Title: Free Methodist Bible Quizzing
1Free MethodistBible Quizzing
2A Bit of History
The Free Methodist Church was a pioneer for Bible
Quizzing. It began in the 1950s under the
direction of Dr. Ernest Keasling, then General
Director of Free Methodist Youth. Dr. Keasling
launched the program as a way to attract teens to
the study of Gods Word. Since that time,
thousands of Free Methodist teens have been
enriched and blessed through their experiences in
Bible Quizzing.
3What are our leaders saying?
- Bishop Gerald Bates
- I am very pleased at the resurgence of quizzing
across the denomination. It is particularly
gratifying to see substantial numbers of smaller
churches joining in. The in-depth exposure to
Gods Word, the team dynamics, and the broader
networking all tend to strengthen the
participants in Christian discipleship and build
the church. Historically, many of our current
church leaders were quizzers, a significant
endorsement in itself.
4What are quizzers saying?
- Ashley Farner, Gowanda, NY FMC
- God really changed my life through quizzing.
Now when kids ask why I believe in God, I have a
sturdy answer. I now understand and believe in
the Bible more than I ever had. Another good
thing about Bible Quizzing that really helped in
my life was the memory quotes. My favorite verse
is Philippians 46-7. This is my favorite
because I used to get worried about everything,
but this verse taught me just to go to God, and
you have nothing to worry about if you ask Him to
help you. Bible Quizzing has been a true
blessing to me!
5What are quizzers saying?
- Lydia Scandrett, Alton, IL FMC
- Quizzing has impacted my life in a HUGE way.
Through quizzing, I have made more Christian
friends than I can count, I have learned more
Bible verses than I can count, and, as a result,
my relationship with God and my family has grown
in ways I couldnt ever have imagined! I am able
to use the Bible verses I have learned on a
day-to-day basis, and God gives me insights and
shows me how I can use the verses I have learned
to help others. In Philippians, Paul says that
we should shine like stars in the universe.
Bible Quizzing has helped me to do just that.
6Rules in Brief
- 2 teams of 3 each quiz against each other (the
minimum is 2 per team and you can substitute
other quizzers in as well) - Each team quiz is 15 questions long
- Each question is worth 20 points each (equal
weight among questions). No points are deducted
for incorrect answers - Quizzers have 20 seconds to answer a question
7Rules in Brief, cont.
- Questions can be pre-jumped (question not
completed), however if the question is not
correctly completed or answered, the question is
re-read for the opposing team only. - Only the first 4 quizzers off their seats are
eligible to attempt an answer. - A quizzer may correctly answer only 5 questions
per quiz (quiz-out). - The team with highest points at the end wins.
8Divisions of Competition
- There are 2 levels of FMC Bible Quizzing
- Young Teen (Grades 6-9)
- Senior Teen (Grades 9-12)
- (9th graders can quiz at either level)
- There are an additional 2 levels based on
experience - Rookie Division
- Veteran Division
9Team Set-Up
- Young Teen teams must consist of only teens in
grades 6-9. - Senior Teen teams may consist of quizzers in
grades 6-12, provided at least one quizzer is in
grade 10-12. - A Rookie team can only have one veteran quizzer
on it.
10The New Year
11Coachs Expectations
- Give the quizzers a schedule for the year that
includes practices and tournaments. - What are your minimum expectations? What do you
hope to accomplish this year? - Attends practices and tournaments
- Knows all of the quotes
- Etc.
12Quizzer Expectations
- Give quizzers the opportunity to set their own
goals and their own expectations. Chart their
progress. - Study for 10 minutes a day or an hour a week
- Quiz out once at the next tournament
- Memorize a chapter (or 2 or 3)
- Offer rewards if they meet their goals.
- These goals can be adjusted on a monthly basis.
13Parental Expectations
- Send out a letter stating the benefits of
quizzing - The value of the memorized word
- Study skills that will be gained and transfer
over to school and college - The value of disciplining oneself to study when
the desire is not there - Gain their involvement and support
- Attend tournaments as coaches or help at
practices - Study with their teens and hold them accountable
- Keep them involved and in the loop
14The Coach
15The Coach
- Any coach who works intensely with a quiz
ministry is in a very strategic position as a
role-model, spiritual mentor or as a disciple
builder. Quizzing is much more than a game. It
is an avenue of disciplining teenagers to become
more like Christ, to become serious students of
the Bible and to see their role in fulfilling the
Great Commission.
16The Coach is to.
