their non-dominate hand and there is no talking allowed. Review some of the non-verbal communication techniques they used and let them try it again. Exercise 3 Blindfold two of the team members. Have a third member provide them with directions to get the package wrapped. The blindfolded members cannot talk. With Division I teams, let them use both hands, but Division II and Division III teams should only use one hand. Review again the teamwork techniques used. Congratulate them on what they have learned. 73 | Page Verbal Problem: BE PATIENT A. JUDGE READS TO TEAM: 1. You will have 1 minute to think and 2 minutes to respond. You may ask questions at any time, but the clock will continue. You may not talk to each other at any time 2. You will receive 1 point for each common response and 5 points for each creative or humorous response. 3. Your team is to take turns in sequence. You may not skip your turn or repeat or pass. If one member of the team is stuck, the team is stuck. 4. Once the time begins, it will not be stopped. If the judge asks you to repeat a response, to clarify, or to give another response, time will continue. Speak loudly and clearly. 5. Your problem is to pretend you are a patient in an operating room and you hear noises and conversation. Say what you would like to hear or what you would not like to hear. You must begin each response with "I would like to hear..." or "I would not like to hear..." For example, you might say “I would like to hear 'You will be just fine.'" 6. Once again, your problem pretend you are a patient in an operating room and you hear noises and conversation. Say what you would like to hear or what you would not like to hear. You must begin each response with "I would like to hear..." or "I would not like to hear..." A. FOR JUDGES ONLY: Common responses: “I would not like to hear, 'This is going to hurt.'" “I would like to hear, 'You will be just fine.'" Creative responses: “I would not like to hear, 'What do you mean her appendix has already been removed?!'" “I would like to hear, 'Oops!'" 74 | Page Hands-On Problem: TOOTH PICKS ALL AROUND A. JUDGE READS TO TEAM: 1. You will have 6 minutes to work and complete your solution. 2. Your teams' materials are: 6 straws, 25 toothpicks and 1 sticky label in a baggie. You have scissors to use as a tool, but may not use the scissors or baggie as part of your solution. 3. You may ask questions or talk to each other at any time. Time, however, will continue. 4. Your Problem Is: Using only the materials given, you must build a structure that will stand on either of the pointed (finished) ends of the toothpicks. Only the straws and toothpicks may touch the poster board. Each finished end of a toothpick touching a circle will receive the points printed in that circle. Some circles have negative points, and a toothpick end touching those circles will receive the negative points. Your structure MUST BEGIN IN, and must touch, the START AREA. 5. Straws which touch point circles will not earn score. If any part of a straw touches a circle, you will not receive ANY points for that circle, even if a toothpick end touches it also. Toothpicks lying down on the scoring board will not receive points. Toothpicks must also be touching the overall structure as well as a circle in order to be scored. 6. You will be scored at the end of 6 minutes or when you decide to stop. When you are scored, you may not be touching any of your structure. 7. Scoring will be based on the total number of points received and total number of points subtracted. Each toothpick connected to the structure that has a finished end touching a circle will receive the value of that circle. More than one toothpick may touch a scoring circle. 8. (Repeat "Your Problem Is..." and then give the team a copy of the problem.) 9. Time Begins Now. (Give team 6 minutes.) B. FOR JUDGES ONLY 1. Before the team arrives, prepare poster board with the scoring areas marked as below. 2. Give each team exactly 6 minutes. When time ends, they may no longer touch the structure. 3. Tape the scoring board to the floor or a table top. 4. Materials may be cut or altered. Toothpicks may be broken to obtain a higher score, but DO NOT tell them that unless THEY ASK! Only the "finished ends" may be counted, though. (If a toothpick is broken in thirds, the center portion does not count for score.) 5. Any toothpick or piece of toothpick connected to the structure can be scored as long as it is resting one end in a circle when the team finishes. 6. Circles may be traced around coins. Mark inside the circles the point values. Smallest circles should be worth 20 points, medium circles worth 10 points, and largest circles worth 5 points. Mark the circles in red as negative 15 (-15) points each. SUGGESTED SCORE BOARD: START AREA (6" x 6") 75 | Page Combination Problem: INSTANT FABLE A. JUDGE READS TO TEAM: 1. You will have 4 minutes to think and 3 minutes to respond. Questions count against your thinking time. 2. Your problem…In front of you are various props to choose from. You are to produce a creative performance, skit, or play, using only these props. The items must enhance the story. The story starts out with a team member saying, “In a land far, far way…” and continues for up to 3 minutes or until the team wishes to stop. The story must end with the phrase, “and they lived happily ever after”. Once time begins, it will not be stopped. When the judge has called time, you must say the phrase, “and they all lived happily ever after”. Reread the problem again before starting. 3. Score will be as follows: Teamwork Creativity Quality of content Length of time used 1-100 pts 1-50 pts 1-50 pts 1 pt for every second used of the 3 minutes B. For Judges only: Find the most “off the wall” items you can find and some more common items from around the house to use for props. Items: Plant Potato Toy car Hat Glass jar Couple of beanie babies String Newspaper Macaroni noodles Nuts & bolts The skit can be performed by them or directly through the props, using the props as characters. They are not limited to the use of just the tabletop. Extra points should be granted for using all the props. 76 | Page The SCAMPER TECHNIQUE OF BRAINSTORMING The use of an idea checklist is an easy way to improve your ideas during a brainstorming session. The following words ( S. C. A. M. P. E. R.) are designed to serve as triggers for new ideas. Teach your team this technique, and they’ll have more creative ideas! Substitute What can you substitute? What can be used instead? Who else instead? What other ingredients? Other material? Other process? Other power? Other place? Other approach? Other sounds? Other forces? Instead of ... I can ... Combine What can you combine or bring together somehow? How about a blend, an alloy, an assortment, an ensemble? Combine units? Combine purposes? Combine appeals? Combine ideas? I can bring together ... and ... to ... Adapt What can you adapt for use as a solution? What else is like this? What other idea does this suggest? Does past offer a parallel? What could I copy? Who could I emulate? I can adapt ... in this way ... to ... Modify Can you change the item in some way? Change meaning, color, motion, sound, smell, form, shape? Other changes? Also: Magnify: What can you add? More time? Greater frequency? Stronger? Higher? Longer? Thicker? Extra value? Plus ingredient? Duplicate? Multiply? Exaggerate? And: 'Minify': What can you remove? Smaller? Condensed? Miniature? Lower? Shorter? Lighter? Omit? Streamline? Split up? Understate? I can change ... in this way ... to Put to other uses How can you put the thing to different or other uses? New ways to use as is? Other uses if it is modified? I can re-use ... in this way ... by ... Eliminate What can you eliminate? Remove something? Eliminate waste? Reduce time? Reduce effort? Cut costs? I can eliminate ... by ... Rearrange What can be rearranged in some way? Interchange components? Other pattern? Other layout? Other sequence? Transpose cause and effect? Change pace? Change schedule? I can rearrange ... like this ... such that ... Example: I want to invent a new type of pen. Substitute - ink with iron, nib with knife Combine - writing with cutting, holding with opening Adapt - pen top as container Modify - body to be flexible Put to other uses - use to write on wood Eliminate - clip by using velcro Rearrange - nib to fold outwards 77 | Page SCAMPER Enhance your team’s creativity by using a checklist called SCAMPER. SCAMPER is an acronym for a series of thinking processes. It was developed by Bob Eberie, a well-known author of activity books for gifted kids. He based his idea on an earlier checklist from a book by Alex Osborn called Applied Imagination: Principles and Procedures of Creative Problem Solving. When using the SCAMPER checklist, start with a particular object or idea in mind, then think about ways to change it. S Substitute: What could be used instead? M Other ingredients Magnify: How can it be made larger, stronger, or thicker? Minify: How can it be made smaller, lighter or shorter? Make it wider/narrower Make it shallower/deeper Make it bigger/smaller Make it better Make it multiples/condense Make it stronger Make it higher/lower Exaggerate it Other processes Other places Other people Other materials Other power sources Other approaches Change one part C Combine: What could be added? Add other parts Add ingredients Add motion Add color Add flavor Add functions Add sounds Add textures A Adapt: How can it be adjusted to suit a condition or purpose? Redesign the interior Redesign the exterior Change the symmetry Change the pace Change its shape Change capacity Change function Change perspective Make it easier Simplify it Modify:How can the color, shape, or form be changed? Make some parts bigger P Put to other uses: What else can it be used for? E Eliminate: What can be removed or taken away from it? Take away parts Take away a quality Combine ideas Other uses Other purposes Reduce it R Reverse: