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Odyssey of the Mind 2015-16 Information Meeting

Odyssey of the Mind 2015-16 Information Meeting. OVERVIEW. Definition Benefits Participants Competition/Kinds of Problems Sequence Requirements Team Formation 2015-2016 Problems Important Dates Conclusion. WHAT IS OOTM?.

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Odyssey of the Mind 2015-16 Information Meeting

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  1. Odyssey of the Mind 2015-16 Information Meeting

  2. OVERVIEW • Definition • Benefits • Participants • Competition/Kinds of Problems • Sequence • Requirements • Team Formation • 2015-2016 Problems • Important Dates • Conclusion

  3. WHAT IS OOTM? An international educational program/competition which provides creative problem solving opportunities for students, K-college

  4. BENEFITS Participants learn: • Team-building skills by working in groups • How to effectively brainstorm • How to identify the real challenge • How to seek out-of-the-box solutions • How to think on their feet • How to presentsolutions and answers in a large group setting • How to “open up” and express themselves • How to work independently

  5. PARTICIPANTS ANY student in grades Kindergarten through college Division 1: K-5th grade K- 2 does Primary Problem Division 2: 6th through 8th grade Division 3: 9th through 12th grade Division 4: College students

  6. COMPETITION • Preparation begins in September (or earlier if team stays together) for March regional competition • Consists of two parts: • Long term problem • Select one from five types; Primary Problem • Spontaneous problem

  7. LONG TERM PROBLEMS (5 kinds) Mechanical/Vehicle: Teams design, build and operate vehicles of various sizes and with various power sources

  8. LONG TERM PROBLEMS Technical Performance: Teams make innovative contraptions and incorporate artistic elements into their solutions.

  9. LONG TERM PROBLEMS Classics: Teams write and perform skit based upon the classical -- from literature to architecture to art.

  10. LONG TERM PROBLEMS Structure: Teams design and build structures using only balsa wood and glue which are weight tested.

  11. LONG TERM PROBLEMS Performance: Teams present performances that revolve around a specific theme and incorporate required elements.

  12. LONG TERM PROBLEM GUIDANCE • Places multiple constraints on the team which they must consider as they develop their solution. • Examples for performance: • Must be done 8 minutes or less • Must be done in a presentation area not larger than 7 feet by 10 feet • Is judged in many areas • Could garner penalty points for a variety of infractions

  13. SPONTANEOUS PROBLEMS • Verbal • Verbal Hands-On • Hands-On

  14. SEQUENCE • Parents/students attend orientation (September) • Students choose problem/coaches volunteer • Teams form/formed • Meetings held (September through February) • School registers for competition (early January) • Teams practice/dry run (February-March) • Teams compete at Regional level (March)

  15. REQUIREMENTS • School membership fee ($135/first team, $100/addl teams) • Five(5) primary teams per membership • Coaches • Places to meet • Funds for long term problem ($125-$145/team) • Competition registration fee ($60/team) • One Judge and One volunteer from each team(CEUs for teachers & staff who volunteer a coaches or judges) • COMMITMENT • Students TIME Hard work Open mind Positive attitude Encouragement Creativity Punctuality Sense of humor Teamwork Respect • Parents: Funds Time Punctuality Planning

  16. TEAM FORMATION • Teams consist of 5 to 7 members • Teams form in many ways throughout US: • Gifted (as defined by the school district) • Try-out • Test • Lottery • Coaches choose • Coaches form • Coordinator forms • Students form • Teachers form

  17. TEAM FORMATION Method is School’s choice NOTE: Recommend school coordinator not guarantee placement of any student on a team unless that student’s parent or guardian is a coach.

  18. 2015-2016 PROBLEMS

  19. MECHANICAL/VEHICLE • Problem 1: No-Cycle Recycle (Divisions I, II, & III) • Teams will build, ride on, and drive a no-cycle, recycling vehicle. • Vehicle will pick up discarded items, adapt them in some way, and then deliver them to places to be re-used. • Vehicle must travel without pedaling for propulsion. • Driver will have an assistant worker riding on the vehicle that will help process the trash items being repurposed. • Driver and helper will make an unplanned stop along the way to perform a random act of kindness. • Cost limit: $145

  20. TECHNICAL • Problem 2: Something Fishy (Divisions I, II, III, & IV) • Teams will design and operate a technical solution that simulates multiple styles of fishing. • A Fisher Character will work from a designated area to "catch" three different objects that are outside of that area. • The catch will be on the move and will include something expected, something unexpected, and a new discovery. • The performance will also include a change of weather and a humorous character that portrays a potential catch and avoids being caught by the Fisher. • Cost limit: $145

  21. CLASSICS • Problem 3: Classics... Aesop Gone Viral (Divisions I, II, III & IV) • Teams will create and present an original performance about a fable gone "viral.” • The problem will include a list of fables attributed to Aesop. • Teams will select one and portray it, and its moral, as going viral. • The performance will be set in a past era and include a narrator character, an artistic representation of the fable's moral, and a character that makes a wrong conclusion about the moral and is corrected. • Cost limit: $125

