Odyssey%20of%20the%20Mind%20Coach%20Training - PowerPoint PPT Presentation

About This Presentation
Title:

Odyssey%20of%20the%20Mind%20Coach%20Training

Description:

Title: Odyssey of the Mind Coach Training Author: Kim Liu/Sue Amos Last modified by: Barb and Curtis Created Date: 11/29/2002 3:36:07 PM Document presentation format – PowerPoint PPT presentation

Number of Views:275
Avg rating:3.0/5.0
Slides: 49
Provided by: KimL74
Category:

less

Transcript and Presenter's Notes

Title: Odyssey%20of%20the%20Mind%20Coach%20Training


1
Coach Meeting
2
2014-15 LONG-TERM PROBLEM SYNOPSESAll problems
have an 8-minute time limit.
  • Problem 1 Runaway 'Train
    Divisions I, II, III The teams 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 vehicles 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!Cost limit 145 USD.Problem 2
    Experiencing Technical Difficulties Divisions
    I, II, III, IVThe problem is to design, build,
    and demonstrate various devices that complete
    specific tasks. The team will create a theme
    where technical failures must be resolved through
    completing the tasks. There will be a list of
    tasks to choose from including ring a bell,
    change the wording on something, sound an alarm,
    move an object, etc. There will also be a
    mysterious engineer character. Of course, theres
    a twist all of the devices must be powered by
    rubber bands! Cost limit 145
    USD.

3
2014-15 LONG-TERM PROBLEM SYNOPSESAll problems
have an 8-minute time limit.
  • Problem 3 Pandoras Box
    Divisions I, II, III IVIn this classics
    problem, teams will put a video game spin on the
    story of Pandoras 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 Pandoras Box,
    three characters representing different evils
    that escaped the box, and a power meter that
    represents the gamer characters health. To beat
    the game, the player will advance to the final
    level where it will release hope into the world.
    Cost limit 125 USD.Problem 4 Lose
    Your Marbles Divisions I, II,
    III IVThis 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. Cost
    limit 145 USD.

4
2014-15 LONG-TERM PROBLEM SYNOPSESAll problems
have an 8-minute time limit.
  • Problem 5 Silent Movie
    Divisions I, II, III IVLights,
    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. Cost limit 125
    USD.Primary Wacky Weather Warning
    Grades K-2Teams 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. Cost
    limit 125 USD.

5
The Parts of a Long-Term Problem
INTRODUCTION
THE PROBLEM
LIMITATIONS
Need LT Problem Program Guide Clarifications
PENALTIES
SITE, SETUPCOMPETITION
STYLE
TOURNAMENTDIRECTORWILL PROVIDE
SCORING
TEAM WILLPROVIDE
5
6
Odyssey of the Mind Competition
  • Div. I Each team member is less than 13 years
    of age OR in grades 3-5 on May 1, 2015.
  • Div. II Does not qualify for Div. I AND less
    than 15 years of age OR in grades 6 through 8
    on May 1, 2015.
  • Div. III Does not qualify for Div. I or II AND
    each team member is attending grades 9 through
    13 on May 1, 2015.
  • Div. IV Collegiate

6
7
Teams
  • Teams consist of up to 7 members.
  • Teams may add to the roster until it reaches 7
    team members.
  • Once a team member has attended a meeting and has
    been present during any part of the solution
    finding, he/she must remain on the roster.

7
8
Problem Selection
  • Review problems in which the team is eligible to
    compete.
  • Have the team members discuss the pros and cons
    of each problem.
  • Let the team members vote on the problem they
    want to solve.

8
9
Roles of the Coach
  • Facilitate the team without doing the work for
    them. Allow the team to make all decisions
    regarding the solution.
  • Interact with the team to improve the way the
    team identifies and solves the problem.
  • Make sure all team members are involved in the
    process of issue identification, idea generation,
    solution finding and solution presentation.

9
10
Roles of the Coach
  • Provide the impetus for the team to develop
    strategies, generate ideas, evaluate options or
    reach a decision (brainstorming)
  • Encourage the team to produce fresh ideas, think
    out of the box, work cooperatively and develop
    communication skills.