- Be a person of spiritual character with an
interest in young people and their spiritual
development - Be willing and able to lead youth into biblical
truths and help them apply those truths to their
lives - Be willing to give of his/her time in quiz
practices, prayer, preparation and numerous trips
to tournaments - Encourage each quizzer, through positive
reinforcement, to study - Develop a spirit of team unity through working,
playing and praying together
17Sportsmanship
- Sportsmanship is crucial. Cultivate a fine
spirit among your team members by refraining from
all criticism or judgment of the officials, other
coaches or quizzers. - Make every effort by both precept and example to
convey to quizzers the importance of applying
Gods Word that they have learned to life
situations. - The quiz is an ideal training ground. Quizzers
keenly experience everything from the thrill of
victory to the discouragement of defeat, and
Gods Spirit is needed to successfully handle
both types of emotions.
18Coaching at a Quiz Meet
- Be particularly alert during a quiz. This is not
the time for the kids to do all of the work. - Pray with your team before each quiz and give
them visible encouragement. - Follow along as best as you can in your portion.
- Call a time-out if your team gets off to a slow
start and dont hesitate to use a substitute when
you have a comfortable lead or when one your
regulars is having an off round. - Be positive in your approach.
19Be a Spokesperson
- Be a spokesperson for the needs and interests of
your quiz team in your local church. No other
group has more to gain from a successful quiz
ministry! - Keep your church informed of team activities and
tournaments. - Encourage them to pray.
- Dont be afraid to have an occasional fund-raiser
to buy needed equipment or subsidize travel
costs. - Represent your team at tournaments and before
your Conference and Regional quiz leaders.
20Your Budget
- Bible Quizzing is a ministry that costs money to
run. How you set-up your program is totally up
to you. - The types of costs you will encounter
- Supplies (portions, concordances)
- Practice questions (Laura)
- Quiz seats (if you dont have any or need a new
set) - Travel costs
- Tournament costs these will vary by region
21Study Tips
22Commitment
- At the outset, quizzers must commit themselves to
a schedule of daily Bible study and weekly team
practices.
23Consistency
- It takes time, hard work and constant,
consistent, systematic daily study. Encourage
quizzers to consistently spend time each day in
quiz study during a time most suitable to them.
24Conducive Place to Study
- A calm place and atmosphere for study are very
important. Studying each time in the same place
as much as possible can be beneficial. Study
materials will be at hand, so that time will not
be wasted hunting for them.
25Concentration
- It is better to spend half the time in full
concentration than to spend full time in half
concentration. Since mechanical reading is
worthless, it is best for quizzers to take a
break for a few minutes when their minds begin to
wander.
26Constructive Study Goals
- Without goals, much study time will be wasted.
Four main goals should be - Looking for the meaning
- Applying it to life
- Memorization
- Mastery of the material
27Contributing Resources
- Portion
- Concordance
- Practice Questions
- Additional resources will be discussed under
study methods.
28Study Methods
29Repetition
- Carefully read the material over and over and
over and over and over and over and over and over
and over and over and over and over and over and
over again and again and again and again and
again and again and again and again and again and
again.. - (I think you get the drift)
30Key Words
- Words that appear once are unique
- Words that appear multiple times
- Cross-Chapter appears in different chapter of
same book - All-Chapter appears in the same chapter
- Cross-Book appears in a different Book
- People and Places (depends on material)
31Color Coding
- Green Unique Words
- (appear once)
- Light Blue Cross-Chapter (appear twice in
different chapters) - Purple All-Chapter (appear twice in same
chapter) - Pink Cross-Book
- (appear twice in different books)
- Orange - Quotes
32Key Words/Color Coding
33Quote Cards
- Using index cards or business cards, place the
quote on one side and place the reference on the
opposite side.
34Quote MP3
- Record a MP3 of just the quotes giving verse and
chapter. - Record just the quote and leave out the
reference. - Record the reference and leave 20 seconds for
yourself to quote the verse. - Have fun and make up songs for the quotes using
nursery rhymes or popular tunes.
35Bible on CD/On-line
- Listen to a pre-recorded copy of the material or
make your own - Read along with it
- Make a copy of the material leaving out key words
and trying to fill them in later
36Mind Maps
- Create a pictorial representation of a chapter,
section of material or verse - Make the theme of the material the center of the
page and draw out the other ideas to the edges - Use symbols, colors, lines, etc. to create the
representation
37Question Writing
- Write out questions regarding the text
- Write out the type of questions you think would
be asked at a tournament
38Practice Questions
- Give quizzers a copy of the practice questions
you use to allow them to study. This will allow
them to become familiar with the type of
questions they may hear at a tournament - It is up to you to give the questions to them in
advance of practice or at the end of practice.