How can it be turned around or placed opposite its original position? Rearrange: How can the pattern, sequence, or layout be changed? Opposites – Backwards – Upside Down Reverse roles Transpose cause and effect 78 | Page SCAMPER IN ACTION Imagine that you’re thinking on an umbrella. Here are some ways to SCAMPER it. Substitute Use a wire coat hanger and plastic wrap or a plastic bag. Combine Add a digital clock and radio inside the umbrella handle. Adapt Make a version for joggers who run in the rain. It should be lightweight, glow in the dark, and easy to attach around the whole body. Modify Make it out of a material that dries instantly. Magnify Make it wide enough to keep two adults dry, or deep enough to cover one person to the knees. Minify Make it lighter (use a Styrofoam handle). Or make it small enough to fold up and fit inside a purse. Put to other uses Dig holes with it. Eliminate Take away the handle and attach the umbrella to a headband. Or prop it on a chair and use it as a sunshade. Reverse Turn it upside down, hang it on a tree, and fill it with birdseed. Rearrange Put the handle on the side. 79 | Page BRAINSTORMING Whenever possible, introduce an activity problem by having students brainstorm wither in a large group, small group or individually as many ideas as possible. As an example from the activity “A Coat Hanger for All Reasons” are these student responses: PROBLEM: How many different uses for a coat hanger? Light bulb remover Airport wind sock Turn on/off TV from a distance Open a locked car door Attach a magnet for metal pickup Axle for small-wheeled carriers Binocular holders Pajama strap finder Drawer dividers Handle for big dollhouse Book holder Small basketball hoop Jewelry item holder Weather vane Holder for loop earrings Frame for linen lunch box Bath towel holder Badminton frame Slingshot Frame for rag doll Bicycle basket Clock hands Hot plate stand Wire sculpture Dipstick for Easter eggs Christmas tree stand Bicycle stand Hanging pot hooks Doorstop Conductor’s baton Musical instrument Bird feeder stand Plant stand String instrument piece Umbrella frame Oil dipstick Holder for yard signs Gate hinges or gate latch Cookie cutter Fireplace poker Paint stirrer Sundial Dog leash Shoe rack Muzzle for a dog A bow Parts for a mobile Use for hanging ornaments Kite frame Rain gauge Butterfly net frame Depth stick measure A paint roller holder Portable fishing pole Permanent chopsticks Shish kebab skewer Stakes for tent A hat rack Giant safety pin Large paper clip Shoe scraper Dish holder Cartridge holder Tool holder Lunch box organizer Back scratcher Hot dog stick Planting pot rake Make home address numbers Wire cage handle Lightning rod for feeding angry alligators Marshmallow stick Newspaper rack Gun barrel cleaner Sheet music holder Spare button holder Soap bubble maker Storing washers Walkman holder Twists for garbage bags Nail puller 80 | Page PRACTICE SPONTANEOUS PROBLEMS If electric current could be carried on laser beams, name as many uses for the obsolete wire as you can. Using six pencils make four equal triangles. Limitation: The angle to the triangle must be formed by the ends of the pencils, not the intersection of pencils Bag device: Each group is given a bag of materials. Each is to invent and describe “The Creation” using everything in the bag once. The group is given ten minutes to complete the task. Draw a squiggle and pass it on to a teammate who has to make an invention from the squiggle. Create a recipe for friendship cake or crabby casserole using eight ingredients. Use eight straws to construct a sculpture. Nothing else may be used. Incorporate numbers in words-two-faced, innate, fourscore, etc. What are the uses for two tennis ball halves? Make a list of all the birds, trees, etc., you can think of List things that are red, soft, artificial, round, long, etc. List all the animals you can think of that jump, swim, fly, wiggle, etc. Using only your fingers, make as many different noises as possible Use two cotton swabs and improvise uses or pretend they are something else Name something that everyone else needs one more of and convince us why Talk to a dollar bill. (How do you feel? Inflated?) Name the advantages of having trees, oceans, glass, friends, mountains, pets, fur, mosquitoes, etc. Select a weather condition and make a statement as to when you want it to happen. Example: A blizzard to close school when exams are scheduled Use letters of the alphabet-words/phrases/sentences. Example: Try to “B” creative when you give a spontaneous answer Use the word “car” in a phrase, or name kinds of cars. Invent a new holiday, and describe how we could celebrate it. Name things you might find on the bottom of your shoe. Use the word card in a phrase, or name kinds of cards. List things that make you feel warm inside. Statue: Strike a pose and make a comment Name uses for a watercolor maker. Combine a door and an ice cream cone Use the word “Tall” in a word or phrase Name containers and what they hold Use the word “wheel” in a word or phrase Name things that are green and can be eaten. Improvise with or show a use for a pencil or pen Name a use for a room, or name kinds of rooms. List words with the same first and last letter (Dad). Name things that are loved, and who loves them. Name things you could see through a porthole. Name things with many small pieces or parts. Name things you would see if you were a worm. Name things you would find in a movie theater. Name things you would find in a kitchen drawer. Name things you might send in an envelope. Name things you do to get ready for the holidays. Name things you would find in a spider’s web. List things that are beautiful, and tell why. Name things you would find in a bowl of soup. Name things you could wrap around your finger. What can you do with a large pile of snow? Name ways to cut grass without a lawn mower. List purple things. Name things that are white and soft. Name classes you could take at a school. List things that include the word heart. List things associated with old age. Name things that have ears. Name things that come in pairs. Name things that are sweet and round. Name different kinds of hats. List things found in a tool box. List things that come in boxes. List things that are free. List things that are round and yellow. List things that you are thankful for. List jobs that help people and who they help. List Thanksgiving things. Name things that are flat and good to eat. Name kinds of animals and where they live. Name things that melt. The answer is red; what is the question? Name things that give off light. List uses for a worn out light bulb. List shiny things. What could you make out of an old shoe? 81 | Page Name things that are hollow. Name holidays. The answer is morning; what is the question? List gifts you would like to receive. List things to do on a winter vacation. Give uses for an old Christmas tree. Name things that are smooth. List two letter words. What could you do with a piece of string? Name things you can hang on a wall. Name things found in a castle. List uses for a toothbrush. Give uses for a light bulb List all the uses for an umbrella Name all kinds of boxes List all kinds of beds Make up three-syllable rhyming words Now try four-syllable words Use an animal in a phrase or sentence Name all the supports you can think of List sports. Name uses for a sidewalk Compare a button & paper Name kinds of bottles Name kinds of holes List uses of chewing gum List things you could store in a shoebox. List words with two syllables. Name things you can read. List things you don’t like to hear. Name household chores. List places to go on field trips. List things at a zoo. List things in a bag lunch. The answer is 12; what is the question? Name a place to play. Name ways to make people laugh. List words that begin with “Y.” List titles of books. List gifts that don’t cost anything. Name kinds of cookies. List girl’s names. Name sounds you hear in a kitchen. Name things you can do by yourself. List things you can do only once. List words that rhyme with take. Name places you like to visit. List brand names. List words ending in “~ly.” List reasons to stay in bed. Name cities. List things with points. Name kinds of fuels. List kinds of cars. List games. Talk to or improvise with the key. Name outdoor winter activities. Name ways to get to school. List words with five letters. List names of authors. Name things with spots. List three letter words. List things that are white and cold. List words beginning with the letter “J.” List things you could do with a pail of water. Name valuable things. List things you can do with one hand. List things that are sweet. List uses for a plastic sled. List words beginning with “in~.” List things a grandmother might say. The answer is “cold”; what is the question? List things you see out your front door. List words with three syllables. Name things you find in the ground. List boy’s names. List things in a kitchen cupboard. List uses for a garbage can. Name things with four corners. Name things you would find in a lake. Name things you think are beautiful Name words ending in “~ing.” Name things you put on. Name animal sounds, and tell the animal. Name breakfast things. List words that end in “W.” Name things you throw away. List bad habits. Name things with seeds. Name places to explore. Where would you find numbers? List things that crumble in your hand. List things you can wash. Name things that are white and hard. List uses for an empty film container. Name uses for “post it” notes. Name things that come in threes. Name things that you can see through. Name things that you turn. Name ice cream flavors. Name uses for a glove. Name ways to tell time. Name things you avoid. Where would you find a key? List things that become more valuable with age. List foods that are yellow. Name uses for Scotch tape. ALWAYS BE ON THE LOOKOUT FOR SPONTANEOUS PROBLEM PRACTICE IDEAS!! 