10
11
Roles of the Coach
  • Provide a safe environment with no criticism of
    team members as they develop their solution.
  • Stay well informed of all problem rules and
    program guidelines and pass the information on to
    the team members.
  • Develop a timeline working backwards from the
    competition date.

11
12
Coaching Tips
  • All seven team members may present the problem
    solution.
  • Teams should be prepared for the what if
  • Hands-on program for kids
  • Hands off for adults

12
13
Coaching Tips
  • Each team member should be responsible for one
    aspect of the long-term problem and become an
    expert on that aspect.
  • The problem
  • The general rules
  • The limitations
  • Site set-up
  • Pre-staging requirements
  • Scoring
  • Penalties

13
14
Coaching Tips
  • There is a time limit (usually 8 minutes) for
    each long-term problem.
  • In performance problems, the team may finish its
    presentation, but if it exceeds 8 minutes a
    penalty will be assessed.
  • Technical long-term problems are usually stopped
    by the judge at the end of the 8 minute
    competition time. Teams should be prepared for
    what to do if something doesnt work.

14
15
Coaching Tips
  • Emphasize learning to ask the right questions.
  • Team members must learn to ask not just any
    question but one that addresses a specific
    problem or condition.
  • Coaches answer questions with questions.

15
16
Coaching Tips
  • Murphys Law
  • If something can go wrong, it will go wrong.
  • The team creates its own solution and if
    something goes wrong it is the teams
    responsibility.
  • Good coaches do not allow the team members to
    waste creative energy blaming others.
  • The team should have a crisis management plan in
    place so it knows what to do when something
    breaks down and practice it!

16
17
Coaching Tips
  • Better ideas come later
  • What seems acceptable today may be replaced by a
    better idea tomorrow.
  • Coaches must accept that he or she may not tell
    the team which idea to pursue.
  • The team may change and adapt their solution
    ofteneven between competitions.
  • Coaches should guide teams to produce a solution
    they are proud of.

17
18
Coaching Tips
  • Coaches should serve as role models for their
    team members.
  • Remain optimistic
  • Remain patient
  • Remain enthusiastic
  • Remain open-minded
  • Remind the team that they are learning and having
    fun.
  • Do not over-emphasize competition

18
19
Long-Term Problems
  • Structure
  • Statement of the problem
  • Problem limitations or rules
  • Site and set-up conditions
  • Scoring elements

19
20
Long-Term Problems
  • Six new Long-Term problems are released each year
    (Sept).
  • The PROBLEM SYNOPSES briefly describe these
  • Vehicle Problem 1 Runaway Train
  • Technical Problem 2 Experiencing Technical
    Difficulties
  • Classics Problem 3 Pandoras Box
  • Structure Problem 4 Lose Your Marbles
  • Theatrical Problem 5 Silent Movie
  • Primary Demonstration Only Wacky Weather
    Warning
  • All problems (except Primary) are offered to all
    age Divisions
  • There is a cost limit to each problem (usually
    135-145)
  • - therefore solutions cannot be bought
  • - only the materials used in competition
    included in the cost
  • - duct tape cardboard, lawn-sale value,
    scavenging
  • - some standard and safety items are exempt
    from cost, these are listed in Program
    Guide (page 47-49).

20
21
Long-Term Problems
  • Teams compete according to Division
  • All team members may present the solution
  • Teams often say time in a creative way at the
    end of their presentation
  • Must have a clear signal to the judges to
    indicate that they have finished
  • Many problems require teams to present to the
    judge how they will signal time

21
22
Material Values Form
Materials Value Form
  • MATERIAL VALUES(COST) FORM
  • one copy for Staging Judge
  • includes everything used during the current LT
    Style Presentation
  • doesnt include items used during practice/trial
    runs
  • garage sale value if used items
  • combine value of small items
  • exemptions (Program Guide p.49)
  • be creative in acquiring materials, the art
    of scavenging
  • cardboard duct-tape
  • even donations have value