39Copy the Chapter
- Write out the chapter, word for word on a piece
of paper. - Repeat it as necessary.
40Fill in the Blank
- Take the material for the week and write or type
it out leaving out the key words. - Once you have studied, use it as a way to test
yourself. - Coaches can use this form as a way to test their
quizzers.
41Physical Activity
- Study while
- Jumping rope
- Riding a stationary bike
- Pacing
42The Quiz Practice
- Successful Bible Quizzing
43Successful Bible Quizzing
- Successful Bible Quizzing means discipling young
people through a balance of - The application and study of Gods Word
- Fun and fellowship
- Christian competition
44Quiz Practice
- Bible Application 15 minutes
- (Devotions)
- Bible Study 20 minutes
- (CIDT Method Cram It Down the Throat Method)
- Fellowship Fun 20 minutes
- Quizzing Competition 20 minutes
The expectation is that quizzers will come to
practice already having studied the material no
time is spent on study in practice. Others also
have practice before or after youth group, so the
fun comes during that time.
45The Quiz Practice
- The application and study of Gods Word
46Favorite Verse
- A quizzer picks a favorite verse from the chapter
and tells why it is meaningful and how it can be
applied
47Skit or Art
- Quizzers can act out the chapter or draw pictures
of key concepts or events
48Favorite Person
- Each quizzer picks a favorite person from the
chapter and tells why he/she picked that person
49Quote Verse
- As a group, analyze a quote verse or two and
discuss how to apply it to our lives
50Guest Speaker
- Ask a pastor or other person to come and explain
a special passage
51Application List
- On a board, have the quizzers make a list of ways
they can apply the passage
52CIDT Method
- As quizzers use their Scripture portions, take
turns asking them questions and have them
verbalize the answers. Work your way through
15-20 verses with the portion, then go back and
ask them to answer the same questions without the
portion. In this way they can learn much of the
new material in practice.
53Weekly Tests
- Write out a 10 question quiz on the material from
the previous week OR - Use the Fill the Blank Method.
- Have the quizzers correct them once completed and
keep track of their scores.
54The Quiz Practice
55Memorize a Random Verse
- Have each quizzer draw a different random verse
from the new chapter. After brief study, the
first one standing tries to quote the verse (they
can miss 1 word). The first 3 or 4 correct get 1
point for the verse. Repeat using other verses. - To add variety, quizzers can earn more points by
taking shots at a basket (nerf, garbage, etc.)
56Nerf Hoop/Waste-Basketball
- Each quizzer is asked a different question
question and those who are correct are awarded
with a shot. - Set up different point values for different
distances from the basket. - Variation Use a dart board and earn points based
on the number that is hit
57Musical Chairs
- Play music and have them jump when the music
stops. The last one up (or two) is out, and then
continue. - This is an excellent game to use to polish up on
jumping skills - Same can be accomplished by using a clap or
jumping on a number, color or key word
58Six-Square
- With the goal of staying in the left-most chair
(the 6th square), ask a question to the two
right-most quizzers. If the quizzer on the right
wins, this quizzer moves up to the next position.
Then you ask a question to this quizzer and the
next one in line. Quizzers continue to move up
when they win and down when the lose.
59Game Show
- Use quizzing questions or phrases in the one of
the following game formats - Jeopardy
- Wheel of Fortune
- Tic-Tac-Dough
- Win-Lose-or-Draw
- Trivial Pursuit
- Charades
60Cruise the Material
- Time how long it takes a quizzer to quote through
a chapter. Keep a record of the times.
61Bible Baseball
- Set-up 4 bases and quizzing questions.
- Single Easy Question
- Double Harder Questions or 2-part question
- Triple Quote Question
- Home Run Difficult Questions
- An incorrect answer is an out.
62Scrambled Quotes Relay
- This game is fun when you use two or more quotes
at a time. The more quotes, the harder it gets. - Print or type out a quote including the reference
in letters approx. 1 high. Place the words in a
large box with a hole in the top and mix them up.
Make another box with the same quotes in them
and mix them up. Place them at opposite ends of
the room.
63Scrambled Quotes Relay, cont.