82 | Page OUTSIDE ASSISTANCE NEW COACHES… Hardest part – Letting the team do it themselves EXPERIENCED COACHES… Hardest part – Letting the team do it themselves 83 | Page OUTSIDE ASSISTANCE Students learn best when they complete tasks on their own, and they develop a sense of pride and increased selfesteem whey they go beyond what is expected. To ensure that teams members get the full benefits of participation, and to ensure fairness, team members must design and create all aspects of their problem solution. WHAT IS CONSIDERED OUTSIDE ASSISTANCE? It is OA if anyone beside the team members SUGGEST or CHOOSES the theme, music, costumes, props, etc. SUGGEST or MAKES any part of the solution or style materials OFFERS IDEAS or Solves the problem for the team FILLS OUT any of the paperwork except Division 1 – (Div. 1 Coaches may record the team’s ideas. In their own worlds and decisions) ASSISTS in applying makeup, repairing materials or hairstyling ASSISTS the team in any way once they have left the staging area judge ANSWERS questions addressed to the team by a judge SIGNALS or ASSISTS the team in any way while they perform TEACHING TEAM MEMBERS SKILLS A coach or parent can be most helpful to team members when they teach them a skill that the team members may not have possessed before the Odyssey of the Mind™ year. It is important to remember that on one can suggest that they use a certain skill. One of the ideas behind the Odyssey of the Mind™ program is for team members to learn new skills. The following is an example of a situation. Situation: A team member is trying to hammer in a screw with a wrench. Most people would realize that this is not a proper technique. Approach the team member and ask them “Is that the proper technique for the job?” Most likely they will say “No.” There are several different techniques that the team member could use to solve the problem. Question the team member and allow them to explore some different techniques before allowing them to continue. Q1: Q2: Q3: Q4: What is the proper tool for screwing in a screw? They could choose to get a screw and screwdriver What do you normally hammer into a piece of wood? They could discover that they need a nail and hammer What do you normally use a wrench for instead of hammering? They could discover that they need a bolt and wrench Are there any other methods of attaching the two items? They could discover that they could glue it together Whatever technique they choose, once they have made a decision, someone can teach them the skill need for that job if they do not possess that skill. FIRST LET’S REIVEW THE BASICS Coaches have the responsibility to organize the team, maintain order and discipline. They may serve as a “secretary” to a team (no matter what division) as long as they write only what the team members say. (However, for other official forms, coaches may write them out only for Division I teams). Coaches are allowed to ask the team members questions to get them to think about their solutions and how to improve them. However, they may not ask questions in a leading way. For example: “Don’t you think it would be better to narrate your play, rather than act it out?” The correct way to state the question would be, “How many different ways are plays presented?” This will encourage the team to think creatively and not indicate that the coach thinks the way the play is presented should be changed. By asking broad questions, the coach stimulates the team members to think. This is the heart of the Odyssey of the Mind™ program. 84 | Page 101 OUTSIDE ASSISTANCE for PARENTS What parents may not do is provide the dreaded "Outside Assistance", for which the team will receive penalties at the tournament. Just remember that all ideas for the long-term problem solution, as well as all of the implementation of those ideas, must come from a team member. However, there is NO "Outside Assistance" in Spontaneous Problem Solving, so feel free to assist the coach, practice at home around the dinner table, and have fun with your family doing spontaneous problems with your child and/or other children. (Everyone loves spontaneous!) Did your child tell you that you may not help? That is absolutely That is absolutely Well? wrong! right! Which is it? BOTH! You may do many things to help the team, but there are also things you might want to do that would cost the team penalty points. So...how do you know the difference? Here is your own handy, dandy, just-forparents guideline! Do Don’t Transport the team to buy things Suggest what to buy Transport the props Repair props if broken in shipping Teach the team a skill, IF the team asks, such as: Suggest to the team which skills to use to solve a problem Suggest to the team, which skills would result in a better looking or better functioning solution Give the teams any ideas for their problem solution Sew anything, paint anything, do anything to contribute to the team's problem solution Analyze why something failed Expect perfection from a solution not done by adults (or from a solution done by adults, for that matter!) Suggest what materials to get from the attic, closet or basement Fix anything that breaks Criticize any part of a team's solution Put emphasis on scores instead of fun Sewing Woodworking Art electronics Engineering Principles of simple machines Help provide snacks Bring spontaneous problem supplies Help get the props into the building for the tournament + staging area Open attics, closets, basements for “garage sale value” materials As you can tell, parents ARE important, as resources for leaning skills, helping get materials, providing moral support, supplementing working brains with nourishment, and generally facilitating the logistics of a working team. Without your encouragement, your child will not develop the self-confidence that Odyssey of the Mind™ promotes. 85 | Page GENERAL CONCEPT The Team MUST conceive, design, construct, and perform their own ideas. The solution is the Team’s design, their work, their performance, and their score. The Team IS responsible for what they do, not the Coach. The Coach is a FACILITATOR. Odyssey of the Mind™ ™ challenges are for the students, not the coaches, nor the parents Conception and Design: Coaches CANNOT Coaches/Parents/Friends/etc. verbalize their ideas/solutions to the team Ask leading questions that cause the team to think of “your ideas” Have a person instruct the team on engineering techniques to specifically improve their unique solution Construction/Preparation/Practice: Coaches CANNOT Use a power tool on the team’s actual solution Demonstrate a construction technique specifically on the team’s actual solution Hold a team member’s hand while performing a task Use prior year’s props with a different team Help work on the team’s solution (only the actual team can do this) Help finish a prop due to lack of time ( team members know how to do it) Give “stage directions” –e.g. “You need to speak louder”(A team member should be the Stage Director) Hold a dress rehearsal before “judges” who give critical feedback to the team Performance: Coaches CANNOT Help the team with anything – costumes, hair, make-up Plug electrical cord/equipment into a performance site outlet Tell the team where to place a prop Prompt a “stuck” team member Help in any way during the team’s performance Conception and Design – Coaches CAN: Help the team to generally understand the rules Explain the Long-Term Problem to the team (without specific solution hints) Conduct brainstorming sessions for both Long-Term and Spontaneous Ask the team questions to make sure its solution is well thought out Give the team “homework” assignments based on their ideas Write down team’s ideas and/or instructions in the team’s words Have a resource person instruct the team on techniques – sewing, painting, acting, photography, sawing/hammering, construction Present many construction options to the team and let them choose Watch films, videos and live theater Construction/Preparation/Practice – Coaches CAN: Plug cords and/or electrical equipment into an outlet Move equipment and materials for the team Demonstrate proper use of power tools and equipment on something other than the team’s solution Have the team participate in a Basic Skills Workshop Use leftover paint from prior year (different prop) Use prior year’s props with exactly the SAME team Schedule practice sessions Help the team improve its Spontaneous skills and evaluate Spontaneous practice sessions Performance – Coaches CAN: Help move the props up to the Pre-Staging/Staging area & help with props after the performance is over Help the team “warm-up” for Spontaneous Obtain the team’s Long-Term scores after their performance 86 | Page PENALTIES FOR OUTSIDE ASSISTANCE There are really only two ways in which Outside Assistance is possible in Spontaneous. They are: (1) If, during the competition, one of the nonparticipating team members joins in to help the team members who are doing Spontaneous or (2) If someone obtained a copy of the problem(s) in advance and gave it to a competing team. What are the penalties, if Outside Assistance is present? Here is how an Outside Assistance penalty should be considered: First, you must consider the amount of assistance given. As an example – The coach who holds a team member’s hand for a few seconds while he/she is spray painting. If this is done while painting the prop, then a very small Outside Assistance penalty should be given. The questions the judge should ask are, “If the coach did not help spray this part of the prop, would my score have changed? How much did it help the team?” The assumption is that if the coach did not spray that part, he/she would have taught the team member to spray paint using another item. The answer to the question is obviously that the score would not have changed or would not have changed significantly. If the coach helped paint the entire prop, a larger penalty would be assessed. If the coach made the entire prop, a larger penalty, and if the coach had the