22
23
Assigned value items
(1) Commercially produced musical instrument and
its case. VALUE 5 or actual cost if less. (2)
Any type of audio or video recorder or player
(including radios and MP3 players). VALUE 5 or
actual cost if less. (3) Audio-visual cart.
VALUE 5 or actual cost if less. (4) Laptop or
desktop computer system (including monitor,
keyboard and connecting cables). Smartphones are
considered computers. VALUE 10 or actual cost
if less. (5) Projector of any type. VALUE 1 or
actual cost if less. (6) Television set or
monitor (not used in conjunction with a
computer). VALUE 10 or actual cost if less.
24
Exempt items
(1) Extension cords and multiple plugs (2)
Batteries (3) Chairs, stools, tables and
desks (4) Jewelry (5) Problem-specific shirts
sold by CCI (6) Trash items (7) Tool kit
25
Safety items exemptions
(1) Personal prescription items of team
members (2) Floor coverings (3) Required foot
coverings
26
Use of batteries
Unless a problem states otherwise, only
unmodified, commercially produced sealed
batteries may be used. These are limited to the
following types zinc-carbon, alkaline, lithium,
nickel-cadmium (NiCad), nickel-metal hydride
(NiMH), and only AGM or Gel Cell types of lead
acid batteries. No other type of battery is
allowed. For example, prohibited batteries
include but are not limited to lead-acid
batteries (sealed or not sealed), zinc-air,
zinc-mercury, silver zinc, metal chloride, etc.
27
Long-Term Problems
  • After the team presents its solution judges will
    visit with the team members.
  • Coaches and parents must stay away during this
    important time. (Penalties can be assessed!)
  • Encourage teams to tell the judges about their
    solution and be proud. This is their time to
    shine!
  • Encourage all team members to visit with the
    judges. Tell them that judges do not like to
    have one team member take over.

27
28
Picking up Long-Term Scores
  • Coaches may pick up long-term scores usually 30
    minutes or more after the teams performance.
  • Coaches should share the score and comments with
    the team at an opportune time.
  • Be aware that long-term scores may appear low but
    scores are percentaged and a low score could
    receive the maximum 200 points.
  • Be careful about parent criticism of scores.

28
29
Scoresheet Sample
Penalties
30
Style
  • Style is an elaboration of the long-term problem
    solution designed to encourage teams to go beyond
    simply meeting the requirements by adding
    creative elements.
  • Style category selections should emphasize
    elements the team is particularly proud of
  • Costume
  • Song
  • Scenery
  • Poem

30
31
Style
  • Each long-term problem has five Style
    categories
  • Mandatory the problem may require the
    membership sign or appearance of one character
    but the team may select which character.
  • Free Choice of Team the team should select
    elements they wish to have scored as long as they
    are not already scored in the long-term scoring
    for that problem.
  • Overall Effect this is how all the Style
    categories come together to enhance the
    performance.

31
32
Style
  • Style Form
  • Four copies to the Staging Area Judge
  • List the areas to be scored
  • Explain how their style relates to the long-term
    problem categories
  • Explain how categories 1 4 combine to make the
    overall effect

32
33
Style Form
Style Form
  • STYLE FORM
  • four copies for Staging Judge
  • adds to the Long-term problem
  • relates to the theme of solution
  • team can showcase strengths
  • cannot be items already scored as part of
    Long-Term
  • Categories
  • - Specific Scoring Elements
  • - Free Choice Elements
  • - Overall Effect
  • be very specific

33
34
Style
  • A style category cannot be something that is
    scored in the long-term problem
  • For example, if a vehicle problem has a scoring
    category for the vehicles appearance, the team
    cannot list the vehicles appearance as one of
    the Style categories.

34
35
Style Scoring
  • The highest Style score in a competition receives
    50 points. All other teams raw scores are
    calculated and receive a percentage based on the
    highest score.
  • While Style is worth a maximum of 50 points,
    Long-Term is worth a maximum of 200 points.
  • Teams should not spend too much time on Style at
    the expense of the long-term solution.