- The object Be the first team to put the quotes
back together. - Form 2 teams. On, Go, the first person in line
runs to their teams box, reaches in and gets one
word. They run back and tag the next teen in
line. Then they take their word and start
putting the quote (s) back together. They then
return to their place in line. The next person
in line does the same thing until the quote (s)
are formed. - To make it more interesting, put more than one
copy of the quote in each box. When they get a
double word, they must return it to the box.
64The Quiz Practice
65Upset the Fruit Basket
- Tape the name of different fruit to each chair
- Have quizzers draw slips of paper with the same
fruits to assign quizzers to their chairs - Seat 1 quizzers jump the 1st question. Seat 2
quizzers jump the 2nd question. Seat 3 quizzers
jump the 3rd question. Everyone jumps the 4th
question. - Upset the fruit basket by drawing for new chairs.
- Scoring can be done in any way you would like.
66Around the World
- Quizzers can start in any chair they would like
- Seat 1 quizzers jump the 1st question. Seat 2
quizzers jump the 2nd question. Seat 3 quizzers
jump the 3rd question. Everyone jumps the 4th
question. - After the 4th question is read, rotate everyone
by one seat. - Scoring can be done in any way you would like.
67World Style Competition
- Quizzers do not have to complete questions. If
they pre-jump, they can go ahead and give an
answer. - Subtract 10 points for incorrect answers.
- Set up the seats so you have 3 teams of 2.
- Once an attempt is made at the question, move on
to the next, even if the answer was incorrect.
68No Electronic Seats
- Set up your seats without a set of actual quiz
seats. - If most questions are pre-jumped, this works well
and saves a lot of time.
69New Quizmaster
- Let the adults quiz with the quizzers and take
turns letting the teens quizmaster for a few
questions. - This works well if you are using Upset the Fruit
Basket or Around the World and you have more than
6 teens. Quizzers can rotate into the quizmaster
role.
70Draw for Teams
- At practice, draw for teams for the next
practice. Encourage team members to call one
another during the week to motivate each other.
71The Quiz Practice
72Things to Do (When No One Studied)
- A practice does not have to be a waste if no
one studied - Use the CIDT Method
- Ask questions but allow quizzers to use their
portions. If they use them, only give 10 points.
If they dont, give them the full 20 points. - Play musical chairs to practice jumping
73Incentives to Quizzers
74Points Program
- Create a big graph with every quizzers name on
it an assign different point values for different
things (allow them to chart progess) - 100 points for attending practice
- 100 points for each quote verse said perfectly
the first time to their quizzing partner - 1000 points for a memorized chapter
- 25 points for each question written
- 200 points for each mind map on a part of a
chapter (mind map must be shared)
75Points Program, contd.
- Points obtained at monthly tournaments with extra
points given for quiz outs - 250 points for teaching a song with a quote verse
set to some familiar tune - 50 points for each key word known at quiz
practice given to them by the coach for that
month - Points obtained from weekly tests
- Put a number out there for the quizzers to aspire
to qualify for the next monthly meet. At the end
of the season, reward them with a trip to Quiz
Finals or Indianapolis (W. Morris St. Regional).
76Quote-A-Thon
- Great way to fundraise at the end of the year.
- Have quizzers obtain pledges from friends, family
and the congregation. Pledges can be by quote or
just a flat amount. - Take one night and have the quizzers say their
quotes.
77Quizzers Sunday
- Ask the pastor for the opportunity for the
quizzers to plan and lead morning worship. Do
skits and songs that correlate with quote verses
and the material. - This gives the congregation a chance to see how
quizzing relates to a persons life and some of
the important values and standards that the
students are gaining from the Word.
78Quizzers Sunday, cont.
- Have all of the quizzers stand and recite all of
the quotes (either in unison or each saying one). - Quote a couple of chapters, with each quizzer
taking a few verses, more or less depending on
how much each has learned.
79Team Competition
80Captains
- A captain is to be chosen by the coach to
represent the interests of the team during the
competition. - Chooses sides
- Introduces his team
- Makes appeals and rebuts
- Requests time-outs
- Selects teammates to answer in the case of ties
- If the captain leaves the contest for any reason
(quiz-out or substituted), an acting captain is
to be named.
81Substitutes
- A team can have more than 3 members, although
only 3 can be on the chairs at any given time. - A substitute is an asset when another member of
the team quizzes out or a member is having a bad
quiz. - Substitutions can be made any time between
questions by the coach.
82Time Outs
- Two 60-second time-outs are given per team per
quiz and may be requested by either the coach or
captain of the team. - Time-outs may only be called after a question is
closed and before the next question is started. - No team time-outs are allowed after the beginning
of the 13th question, or after the start of
overtime.