idea for the prop as well as made it, an even larger penalty should be given. However, there is a second consideration. How much is the prop worth to the team? If the team did not have this prop, what difference would it have made? For example, assume the coach designs and makes an elaborate background set for the team. The team is in the structure problem and the set is one of the “free choice” Style categories. The greatest number of points that the team can earn for this set is 10, plus whatever of the 10 overall effect points it might add. In any case, no more than 20 points total. Therefore, the penalty should not be the maximum. However, suppose that the team is in the Classics problem wherein the set can be paramount to the play. Its set is the focal point for the performance. The penalty should be much greater. In the first instance, the structure problem, the judge should say to him/herself, “If I give this amount of penalty for a Style item, what penalty would I give if the coach designed and made the structure?” This obviously would be a maximum penalty since it is the entire Long-Term problem solution. Remember: A coach helps the team member to grow. This means providing a good environment, maintaining discipline, and stimulating – not influencing – its thinking. COMPLETING THE OUTSIDE ASSISTANCE FORM Every team has to fill out an Outside Assistance Form. If the team DID have any outside assistance, make sure they record it on the form or omit the assistance from the solution. Finding alternative ways to solve the problem with outside assistance is the spirit of the problem. Question your team prior to competition to make sure they have not received any help that they feel was not form a fellow team member. Make sure they understand what is and is not OA before they fill out the form. If none, the team must state that on the OA form. The team will be penalized for any outside assistance that they received even if it is stated on the form. 87 | Page OUTSIDE ASSISTANCE Q & A Because coaches want to do their job, do it well, and never place a team in jeopardy due to their own misinterpretation of what Outside Assistance is or isn’t. Excerpted below are sample questions posed by coaches and Odyssey of the Mind™ response. Scenario Question Answer Division I, a parent plugs in a power tool for one of the students, as it’s a rule in their house that no children are allowed to plug in any appliance. Is it OA for any non-team member to plug in a power tool that the team uses to complete its solution to the problem? No, the only prohibition would be during the team’s performance. The parent may not use the power tool to work on the problem solution. Kids try to assemble 2 boards together perpendicularly (4th graders) with screws and nails, but they keep falling apart. Is it OA to ask an adult who is familiar with carpentry how to fix the problem? An adult can tell and show the team members various ways to brace the boards as long as they do not show them specifically what to do for their solution. A team decided they will revolve their skit on a CELL theme. The coach gives them a homework assignment to come up with as many words that contain the word CELL, such as cellophane, cellular phone, etc. Is it OA for a coach to give a homework assignment that gets the kids to think more creatively about an initial idea that they came up with? Although the coach should not give the team any examples, the assignment is one of the types of things the coach should do to help the team develop its creativity. As the team deliberates on what its solution will be, the coach asks questions to make sure that the solution is well thought out. Is it OA for the coach to ask questions as the team is developing its solution? No – that’s exactly what a coach is for! (Just don’t ask leading questions.) A Div. I team needs to move a 4’ x 8’ sheet of plywood from the garage to a workshop area. Is it OA for non-team member to move the plywood for them? No, this is okay. Non-team members may not move items in the team’s performance time. A team wants to paint props. There is some paint that was left over from last year, but the colors were mixed by last year’s team. Would it be OA for a team to use something that was made by someone else even though essentially the same thing could easily be bought by any team? This is not OA as it is not the prop itself. Four of seven team members on a team in one year build some backdrops for use in their presentation. These same four are on a team the following year with three new members. Is it OA for the new team to use the backdrops built in the prior year? May a team use props from prior year in any situation without incurring an OA penalty? Props may be used from year to year as is ONLY if the team is of entirely the same composition. That is, no new team members and none that are no longer on the team. The work must be that of all current team members regardless of when it was done. A Division I team is spray-painting a prop. Is it OA for the coach to hold a team member’s hand for about 2 seconds (out of a 30minute job) to help show the proper way to spray paint? Only if he/she is not spraying the item that will be used as part of the solution. They must use a scrap piece of wood/paper to give this lesson. A Division I balsa team has a sheet of paper describing the order to put weights on (smaller diameter first, then larger, to allow hand grip space). Kids composed the form (came up with the idea) but the coach actually wrote it. Is it OA for a non-team member to write down the instructions used by team members during their presentation? Is this any different than the coach completing the Style Form for Division I? As long as the team members provided the information, it is okay for the coach to write it out. It is NOT different from the rules for the Style Form. A Div. I team is brainstorming their solution. Is it OA for the coach to write down the team members’ ideas for later review? This is a good idea. The only rule surrounding this is that the coach may only write down what the team members say. With proper training, it is possible to examine a structure and determine which element failed first and why. Is it OA for someone other than a team member to examine a failed structure and provide information for the team? This person may tell the team members what failed; however, he/she cannot tell the team why it failed or what to do to keep if from failing in the future. A team is preparing for spontaneous competition. The coach picks problems for them to practice that they think represents the type they will get. The coach tells them whether they given a creative/common response. The team is given constant feedback on the quality of their solutions. Is it OA for the coach to prepare their team for spontaneous competition in that manner? No, preparing teams is one of the primary roles of the coach. 88 | Page Scenario Question Answer A coach interprets an “engineering practice” to make it applicable to the current problem, (i.e. the engineering practice of material quality assurance could be translated into inspecting and sorting balsa prior to its use in a structure). Does the interpretation of HOW to apply general engineering practice to a problem represent OA? No, not as described. A younger sibling has been following with interest the experiments, designs, and “tricks of the trade” on an older sibling’s team. Can the younger sibling adopt the many “lessons learned” from following an older sibling’s team around for several years without incurring OA? This is okay to do as long as the younger sibling does not produce the exact thematic copies. A team is brainstorming about all the things that make you think of tropical islands. Is it OA for the coach to put those ideas on a flip board for everyone to see? This is okay, provided the coach writes only the team members’ words. A coach presents the team with a simple, generic demonstration of an engineering concept and the team immediately applies to their solution (i.e. how a truss withstands lateral loads better than a frame). Does the presentation of an engineering concept represent OA in this circumstance? As stated, yes. The coach would have to present several options of construction and demonstrate how each fails, but the team members must draw their own conclusions. A coach asks each team member to read one of the elements of the problem and explain what it means. Is it OA for the coach to write each element on paper and ask the team to group them on a bubble diagram that organizes the elements? Once the team organizes the elements, can the coach copy them down, make copies, & distribute to team members? (Any Division) It is okay for the coach to write down the elements, ask the team to group them and then copy the grouping and distribute copies to the team members. The coach may not add or change anything, however. Div. 1 Team is creating the script. Is it OA for the coach to write down what they say so that they can look at what they already have? This is okay in any division provided the coach writes only the team members’ words. The performance has been taped. Four kids think they need to schedule an extra practice; three think they do not and the performance cannot be done with just four. Is it OA for the coach to make the decision? Is it OA for the coach to say “Majority rules?” Is it OA for the coach to say they must come to a consensus (every person but 1 must agree)? It is up to the coach to make the decision or to decide on how the decision is to be made. Practice schedules are entirely within the coach’s purview. During check-in the coach hands the paperwork to the pre-staging judge. Is it OA for the coach to hand the paperwork to the judge? Although it is always good to have the team to hand in the paperwork, there is no rule against the coach hand it to the judge. Div. I team has decided to use what they think is tasteful bathroom humor in their skit. The coach has made