  22. STRUCTURE • Problem 4: Stack Attack! (Divisions I, II, III & IV) • Teams will design, build, and test a structure, made only of balsa wood and glue that will balance and support as much weight as possible--twice. • During weight-placement, teams can "Attack the Stack" where they will remove all of the weights except for the bottom one and the crusher board. Teams receive score for removing weights! • After Attacking the Stack, the weight placement process can be repeated to add to the total weight held. • Teams will incorporate weight-placement, repetition, and Attacking a Stack into the theme of the performance. • Cost limit: $145

  23. THEATRICAL • Problem 5: Furs, Fins, Feathers & Friends (Divisions I, II, III & IV) • Team will create and present a humorous performance depicting problem solving from the perspective of three different animals. • The animals will help a stranger, help each other, and solve a problem that threatens the survival of all animals. • During the performance, the animals will sing and dance. They will also show curiosity, sympathy, frustration, and joy. • Cost limit: $125

  24. Primary • Primary: Stir the Pot (Grades K-2) • Teams will create and present a humorous performance about an object that comes to life when touched by an item that turns out to be magical. • While it is alive, the animated object will encounter three other objects that will result in a dramatic change of behavior. • There will be a narrator character that explains what is happening and a character that becomes friends with the object. • The performance will also include a team-created poem, song, or dance. • Cost $125

  25. IMPORTANT DATES • Problems Released: During first full week in September • Coaches’ Training: Nov 21, 2015 (Freedom HS, South Riding) • Mandatory for new coaches; Else, train with neighboring regions • T-shirt Design Submissions: TBD • Spontaneous Coaches’ Workshop:Dec 12, 2015 (Park View HS, Sterling) • Regional Tournament Registration:Early Dec-Early Jan, with payment via MAIL only • T-shirt Orders Due: TBD, with payment via MAIL only • Judges’ Training: Feb 6, 2016 (Park View HS) • Mandatory for new judges; Else, train with neighboring regions • Regional Competitions: • Dulles Region 16: Saturday, February 27, 2016 (Park View HS) • Snow Date: Saturday Mar 19, 2016 (Park View HS) • State Competition: Saturday, Apr 16, 2016 (Menchville HS, Newport News) • World Competition: 25-28 May 2016, Iowa State University, Ames, IA

  26. IN CONCLUSION, • OOTM is an excellent program given benefits realized. • An OOTM program is only limited by the number of coaches available. • Students who compete are all winners no matter where they place in competition.

  27. Questions?

  28. Backup Slides

  29. ORIGINATION • Developed by Dr. Sam Micklus, professor at Rowan University • Challenged his students to create vehicles without wheels, mechanical pie throwers and floatation devices to travel across a lake. • Evaluated solutions not only on success but on ingenuity applied and risks taken. • Students had FUN, word spread and people outside the college “wanted in.” • Led to the development of this world-wide creative problem solving competition.

  30. VERBAL Example • Name things that are “red” • Student should think of all of the definitions of “red,” i.e.: • an apple • a newspaper • Ready at the Switch • bread and butter • red skies at night • A map • blood • ready, set, go • Gingerbread • Giant redwoods • Readiness

  31. VERBAL HANDS-ON Example • Team is given any number of group of materials/things: PIECE OF STRING, 2 PENCILS, COFFEE FILTER, MEAT BASTER, 6 PAPER CLIPS, 2 MARBLES, PAPER CUP, PAPER PLATE, 12" SQUARE OF ALUMINUM FOIL, 24" PIECE OF YARN, RULER OR YARDSTICK, NAPKIN (PAPER OR CLOTH), 2 RUBBER BANDS, BUSINESS-SIZE ENVELOPE, 6 MARSHMALLOWS, SHEET OF PAPER, 3 COTTON BALLS, PLASTIC SPOON, BALLOON, TENNIS BALL, TOOTHBRUSH, COIN, PLASTIC BAG, HAT, SURGICAL MASK, CLOTHES PIN, ERASER ETC. • Each member chooses three items • Team is told items are clues uncovered from a previously unknown civilization • Each must describe how those objects may have been used in that civilization’s way of life. • Example: Meat baster may have been used to water plants in a greenhouse.

  32. HANDS-ON Example • Usually the most difficult • Each team is given 40 pieces of spaghetti, 15 pieces of elbow macaroni, 25 miniature marshmallows, 10 toothpicks, 4 straws, and 5 adhesive mailing labels, 5 pounds of penny nails and a pint size plastic container. • Team has 7 minutes to make a structure and 2 minutes to test it. They may talk during build.

  33. HANDS-ON Example (continued) • Structure is scored on height and strength. • Must rest on the surface of the table and may not lean against a wall or be supported by anything else. • After completed team must place the container on top of structure. • Judges will measure height from the surface of the table to the top of the container. • Must be at least 8 inches high to receive score.

  34. HANDS-ON Example (continued) • Once measured team must begin placing weights in container, one at a time. • Weight must be held for 3 seconds to count for score. • Problem is finished when structure breaks, when all the weights have been used, or when time ends.

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