83Half-Time
- After 8 questions have been read, the quizmaster
should announce that it is half-time. - No time will be given for a time-out, but an
opportunity is extended for teams to switch sides
if either the captain or coach so desires.
84Overtime
- In the case of a tie after the end of a
regulation quiz (15 questions), there will be an
overtime in which three questions will be asked. - If there still is not winner, additional
questions will be asked until a correct response
is given (sudden death). - Before the overtime begins, a free time-out will
be granted and substitutions may be made. No
further time-outs will be allowed during overtime.
85Illegal Conferring
- Quizzers cannot intentionally provide answers to
team members or confer with each other, the coach
or with the audience by signal or voice from the
time a question is begun until it is closed. - A quizmaster may give Warnings and Infractions to
individual quizzers or to teams in violation. - No Scripture portions may be used by a quizzer in
competition, however, those quizzers who are not
on the chairs may look at their portion.
86Illegal Discussion
- A question may not be discussed after it is
closed if the quizmaster is unwilling to discuss
it. - Quizzers, coaches or fans who persist in this
type of illegal discussion may receive Warnings
or Infractions. - Coaches and quizzers do have the right to ask the
quizmaster any question they wish between
questions and quizmasters may answer if they
wish. But if the quizmaster indicates that he is
unwilling to discuss the point in question, the
issue must be dropped.
87Team Strategy
- The goal is to try to keep your strongest and
fastest quizzer in as long as possible. - Always have a pre-defined jumping order
(determined in advance) in the event the opposing
team misses a pre-jump. The order should be
based on less knowledgeable quizzers first and
the most knowledgeable quizzer last. - Quizzers should jump on every question, even if
they do not know the answer. You can deny the
quizzers from the opposing team an opportunity to
answer the question.
88Team Strategy, cont.
- Sometimes it might be prudent to pass a question
to your teammate. - If you do not know the answer, but your teammate
is next in the jumping order, use all 20-seconds
of your time to give them additional time to
think. - If you know the answer, but you have a teammate
next in the jumping order, you may want to use
your time and give them the opportunity to
answer. This could be helpful if you have more
points at the time.
89Individual Competition
90Individual Basics
- Individual quizzes will be fifteen questions in
length in individual rounds and twenty questions
for the finals, unless otherwise announced. - Winners will be determined first by the order in
which quizzers quiz-out and then by the highest
point totals. Ties after the final question will
be decided by regular overtime.
91Rule Differences
- Jumps after the third introductory word
question and before the first word of the
question are not considered flickers/forfeits.
Rather, they are considered a pre-jump. - Only participating quizzers are allowed to
appeal. These appeals must take place privately,
with a chance for rebuttal. A 20-point penalty
will be individually deducted if the appeal is of
the type that places points in jeopardy and is
overruled.
92Pass or Play
- If a pre-jumped question is not correctly
completed, the next three remaining quizzers who
have also jumped will be given a chance to play
the question by completing it or to pass on a
completion attempt. - A quizzer must say pass or nothing at all in
the 20-second period in order to pass. - If none of the four quizzers provide a correct
completion or have passed, the question is
re-read for everyone except those who were
incorrect on their completion.
93Pass or Play, cont.
- If a pre-jumped question is completed correctly,
but the answer given is incorrect, the question
is considered complete. The other eligible
quizzers are given opportunity to answer the
question in the order in which they were
standing. If no one gives a correct answer, the
question is closed. - The only time an accepted pre-jump completion
will not be considered complete if an incorrect
answer was given is when the completion was
accepted under I-3 (117C). In this instance, the
pre-jump returns to a pass or play situation.
94Missed Pre-jumps
- After a quizzer in Individual Competition has
missed three pre-jump completions, the quizzer
will be assessed a 10-point penalty for every
missed pre-jump thereafter. - This creates the possibility that a quizzer will
answer more than 5 questions. A quizzer must
have at least 100 points to quiz-out. The most
points a quizzer would have would be 110 points.
95The Quizmaster
96Job Description
- The quizmaster is the key official in every quiz.
He/she has full responsibility to see that the
quiz is conducted smoothly, efficiently and in
absolute fairness. - Your goal should be two-fold
- To fairly award points according to the rules,
honoring the team which has most effectively
mastered the content of Gods Word - To edify and strengthen in faith the hearts and
minds of all those participating.