sure everyone is aware of the rule about vulgarity. The team doesn’t think it’s vulgar but does not have a clue what adults think is vulgar (TV examples thrive in the arguments as of what adults think is acceptable). Is it OA for them to tell other adults their jokes and ask if they think it’s vulgar? No, this is okay to do. Even a clarification will not be able to state what any particular judging team will deem acceptable versus vulgar. A judge stops a team’s performance in longterm because the vehicle is marking the floor. At end of the performance parents standing outside the taped area lift the car to protect the floor. Is it OA for any non-team member to help with the props after the performance has ended? No. The team may have help with prop movement at any time except during the timed competition period. Kids get to World Finals and are uncrating their scenery and props (unscrewing crates). Is it OA for the coach to tell the team in what order to do everything? (We know they can help, but does a team member have to tell the adult to do it?) Can the coach point out things that broke and ask if the team is going to repair them? It is okay for the coach to tell the team what order to uncrate things. It is also okay for the coach to point out things that broke & ask if the team wishes to repair them. However, from that point, it’s up to the team members to decide whether and how to make repairs. A team member tells the adult who is helping to stack weights that he is going to go help resolve a problem with a prop. The adult verbally acknowledges that statement with the affirmation, “Sure, go ahead.” Does this represent OA? No. The team member made the decision to do this. It would be OA if the adult said, “Weight placement is more important, just stay here and continue with this” or if the adult initiated the conversation by telling the team member to go help with the prop. A Div. I team is having major problems figuring out how to keep track of information for their Materials Cost Form. Can the coach ask what information they are trying to track, how they intend to track it, and prepare some sheets for them to use to write the information as they go? Yes, the coach may do this. 89 | Page Scenario Question Answer It is summer time and the synopsis of next year’s problems have been published, but the full version has not been published. Are there any limitations on what a Coach can or can’t do with regard to OA? No, the rules are the rules all year. A team observed another team dressed up in chicken costumes that did very well. The next year the team decided to dress up as chickens. Is it OA (NOT creative) to observe successful performances in one year and copy facets of it in the next? No, it is not OA, but the coach should try to motivate the team to be original. Several different OotM teams are convened for the purpose of practicing spontaneous. The coach of each team has prepared a different spontaneous problem to give to each of the teams. Are the coaches in this instance providing OA? If not, and the coaches score the teams, is this OA? If not, and the scores are provided back to the teams, is this OA? None of these circumstances is OA. Same as the above, but the purpose is to practice each team’s long-term solutions and present them to all of the other teams. As described, is anyone in this instance providing OA? If not, and the teams are scored, is this OA? If not, and the scores are provided back to the teams, is this OA? The teams may present their solutions to each other & be scored. They may not give verbal comments. (Comments would give the team a specific direction in not only what category should be improved, but what specific items to change. (e.g. “Costumes were colorful, but all were alike, so little creativity was exhibited.”) As an Odyssey coach, you select the seven students on the team, Long-Term problem, schedule for the year, assign parents specific duties, & manage all aspects of the team activities. Is this outside assistance? NO. It is an example of an overbearing coach! Coaches should involve the students in all the major decisions related to the team. The team has been working for several months on Spontaneous, but hasn’t decided on the Long-Term problem. Two team members cannot continue to be on the team, so the team decides to bring another student who wants to participate. Is this outside assistance? NO. Since the Long-Term problem has not been addresses this would not be OA. The team has been working on Spontaneous and Long-Term for months. The student who designed the structure is moving before the tournament. The team decides to use the structure designed by the departing student. Is this outside assistance? NO. As long as the member who left is not replaced, that structure design may be used. The student’s name should be listed on the forms. As the tournament approaches, the coach, and team discover that they will go over the cost limit for the problem. The coach suggests what items are too expensive and should be replaced and makes the adjustments on the Cost Form. Is this outside assistance? YES. The coach is making decisions for the team that relate directly to the team’s solution. The team should be making these decisions and the adjustments. The team is unaware that their vehicle has left the performance area and is in danger of running off the staged area. A stranger from the audience calls out a warning during the performance. A team member hears and reacts to keep the car from falling off the stage area and possibly being damaged. Is this outside assistance? YES. There cannot be assistance of any kind from anyone other than the seven team members during the performance. The team is in the staging area preparing to present their solution. As they get clearance to move their props from the staging to the performance area, a team member’s father lifts a heavy piece of scenery onto the performance area. Is this outside assistance? YES. No assistance is allowed from a nonteam member once the team leaves the staging area. Non-team members may assist getting materials to the staging area, but not from the staging area. If a prop is too heavy, the students should not use it. You have taken a few of your team members to the fabric store to pick out fabric for their costumes. They have picked out a fabric that will be difficult to work with and not give them the results they are looking for. You find another fabric for them and explain why this is a better choice. Is this outside assistance? YES. A better solution would have been to show them several different fabrics and discuss with them what made each one better or worse for their purposes, and let them pick out the final product. 90 | Page Scenario Question Answer At the tournament, a team supporter of yours presents you with a video tape of an alleged infraction of another team supposedly unrecorded by a judging team. The supporter’s intent is to have the other team be penalized for this alleged rule infraction which would eventually help your team move up in the standings. Is this outside assistance? NO. While this is not considered OA, it would be considered Unsportsmanlike Conduct and could result in a penalty for the team if the video were presented to an official. No one video tapes or reports on another team’s activities in Odyssey of the Mind™ . Judging teams or other tournament officials are the only individuals who evaluate teams’ performances and related activities. One of your parents offers to come in and do a sketch on the backdrop the kids are having trouble with. Is this outside assistance? YES. Only the team members are allowed to do any part of the backdrop. If they are having trouble and a parent helps the team discover the problem, this would not be OA. You have arranged for an engineer to come and talk to your team about the power source they’re planning to use. The kids have narrowed down their choice to two, and the engineer tells them which of these will work best for their purposes. Is this outside assistance? YES. The engineer has made the choice for the team. He should have given them pros and cons about each power source, and let the team decide on their own which on would best suit their purpose. Your team is doing the structure problem. The structural engineer you have asked to talk to the team tells them what makes structures hold weight and what makes them break. Is this outside assistance? NO. The structural engineer is not telling them how to solve their problem. The team has designed a device that requires some very unusual parts. The team gives you their list of parts, and on your day off, you go to the local salvage yard to find them. Is this outside assistance? NO. As long as the team has provided you with the specifications, you may obtain the supplies for them. It is only OA if they did not give you the requirements and you decided what parts would work. Your school’s drama teacher has viewed the team’s performance and gives them tips on how to use timing to make the skit more humorous. Is this outside assistance? NO. The drama teacher did not help them solve the problem in any way. She is only giving acting tips. The team has found the engine they want to use on their vehicle. They don’t want to buy the built engine, and the owner offers to come to a team meeting and advise them. He takes the engine apart piece by piece in front of the team, explaining what each piece is and how it works. He then reverses the process, putting the engine back together and offers to sell the team used parts. Is this outside assistance? NO. The owner of the engine will not be building the engine that the team will be taking to tournament. He has only shown them how HIS engine was built. The team has to build their own engine. The team’s coach meets with the team as often as the team feels is necessary. For every meeting the Coach practices spontaneous, arranges for snacks, and provides the supplies the team has asked for. Guides them in their solution by asking questions designed to make them think about their solution. Reminds them to re-read the problem & keep up with their paperwork. Is this outside assistance? NO. The coach is doing an excellent job, by providing guidance, not solutions. 