35
36
Spontaneous
  • Teams will be given a problem to solve
    spontaneously.
  • Coaches and spectators may not attend the
    spontaneous aspect of the competition.
  • All teams in a division have the same problem.
  • Teams must PRACTICE!
  • Teams will be nervous, the coaches must help the
    team relax and focus.
  • Be prepared, anything goes!
  • The problems MUST be kept a secret, not even
    coaches may be told the problem.

36
37
Spontaneous Problems
  1. Verbal problems that require teams to respond
    verbally and rapidly. Creative or Common
    responses.
  2. Hands-On problems that require teams to build
    or create a solution. Team effort is rewarded.
  3. Verbal/Hands-On problems combining both
    verbal and hands-on components.

37
38
Spontaneous
  • Only five team members may solve the spontaneous
    problem.
  • When the team enters the room, the judge will
    state the type of problem the team will be asked
    to solve.
  • The team will decide which five members will
    compete.
  • Teams with 5 or less members at tournament, ALL
    must participate. Be aware that competing with
    less than five members may have an adverse effect
    on the teams performance of its ability to
    achieve the maximum score possible.
  • The team should decide beforehand which members
    will compete in each type of problem.

38
39
Spontaneous Scores
  • Spontaneous scores are presented after the awards
    ceremony.
  • The top scoring team per division receives 100
    points and all other teams receive a
    corresponding percentage of the highest score.

39
40
Odyssey of the Mind Scoring
Long-Term 200 possible points Spontaneous
100 possible points Style 50 possible points
40
41
Penalties
Each long-term problem lists penalties. These
are intended to ensure that teams do not
circumvent the rules, present a safety hazard,
cause delays in the tournament or act
inappropriately.
41
42
Penalties
Spirit of the Problem penalizes teams
attempting to circumvent the intention of the
rules or the problem itself. (-1 to -100
pts.) Unsportsmanlike Conduct penalties occur
when teams (including coaches) hurt another
teams chances, are disruptive, use profanity and
so on. Outside Assistance penalties assessed
when a team uses help from someone other than its
members. (-5 to -200 pts.)
42
43
Outside Assistance Form
  • OUTSIDE ASSISTANCE FORM
  • One copy for Staging Judge
  • Only 7 members can contribute to problem solution
  • Coaches are facilitators
  • Coaches can assist Div I teams in filling out
    forms, but must use teams own words
  • If OA did occur, list on form, may result in a
    penalty
  • Penalty is proportional to amount and type of
    help given

43
44
Questioning a Scoring Element
Once coaches review their team's long-term raw
scores with the judge, they have 30 minutes to
ask a question. Scores become official 30
minutes after the last team in a problem and
division has competed. Should a team question a
scoring element, it should discuss it with the
Head Judge and, if necessary, the Problem Captain.
44
45
Questioning a Scoring Element
If the question involves an interpretation of the
rules and, if the team is not satisfied with the
explanation given, the team may ask that a
tribunal is convened. The tribunal will review
the rule in question and, if necessary, talk with
the coach, team members and/or judges involved.
Once the tribunal makes a decision, its decision
is final unless more information comes to light
after the tournament.
45
46
Questioning a Scoring Element
Tribunals will not be convened for questions
regarding subjective scores or questions in such
areas as to whether something or someone is
across a line or within a certain area. In no
case will a videotape be used to make a decision.
46
47
Clarifications
  • When a question arises for which there appears to
    be no written rule the team should submit a
    problem clarification request.
  • Many problem clarifications are answered with a
    reference such as See B, 3.
  • General rule in Program Guide apply to every
    long-term problem.
  • Clarifications take precedence over limitations
    listed in the problem and those take precedence
    over the rules in the guide, so it is important
    that teams keep current on all general
    clarifications issued throughout the year.
  • Current clarifications can be found at
    www.odysseyofthemind.com

47
48
Thank You for Coming
  • Remember to let the kids have fun on their own!
Write a Comment
User Comments (0)
About PowerShow.com