97Responsibilities
- Personal preparation
- Appoint the necessary officials
(timekeeper/scorekeeper) - Mobilizing quizzers and testing jump equipment
- Conducting a fair and impartial quiz within the
time limit and conditions prescribed by the
tournament coordinator.
98The Flow of a Quiz
- Prepare the scoresheet with the date, room
letter, round number, teams and team numbers and
the name of the quizmaster. - Appoint a time keeper and scorekeeper.
- Have the captains introduce their team and
coaches (write their names down on your question
sheet to assist yourself in recognizing a
quizzer) - Introduce yourself
99The Flow of a Quiz, cont.
- Do two or three practice jumps to make sure the
seats are working and that the quizzers are
comfortable with them. - Pray
- Start the quiz
- At the 8th question, declare half-time and give
the quizzers the option of changing sides
100The Flow of a Quiz, cont.
- After the 15th question or the end of overtime
- Declare the last question officially closed.
- Congratulate the quizzers on their performance.
- Announce the official score.
- Have the coaches check and sign the scoresheet
and make sure that it is filled out correctly. - Declare the quiz officially closed.
- Make sure the scoresheet gets back to the stats
table.
101Additional Notes
- The quizmaster should publicly announce all
appeal deductions as soon as they apply. - The decisions by the quizmaster on correctness
are final. - A quizmaster shall not hear an answer until a
quizzer has been called on to answer. - In the case of a pre-jump, the quizmaster is to
stop the reading of the question immediately. - If the correct answer is not given, it is a
courtesy to give the correct answer to the
quizzers and audience after question is closed.
102Jumping
103Legal Jumping Position
- All contestants must be seated on chairs facing
the quizmaster. The seat pad must be flat on the
top surface of the chair. - Quizzers must push up with their legs to lift
their body vertically off the jump seat. - Contestants may not touch any part of the chair,
floor or any object with their hands feet may
only touch the floor.
104Prejumping
- A pre-jump is called when a contestants light
comes on after the first word of the question has
been started and before the final word has been
completed. - Question, question 1 is read and a light comes
on - NO PENALTY
- Question, question 1, question is read and a
light comes on before the first word of the
question is read - FLICKER/FORFEIT
- Question, question 1, question Who is read
and a light comes on (the first word has been
read) - PRE-JUMP
105The Reading of a Question
106Legal Introduction
- The quizmaster is obligated to introduce each
question in the following manner - Question, question number ___, question.
- The word question will be stated 3 times and
the number only once. - A slight pause after the first question might
be in order.
107Legal Introduction, cont.
- It is also necessary to include the type of
question in the introduction, if required. - Question, question number ___ is a 2-part
question, question. - Question, question number ___ is a quote
question, question. - Question, question number ___ is a 2-part quote,
question. - The type of question is clearly stated on the
official questions you receive at the tournament.
108Reading Questions
- Read the questions loudly enough so that all
words can be easily heard by all quizzers. - Read questions clearly and correctly so that all
words are easily understood. - Read questions at a moderate, steady pace.
Reading too quickly, too slowly, with exaggerated
inflection or with inordinate pauses encourages
unwise pre-jumping. - If noise interference or other distractions
prevent a question from being clearly heard,
re-read or replace the question.
109Repeating Questions
- Ideally, a question is to be read only once.
- If quizzers are unsure (perhaps due to accent,
pronunciation, a homonym, or a disturbance in the
room) of a word or phrase read within the
question they may ask the quizmaster for a
specific clarification between two words or
syllables. ("Did you say 'fall' or 'full'?") In
the case of a completed question the text in
question will be immediately repeated by the
quizmaster.
110Repeating Questions, cont.
- A request for the quizmaster to repeat the last
word or last syllable that was read (as
opposed to clarifying between two possible words)
should be denied in the case of a prejump and is
within the quizmasters discretion in the case of
a completed question.
111Types of Questions
- 2-part, 3-part or 4-part questions
- Quote or 2-part quote questions
- All-Chapter questions
- Cross-Chapter questions
- Cross-Book questions
112Calling on Quizzers
- The quizmaster must call on a quizzer,
preferably, by name, before the quizzers time
begins (i.e. the quizzer must be recognized by
the quizmaster) - The quizmaster must signify a pre-jump when
calling on a quizzer if the completion of the
question, not the answer, is to be given.
113When is a Question Closed?
- A question is considered closed when
- When a request for a timeout has been accepted by
the quizmaster - The quizmaster starts the next question
- The quizmaster announces, The question is
closed. - After a question is closed, no appeals will be
accepted and no rulings will be changed.