91 | Page TOURNAMENT DAY 92 | Page TYPICAL COMPETITION DAY 7:00 – 8:00 Structure Weigh-In and Check-In 7:15 – 8:00 Team Check-In 7:30 – 8:00 Judges Meeting 7:45 – 8:00 Set-up for Banner Parade (need to make banner- it will be judged) 8:00 Opening Ceremonies 9:00 Team Present Long-Term Solutions (see program for sites) 9:00 Spontaneous Begins (see program for sites) All Day Food Sales All Day Souvenir Sales 3:00 Creative Activity (Cake Bingo or T-shirt Bingo) 5:00 Awards Ceremony 93 | Page Competition Day Checklist 1. Check-in There will be a registration table set up near the entrance for the coach to check-in the team(s). (Kids can wait away from the table at a predetermined location away from check-in!) Coaches will receive a tournament schedule, a map of the tournament site, and a certificate of participation for each team member. 2. Check the schedule Be sure to check the schedule for your Long-Term performance time and your Spontaneous time. In rare instances, there may be a last minute time change. 3. Find your Long-Term and Spontaneous competition areas In the Long-Term area find the Staging Area; check out the stage orientation in the performance area; where the judges will be, where the audience will be sitting, etc. In the Spontaneous area, find the check-in table. Be aware that it is important to be quiet when you are near the Long-Term and Spontaneous competition areas, so that you do not disturb teams that are competing. 4. Costumes and props Find a place near the Long-Term performance area where team members can change into their costumes and do their hair/make up/etc. (Remember, team members must do their own hair and makeup.) Team materials should not be unloaded until right before the team is required to check-in prior to their long-term performance. Team materials should be promptly reloaded after their long-term competition. 5. Spontaneous practice spot Allow the team time for a few Spontaneous practice problems before their Spontaneous competition. Find a place where they can practice without distractions. This will help settle the team and prepare them for competition. 6. Other important stuff Give the team time to check out the Odyssey souvenir tables. They may want to buy their items early — popular items sell out fast! There are usually snacks/drinks available for purchase at the tournament, though some teams bring their own snacks/drinks in a cooler. One of the best things to do with your “down time” is to go and watch other teams perform their Long-Term solutions. It’s fun to see some problems other than your own, and to see different divisions than your own. Team members can really appreciate the efforts of other teams while they watch their creative solutions! 7. Getting scores Coaches will be told how long to wait before returning to the Long-Term area to pick up their scores. The Head Judge will release the scores only to the team coach. Coaches have 30 minutes after receiving their scores to return to the judge with any questions. Scores from the first 4-5 teams performing in Long-Term are “held” by judges to help them calibrate subjective scoring elements. Those scores are released to coaches after those first 4-5 performs. Check the schedule to help you determine when the scores will be available, or ask the head judge at your performance site for a time estimate. Spontaneous scores are not given out until after the Awards Ceremony. Overall scores are posted on the state website after the Tournament. 8. Awards Ceremony Teams, coaches, family, and friends all feel the excitement when they come to the Awards Ceremony! It is best to get there early, so you can all sit together. Remind everyone that scores are sometimes delayed, so it’s important to be patient. The Awards Ceremony will have some general announcements, OMER’s Award and Ranatra Fusca Award and some special awards as well as the tournament results. (It always seems like the results of your problem/division are announced last!) Please stay until all results are announced — everyone deserves your applause. 9. World Finals Coaches Meeting Meetings for World Finals-eligible coaches are held immediately after the State Finals Awards Ceremony. World Finalseligible coaches are required to attend this important meeting. 94 | Page REMINDERS FOR THE COACH 1. Team provided volunteer Two weeks prior to the tournament you will receive an email for your tournament volunteer sign up. 2. Tournament transportation Prior to the tournament, make sure that transportation to the tournament is arranged for team and props. 3. Paperwork Have your paperwork prepared in advance and make sure the team has extra copies of their forms. 4. Spontaneous practice Have a few Spontaneous practice problems to warm up the team. End your practice with a lot of encouragement and positive reinforcement! Do not allow team members to take cell phones or watches in the Spontaneous competition area. If something goes off unintentionally, it could interrupt the focus and/or timing. 5. First Aid Kits The tournament site will have access to emergency medical help. It is also convenient for coaches to carry a small First Aid kit for little mishaps with the kids! The team should have a “First Aid Kit” for their props/scenery/costumes/etc. It should include items to repair any damages that may occur. 6. Wear a watch It is the coach’s responsibility to get teams to their competitions on time. You should report to the Staging Area 20 minutes before your Long-Term competition. You should report to the Spontaneous check in table 15 minutes before your competition time. 7. Parents attending Remind parents to arrive early at the tournament. If they arrive after the team’s Long-Term performance has begun, they will not be allowed to enter the performance area and watch the performance. There are no exceptions to this rule!!! Make sure that family members and friends understand this, so there are no misunderstandings on tournament day. 8. Buy souvenirs early! Try to find sometime in the day to let your team members shop for souvenirs. Popular items often sell out early! 9. Odyssey Bingo Everyone can play Odyssey Bingo. It is a fun relaxing way to spend time and possibly win a cake or t-shirt. Proceeds from Odyssey Bingo support Georgia teams going to World Finals. 10. Free time You should have blocks of free time during the day. Use this time to watch other teams perform, to snack, or just to relax and “play” (bring a Frisbee, jump rope, etc.). Be aware of team members’ behaviors, if you sense a lot of stress/tension try to do something fun to relieve it. Go outside and play a game, have snack time together — do whatever it takes to relax the team. Remember — the competition day is supposed to be fun! Meet with Parents Prior to Tournament Day Remind parents that Odyssey of the Mind™ is a Kid program, adult input is not appropriate. The team members have been working for months to prepare for the competition. The tournament is when teams get to present their problem solutions to the judges. Parents must refrain from making suggestions (Why don’t you...?), helping (kids do hair and makeup themselves), touching up (This needs...), repairing, etc. Your team can receive outside assistance penalties if you are doing any of these things. Tell parents they may be needed to sit with team props. Ask one or more parents to tape the team’s performance. It’s nice remembrance of the day and great learning tool for next year. Provide parents with an agenda/schedule of the day’s events. Include items such as opening ceremony, performance times, lunch, unloading/loading props and closing ceremony. 95 | Page REMINDERS FOR THE TEAM 1. Is your tournament paperwork ready? Style Forms – 4 copies Team Required Form – 4 copies Material Cost Form – 1 copy Outside Assistance Form – 1 copy Team Clarification(s) Copy of your receipts Make sure you have these together and completed before the tournament! 2. Judges It is important to be respectful to the judges at all times, and to listen carefully to their instructions and their questions. The judges want all teams to do their best. The competition is your opportunity to showcase all of your hard work for the year. Remember that judges are volunteers who work very hard to be knowledgeable about the problems and fair to team members. 