114The Answering of a Question
115Eligibility to Answer
- The privilege of answering a question is
restricted to only the first four quizzers off of
their seats. - No quizzer failing to jump within 5 seconds after
the completion of the question will be allowed to
answer. If no quizzer jumps within 5 seconds,
the question is closed, the answer read and the
next question begun. - A quizzer shall not have the privilege of
answering once he sits down after his light comes
on or he ends his answer period in any other way.
116Giving a Proper Answer
- All quizzers must give answers which are loud
enough and clear enough to be heard. - If an answer is mumbled, it shall be declared
incorrect - If the quizzer gives their answer while facing
away from the quizmaster or far enough away so
that the answer cannot be clearly heard, it shall
be declared incorrect - Words which are mispronounced shall be counted
correct if they are still recognizable and can be
distinguished from all similar words in the
passage of study.
117Correcting an Answer
- A quizzer may correct himself at any time during
the answer period. - The quizzer must use the word correction to
make any changes in his answer and must clearly
indicate what is to be corrected to the
satisfaction of the quizmaster - If a quizzer says correction and and time runs
out before he can make the correction, the answer
will be ruled correct if the original answer was
correct and no incorrect information was inserted
within the time limit.
118Correcting an Answer, cont.
- No corrections made after the time limit will be
considered - In answering a quote question, if a quizzer stops
to think and when beginning repeats part of he
has already answered without using the word
correction and it is correct aside from the
repetition, the answer shall be ruled correct.
119Ending the Answer Period
- The answer period shall begin whenever a
quizzer is recognized by the quizmaster. - The answer period shall end when
- The quizzer says finished
- The quizzer sits down
- The time limit has expired
120The Quiz-Out
- In both team and individual competition, a
quizzer will Quiz-Out after his point total
reaches 100 points. - The quizzer will not be allowed to re-enter the
competition, even in overtime. - In team competition, a substitute may be
appointed.
121Quizmaster Rulings
122An Answer is Correct When
- It gives exactly the information asked for or
words that mean the same thing - Added information is also accurate, provided it
is not excluded by chapter specifications or some
other limiter - The complete answer is given
- The correction of an answer is accurate
- The answer is clearly stated with no words being
mispronounced beyond recognition - The Scripture containing the complete answer is
given accurately - Quotes are given exactly word-for-word
123An Answer is Incorrect When
- It contains inaccurate information for the whole
answer or any part thereof - It is incomplete
- Incorrect Scripture references are given with the
answer - An exact quote is required and even one word is
added, omitted or altered - Any word is mispronounced beyond recognition
- Information excluded by the wording of the
question is given - Words or prepositions are interchanged thus
changing the meaning of what the Bible says
124A Pre-jump is Correct When
- The exact question is given
- The general question is given if it meets all
other conditions below - The question word has been substituted with
another question word of similar meaning - The pre-jump is completed correctly and extra
accurate information not found in the answer is
added, such as clarifying modifiers of words to
the question - The question has a list for an answer and the
completion asks for as many or more parts of the
list than the written question.
125Rule I-3 (formerly 117C)
- In ruling on the correctness of a completion of a
question in a pre-jump, the quizmaster should
take an approach of allowing the quizzer to show
what he knows. If the completion of the question
given by the quizzer would lead to the same
answer written in the question, the quizmaster
should rule you may proceed and allow the
quizzer to attempt to answer the question. The
written answer must be contained within his
verbal answer. If it is not, even though his
answer may be adequate for answering his
question, he must be ruled incorrect.
126Guidelines for Rule I-3 (117C)
- The question must have the same number of parts
and the same type of question. - Part of the answer must not be included in the
question. - The answer to the written question must be
included in the answer to the quizzers question.
If any part of the written answer would not be
required by the quizzers question, the
completion should not be accepted. - The answer provided by the quizzer must answer
the written question and his/her accepted
question. - The quizzers question must be specific enough to
be answered within 20 seconds.
127A Pre-jump is Incorrect When
- The correct question word (or its acceptable
equivalent) is not given - A key part of the answer has been placed in the
completion of the question - The question has not been given a proper
completion and key words or phrases have been
omitted. - More or less parts have been given than were in
the original (written question), such as a 2-part
question for a 3-part question, etc. - The question has a list for an answer and the
completion asks for fewer parts of the list than
the written question.