3. Keep the Spontaneous problem confidential!! All teams competing in the same problem and division have the same Spontaneous problem. Teams are on the honor system to keep the problem confidential until after World Finals. Your team can be penalized for discussing the Spontaneous problem outside of the Spontaneous room. 4. Courtesy to other teams Teams should be quiet and non-disruptive when they are near a Long-Term performance area or the Spontaneous competition area. As teams walk around the tournament they should not touch other team’s props/scenery/costumes/etc. Rowdy behavior and/or damaging another team’s items may result in a penalty to your team. 5. Bringing personal items to the tournament Team members should bring a small amount of cash for souvenirs/snacks. Try not to bring expensive personal items like jewelry, cameras, laptop computers, cell phones, etc. Items lost are almost always returned, but if you don’t bring them — you can’t lose them! 6. Have fun! Remember that the tournament is supposed to be an enjoyable experience! Teams come to the tournament to compete against and to appreciate other teams. Have fun! 96 | Page TOURNAMENT DAY A Primer for Parents Tournament Day is a special day for an Odyssey of the Mind team. It is the culmination of months of hard work. The team has planned their solution, tried ideas, failed, redesigned, and finally completed the requirements. They are likely to be both excited and nervous as competition day approaches. As loving parents, it is natural that you want what is best for your child. You naturally care how they do and want everything to be perfect. This sheet is for you, to let you know what to expect and to help you support your child on the day of the tournament. What to expect (and what not to expect): Don’t expect perfection from anything you see, be it judges, teams or other parents. Don’t expect everything to go flawlessly. Murphy loves Odyssey of the Mind tournaments. Do expect things to need fixing and updating and give your children the space to do that on their own. Do understand that judges, coaches, other teams and other parents all want the best for your children. Do expect that judges will want to talk to the team after the performance. This is normal. Don’t move in with your congratulations until the judges are done. Some things you should be sure to do: Do say “thank you” to the tournament volunteers. Do say “thank you” to the coach. Do congratulate your children, and support them emotionally, but give them the space to be alone with their teammates before and after performance time. Do help your children unload things from the car. Do help your children remove items from the performance area when they are finished with the judges. Some things you should not do: Don’t talk to the judges, except to say, “Thank You”. Leave all other interactions with judges to the coach and the team. Don’t help your children move anything into the performance area. Don’t help with costumes or make-up. Don’t give advice on anything relating to the problem solution, even the smallest thing. Don’t repair anything! If something breaks, the team must repair it, even if you broke it! A word about success and winning in the program By the time teams have made it to the tournament, they have already succeeded and won. They have taken on a problem and solved it on their own. This constitutes success in Odyssey of the Mind. Our teams may win or they may lose. They may get first place or they may get last. In any case, they have accomplished their goal and solved their problem. They deserve respect and sincere congratulations for their hard work and dedication. Never utter the phrase “It’s all right, honey” to an upset team. Don’t subscribe to any critical thoughts they have. Your children will look to you and their coach for another point of view. Let your words define their success. If they failed, acknowledge the failure and congratulate them for their hard work and dedication. Praise the team for their accomplishments, encourage them to improve upon their failures, and encourage them to judge based on a year of hard work. Odyssey of the Mind participants cannot help but compare themselves to what they see, but remind them that they learned a lot this year and encourage them to learn more from tournament day. What they will remember about Odyssey of the Mind is a year of fun meetings; don’t let the tournament change that. 97 | Page SCORING 98 | Page SCORING ODYSSEY OF THE MIND™ PROBLEMS All Odyssey of the Mind™ scores awarded by officials during competition are “raw” scores. Long-Term raw scores may be any number up to 200. Style scores may be any number up to 50. Spontaneous raw scores may be any number, depending on the problem and the scoring criteria. Raw scores are then “scaled” (sort of like curving grades). YOUR TEAM’S RAW SCORE MEANS ALMOST NOTHING BY ITSELF - a Long-Term raw score of 120 out of 200 might be the highest or the lowest score of the day. You won’t know how your score compares with others until the scores are announced at the end of the awards ceremony. Long-term scores are given to the coach by the Head Judge approximately 30 minutes after the team’s long-term performance. The head judge will explain the long-term scores and answer any questions. Raw Spontaneous scores are not told to the team after they compete in spontaneous. The top Long-Term raw score in a given problem and division is scaled to 200 in the Score Room. The highest Style raw score is scaled to 50. The highest spontaneous score in the same problem and division is scaled to 100. All other teams’ scores are scaled accordingly. Penalties are deducted in the Score Room from the final, scaled total score. A team that has a raw score that qualifies them in first place in all three categories, with no penalties, would have a scaled total score of 350. Many times one team may be top in spontaneous, another will be top in long-term, and perhaps a third team to be top in style. Thus, you can’t see that until all scores are entered and scaled, looking at your scores only tells you what the judges liked and what perhaps impressed them less. Some scores in Long-Term are OBJECTIVE: whether the vehicle crossed the line or it didn’t; either the sound effect was produced or it wasn’t. Long-Term judges will give the team the same score (all or nothing -- the action occurred or it didn’t). The judges’ decision is final (video tapes will never be considered in making a judgment call). If all the officials agree that they didn’t see something, it didn’t happen (so far as scores are concerned). Some scores in Long-Term are SUBJECTIVE: the score reflects the opinion of a given set of officials on a given day. SUBJECTIVE SCORES may not be questioned. Officials have given their opinion of a team’s creativity or performance, and their decision is final! The officials judging a given category each give their scores and these scores are averaged. If they thought a musical composition was worth 10 points out of 20, it wouldn’t matter if John Williams or Mozart was in the audience saying it was a perfect composition--subjective scores are final! This includes all style scores, which, of course, are entirely subjective. Scoring Examples: Team A Raw Scores: Team B Raw Scores: Team C Raw Scores: Long-term 162 Long-term 140 Long-term 122 Style 37 Style 43 Style 49 Spontaneous 95 Spontaneous 125 Spontaneous 100 When these team’s scores are scaled, the final scores (and total) will be as follows: Team A Scaled (Final) Scores: Long-term 200 Style 37.76 Spontaneous 76 Team B Scaled (Final) Scores: Long-term 172.84 Style 42.14 Spontaneous 100 Team C Scaled (Final) Scores: Long-term 150.62 Style 50 Spontaneous 80 Total: 313.76 Total: 314.98 Total: 280.62 Note: To get Team B’s scaled long-term score, take the raw score, 140, multiply by highest possible, 200, and divide by the top long-term score, 162. Use this procedure for each score in each category, according to the possible maximums. Also note that the range of spontaneous raw scores can result in a great impact on the total, scaled scores. Sometimes spontaneous scores are all very close; sometimes there is a very wide range. In the example above, Team A was first in Long-Term, Team C was first in Style, but Team B was first in spontaneous and had strong long-term and style scores, placing them first overall. It is extremely important that teams understand that scoring at a tournament is subjective. Teams cannot, control all of their scores, and should concentrate on doing their best in solving the problem to the best of their abilities. A team that has given its best effort will be a winner, regardless of score. Even failure is a positive in Odyssey, because, in the words of one former participant, “you learn more from failure than you ever learn from success”. At the Regional level, the top teams based on the number of teams competing advance to State Finals. First and second place teams continue on to the World Finals competition. Teams awarded the Ranatra Fusca award for exceptional creativity, automatically advance to the next level of competition. 99 | Page FORMS NOTE: THE NEXT FEW PAGES ARE AN IDEA OF HOW ONE TEAM ORGANIZED THEIR SEASON 100 | Page SAMPLE CALLING ALL: ODYSSEY OF THE MIND INFORMATIONAL MEETING Now that the kids are back in school, it’s time to think about extra-curricular activities! There is a program that explores the unique differences in students, celebrates who they are, how they learn, and teaches every life skill in the process! Odyssey of the Mind will challenge your student to think in new directions. It will encourage them to step out, teach them self confidence in their individuality, and teach them to appreciate and respect the individuality and abilities of their peers! (SCHOOL) will host an informational meeting to introduce the program. Interested parents and students are invited to participate with your student and learn about the program in the process. ENGINEERS WRITERS ACTORS SCIENTISTS PROBLEM-SOLVERS PROJECT MANAGERS ARTISTS AND CREATIVE THINKERS WE NEED YOU! Odyssey of the Mind is an international educational program that provides creative problem-solving opportunities for students from kindergarten through college. Kids apply their creativity to solve problems that range from building contraptions, designing and painting props, making a costume, writing scripts, making decisions, taking risks and having fun with creativity. Students work 1-3 hours a week in team of 5-7 members, learning selfconfidence, evaluating ideas and solving one of five problems. No adult assistance is permitted in this process. WHEN st Wed., Aug. 21 5:30pm–6:30pm They then bring their solutions to competition on the local, state, and World level. Thousands of teams from throughout the U.S. and from about 25 other countries participate in the program. Teams will be formed through tryouts rd th to be held September 3 and 5 . WHERE (TEACHER) Classroom Build • Explore • Live • Invent • Experience • Venture • Excite • BE… Beyond the Box 101 | Page ODYSSEY OF THE MIND™ SAMPLE TEAM PARENT MEETING AGENDA I. Odyssey Overview II. Component Overview III. Discuss Process Typical Competition Day Regional Tournament Choices March 1 - Davis MS - Flowery Branch March 15 - Parkview HS – Lilburn State Tournament - Mar. 29 – Columbus State University, Columbus, GA World Finals – May 20 – 24 – Michigan State University