128Discarding a Question
- A question is discarded and a substitute question
is read for both sides when - The question as written has no answer (or none
that can be said in 20 seconds) - The question has been read by the quizmaster in
violation of the legal introduction of a question - The question has been improperly introduced by
the quizmaster (i.e., it has more or less parts,
is a different question type than noted) - An appeal of a pre-jump is accepted after the
question has been answered correctly - A pre-jump has been caused by mechanical
malfunction
129Appeals
130Who Can Appeal?
- The captain of the team can appeal
- Procedure
- The Question
- An Answer
- A Pre-jump
- A Coach can appeal
- Procedure
- The Question (as long as a ruling has not been
given on the first answer)
131Appeal of Procedure
- An appeal of procedure is any objection legally
raised concerning a rule violation which placed
the proper awarding of points in jeopardy, so
long as the rule violation does not pertain the
question, answer or pre-jump completion. - An appeal of procedure may not be raised if the
fair awarding of points is not in question. - There is no point penalty if denied.
132Appeal of a Question
- An appeal of a question should be raised and must
be accepted when - The question as written has no answer or no
answer which can be feasibly stated within 20
seconds. - The question has been read by the quizmaster in
violation of the legal reading guidelines. - The question has more or less parts or is of a
different question type than noted by the
quizmaster - No points are placed in jeopardy with an appeal
of a question if it is raised prior to any ruling
on the first answer. However, after the first
ruling, an appeal of a question carries a 20
point penalty if overruled.
133Appeal of the Answer
- An appeal of the answer is any objection legally
raised concerning the correctness of a quizzers
answer, regardless of whether the question was a
pre-jump completion or was finished by the
quizmaster, or whether it had been ruled
correct by the quizmaster. - Any appeal of an answer carries a 20 point
penalty if overruled.
134Appeal of the Pre-jump
- An appeal of the pre-jump completion is any
objection legally raised concerning the
acceptability of a quizzers completion to a
pre-jump question. - An appeal of the pre-jump cannot be made on
question accepted under the I-3 (117C) rule. - An appeal of the pre-jump carries a 20 point
penalty if denied.
135The Timekeeper
136The Timekeeper
- In a quiz, a timekeeper is appointed by the
quizmaster to keep track of and report the ending
of all time limits. - The timekeeper also acts as a jump judge,
monitoring the legal jumping position and calling
out LIGHT when any light comes on after the
third introductory word question. - A timekeeper is to announce the end of any time
limit by calling out the word TIME.
137Time Limits
- 5 seconds to stand up after a question has been
completed by the quizmaster. - 20 seconds to complete a pre-jump after being
recognized by the quizmaster - 20 seconds to answer a question, whether it was
finished by the quizmaster or completed by a
quizzers pre-jump. This time period starts once
the quizzer is recognized. - 30 seconds - to give an appeal or rebuttal
- 60 seconds for team timeouts
- 10 minutes before a team forfeits a quiz
138The Scorekeeper
139The Scorekeeper
- In a quiz, a scorekeeper will be appointed by the
quizmaster. - The scorekeeper will record the results of each
question on the Official Scoresheet.
140Keeping Score
- Use a pen and press hard when you write.
Scoresheets are in triplicate. - Write each quizzers name in the rectangles
numbered 1-6. Use the quizzers first name and
last initial. - Each correctly answered question is worth 20
points. Mark a 20 in the column of the quizzer
who answered, then add twenty to that teams
running score and mark it in the middle column.
141Keeping Score, cont.
- The small box inside each of the individual
scoring boxes is used for two similar functions - When there is a pre-jump, mark the box with an X
in the appropriate quizzers column. If he/she
proceeds to answer correctly, 20 points are
given. If the quizzer cannot complete the
question correctly, or answers incorrectly, the
small box should be filled in. - Use the box to record the jumping order. If
there is no pre-jump, the scorekeeper should
place a 1 in the box of the first quizzer up, 2
in the box of the second, on up to the fourth.
142Keeping Score, cont.
- The center columns are used for the running
score. When a quizzer scores, a 20 is placed in
his personal column, and the running score for
the team is adjusted accordingly. - It is important to keep track of who is in a quiz
and who is not. Draw a line through the column
of those quizzers who are not on the chairs for
the questions they are not on.
143Keeping Score, cont.
- At the end of the quiz
- Total all columns, including the final score.
- Put the number of questions that each quizzer was
in for the quiz. - Have a representative from each team initial the
scoresheet next to the team name - Give the scoresheet to the quizmaster to be
finalized. The top page goes to the stats room.
The pink and yellow copies are for each team.