IV. Expectations and Responsibilities Team Members & Parents Contract Volunteer(s) Tournament Judge Training (Jan. 25 @Trickum MS 8:30 – 2:30) Tournament Day Volunteer (1-2 hrs) Regional Tournament - Cake for Bingo (store bought or homemade) Lunch/Dinner – parents alternate to bring lunch/dinner on Saturday’s Parents as Resources Art Techniques / Engineering / Junk/Materials V. Outside Assistance VI. VII. Budget Team Account Georgia Odyssey of the Mind™ - Team Registration - $80 team Spontaneous Workshop - $40 team Materials (paint, duct tape, hot glue sticks, wood, bolts, nuts, etc.) Snacks & Field Trip Event Tickets Team T-shirts State Tournament Expenses (April) Uhaul/Transportation Hotel/Meals Materials World Expenses (May) Registration Fee Materials Transportation/Hotel/Meals Props Shipping Cost Extras: T-shirts for Family members & Trading Pins Set Meeting Calendar VIII. Field Trips IX. Miscellaneous Carpooling/ Transportation Communication 102 | Page SAMPLE ODYSSEY OF THE MIND™ E X P E C T AT I O N S Expectations of Students: Your coach has volunteered to work with your team. He/She had to give up some other activities in order to coach your team. Never forget that. This is a school-sponsored activity. Regardless of whether the meetings are held at school or in someone’s home, behavior that is inappropriate at school is inappropriate at Odyssey of the Mind™ meetings. In Odyssey of the Mind™, all ideas are worth hearing. Rude remarks about the ideas of others will not be tolerated. Being on a team…means being responsible for your share of the tasks. If you volunteer to do something, follow through. Odyssey of the Mind™ is an extracurricular activity. That means it should not interfere with your schoolwork in any way. Homework before Odyssey of the Mind™ work! Expectations of Parents: Please be considerate of the coaches’ time. Be prompt when dropping off/picking up at meetings. Do not schedule appointments for your child during the time usually reserved for the team’s regular meeting unless it is absolutely unavoidable. At meetings, every team member is needed. Expenses occurred by the team in creating its solution must be shared by team members. Some coaches are uncomfortable about asking for money, so make it a point to ask from time to time. Materials should not cost much, but the coach should not have to pay for everything. Parents must have respect for the integrity of the team’s solution. “No Outside Assistance” means just that. The coach should never allow his/her ideas to enter into the team’s solution. Please don’t say: “I wish I could help you, but I work.” We are all busy people. We all work full-time. Helping the team by being a go-fer, assisting the coach, or providing a snack can be very inconvenient, but it’s part of the package. Please try to say yes when the coach asks for something. If you have any concerns about your child, the team’s progress, or the coach, communicate with appropriate party. Don’t wait for a small problem to become a big one. Tell the coach or the Odyssey of the Mind™ Coordinator. Expectations of Coaches: Coaches will provide monthly meeting calendars so that everyone knows when and where meetings will be held. Coaches should help every team member contribute his or her unique skills and talents to the solution of the problem. In all teams there are members who are outgoing and assertive, and members who are quite and less likely to volunteer ideas-coaches should try to “level the playing field” so that all members of a team feel comfortable sharing ideas and expertise. Coaches May Not have competitive goals for the team. A coach’s role in Odyssey of the Mind™ is to oversee the process, to help the team organize itself to meet its own goals. Pushing the team towards its best effort is different from pushing the team to win. Emphasizing, “winning” rather than “best effort” may result in the team feeling a sense of failure at anything less than First Place. Coaches need to remember Odyssey of the Mind™ is supposed to be Fun! 103 | Page SAMPLE ODYSSEY OF THE MI ND™ STUDENT CONTRACT __________________________________ School supports the Odyssey of the Mind™ team and their coaches as they work toward completing their problem. To show my support of my fellow team members, coaches, and my school: I will encourage and be supportive of my fellow team members. I will listen to and consider their suggestions and ideas. I will not criticize anyone’s ideas. I will show respect for the feelings of my team members. I will accept that my ideas may not always be used immediately. If a suggestion I make to the team is not used, this does not mean the suggestion was not valuable. It may be used at a later time. I agree to cooperate on whatever solution the team chooses, even if it is not my first choice. I agree that all solutions, 'including props, costumes, signs, etc., will be made completely by me or a member of my team. I realize that if there is any part of our solution that the team cannot complete without assistance, we must redesign that part of the solution. I will respect my coaches and remember that they volunteer their time to help me and my team members work toward our solution. I understand that there will be consequences for misbehaving. I agree that my behavior at meetings will be constructive. If it is behavior that is not appropriate in school, it is not appropriate at an Odyssey meeting. I agree to solve the problem with only my fellow team members. I will talk to my coaches when I am not sure what kind of assistance is acceptable. I understand that, at the competition, only 5 team members will participate in Spontaneous and all 7 team members will present the long-term solution. However, each member of the team is responsible for having solved the problem. I understand that the Georgia Odyssey program recognizes all teams that bring a solution to the tournaments are considered "winners." I agree to show other teams the utmost respect and good sportsmanship. I understand that Odyssey of the Mind™ is a commitment. My fellow team members, coaches, and family are showing commitment too. I will attend meetings, participate, and work toward all goals. I have a responsibility to these other people. I will enjoy myself. Along with all the work, come friendships, pride of accomplishment, and fun! _________________________________________________ __________________________ Student Signature Date 104 | Page SAMPLE ODYSSEY OF THE MI ND™ PARENT CONTRACT _________________________ School supports the Odyssey of the Mind™ team and their coaches as they work toward completing their problems. Each child should experience a supportive environment within his/her team. To show my support for the team and the coaches: I agree to support the philosophy of Odyssey of the Mind™, including good sportsmanship, team cooperation, and proper manners toward others. I understand that Odyssey of the Mind™ is a long-term commitment and I will ensure that my child attend and participate at each team meeting for the full meeting time. If there is a scheduling conflict or illness, either my child or I will notify the coach in as far advance of the meeting as possible. I understand that each team member is critical, and I will see that my child honors his/her commitment to the team. In the proper spirit of Odyssey competitions, I agree not to assist with the actual development or construction of the team long-term problem solution. I understand “Outside Assistance” and acknowledge that all creations, inventions, decorations, and ideas must come from the team members themselves. I agree to remember that my child has worked hard to do their best and proud of their accomplishments. I will encourage creativity, perseverance, teamwork, and divergent thinking by supporting the Odyssey of the Mind™ program at my school. I will remember that Odyssey of the Mind™ team members are winners because they’re trying. I agree to make every effort to have my child attend each meeting. If there is a conflict, either my child or I will notify the coach(es). I realize that my child's coach(es) will be contributing a significant amount of time and effort to provide a rewarding experience. I can help ease the coach(e)s time commitment by providing snacks when it is my turn, occasionally driving team members on supply runs, and being punctual when dropping off or picking up my child from meetings. I agree to discuss all items on this contract with my child. _________________________________________________ __________________________ Parent Signature Date 105 | Page 106 | Page 107 | Page Style Form Team members must complete this form. Adults may help fill it out for Division I team members only. A minimum of four copies is required for each competition. These must be presented to the Staging Area Judge. PLEASE PRINT. *Note that no element scored in the Long-Term problem may be selected. Long-Term Problem __________________________________________________ Membership Name __________________________________________ City __________________________________________ Division _____________ Membership # _________________ State/Prov. ___________ Country ____________ Judge(s) ___________________________________________________________________________________ Style Category Possible Points Points Awarded (Team fills in #1 to #4) (Judge fills in) (If the category is “Free choice of team,” do not include anything that is scored in long-term problem scoring.) 1. 1 to 10 1. __________________ 2. 1 to 10 2. __________________ 3. 1 to 10 3. __________________ 4. 1 to 10 4. __________________ 5. Overall effect of the four Style elements in the performance. 1 to 10 5. __________________ Briefly tell how the four Style elements combine to enhance the long-term problem solution. Please print or type and use only the space below. TOTAL STYLE SCORE = (Maximum possible = 50 points) NOTE: This form may be photocopied or scanned into a computer, but it may not be altered in any way 108 | Page