Elon Coaches Training

Page 1

elon
coaches
training
 nicole
tower
 ntower@elon.edu
 908‐216‐0762


topics
to
be
covered
…
 •  •  •  •  •  •

long
term
 forms
 spontaneous
 style
 team
dynamic
 resource
links


long
term
 “the
problem
is
the
beginning
of
the
problem”


the
basics
of
long
term
 •  five
types
of
long
term
problems

•  cost
varies
for
each
problem
(2011‐2012):
 
problem
1:
$145
 


problem
2:
$145
 


problem
3:
$125

problem
4:
$145
 
problem
5:
$125


score
calculaMon
 •  raw
score
becomes
a
calculated
score
 •  placements
are
based
on
calculated
score
 –  calculated
scores
are
converted
to
standard
 percentages
 •  example:
if
top
raw
score
is
87,
that
team
receives
top
 score
possible
(100)
 –  if
second
raw
score
is
79,
second
place
team
would
receive
91
 because
79/87
=
.91

91


the
team
and
the
problem
 •  make
a
copy
for
each
child
 –  have
them
read
and
highlight
 –  most
important
thing:
understand
where
points
 come
from!
 •  ask
in
pracMce:
where
is
B10?
etc.
 •  have

team
be
able
to
point
out
beginning,
middle,
end
 (problem,
acMon,
soluMon)

•  consider
sending
PDF
to
parents
 –  at
the
very
least,
before
the
compeMMon!


INTRODUCTION

PROBLEM
SUMMARY

LIMITATIONS


SITE,
SETUP,
AND
 DETAILS

SCORING


TEAM
MUST
BRING

PENALTIES

PROBLEM
SPECIFIC
STYLE
 PROVIDED
AT
TOURNAMENT

PROBLEM
SPECIFIC
 GLOSSARY


the
importance
of
a
theme
 •  pick
a
theme
somewhere
 –  8
minutes
is
not
long;
judges
want
simple
yet
 effecMve
 –  a[ach
to
something
readily
recognizable
 •  make
sure
the
kids
know
the
judges
are
older
than
 them!

•  themes
make
it
easier
for
the
team
to
create
 progressively
 •  crispness,
cleanliness,
obviousness


penalMes
and
points
 •  different
kinds
of
penalMes
and
how
they
 happen
 –  this
is
where
the
problem
guide
is
most
handy!

•  don’t
hesitate
to
use/submit
for
clarificaMons
 –  check
clarificaMons
o^en!
 –  they
are
always
added
to
and
someMmes
change
 –  clarificaMons
supercede
what
is
wri[en
in
the
 problem


last
thoughts
about
long
term
 •  consider
keeping
a
coaches
notebook
 •  DON’T
FORGET
THE
MEMBERSHIP
SIGN

–  make
sure
team
knows
membership
name
and
number

•  set
a
Mmeline
and
sMck
to
it
(best
you
can!)
 –  dress
rehearsals
(without)
parents

•  audience
should
be
other
teachers,
etc.

•  become
a
drama
coach
 •  brainstorm
for
disasters
 –  have
an
emergency
kit

•  check
out
the
problem
site
before
you
get
there
 –  arrive
at
least
30
minutes
early!


forms
 i
believe
in
forms.


the
importance
of
forms
 •  forms
are
more
than
a
formality
 –  forms
are
used
as
references
if
need
be,
 BUT
 –  well
wri[en,
prepared
forms
speak
volumes
to
a
team
 •  PDF
converters
will
allow
you
to
type
in
forms
 •  division
I
coaches
can
help
teams
write
forms
 –  must
use
team’s
own
words

–  forms
can
be
used
to
say
what
may
never
otherwise
 be
said,
 •  but
should
never
say
anything
that
isn’t
already
conveyed


style
form
 •  four
copies
for
staging
 judge
 •  opportunity
to
describe
 how
the
team
enhanced
 long
term
 •  categories:
 –  problem
specific
scoring
 elements
 –  free
choice
elements
 –  overall
effect

•  be
very
specific


material
values
(cost)
form:
pg.
47‐49
 •  one
copy
for
staging
 judge
 •  includes
everything
used
 during
LT
&
style
 presentaMon
 •  garage
sale
&
assigned
 values
 •  exempMons
are
possible!
 •  even
“donaMons”
have
 value


outside
assistance
form
 •  one
copy
for
staging
 judge
 •  only
7
members
can
 contribute
 –  be
careful
if
someone
 quits!

•  if
OA
did
occur,
list
it
on
 the
form
 –  may
result
in
a
penalty

•  penalMes
are
proporMonal


other
required
forms
 •  most
problems
require
teams
to
provide
informaMon
 specific
to
their
problem
soluMon
 –  problems
1,
2,
and
5:
B12
 –  problem
3:
B14
 –  problem
4:
N/A

•  must
be
submi[ed
in
order,
format,
etc.
requested
 •  number
of
copies
is
usually
specified
 •  teams
not
providing
this
informaMon
will
receive
a
 penalty
 –  typically
given
the
chance
(DON’T
GET
THERE)

•  form
is
used
as
a
direct
reference
during
your
 performance
and
hence
is
PARTICULARLY
IMPORTANT


types
of
spontaneous
 •  three
types
of
spontaneous
problems
 –  verbal:
problem
based
on
verbal
answers
and
 usually
no
interacMon
among
the
team
 –  verbal/
hands‐on:
combines
verbal
answers
with
 an
interacMve
element
 –  hands
on:
requires
team
cooperaMon
to
build
or
 complete
a
task


spontaneous
 theoreMcally,
the
great
equalizer


spontaneous:
it
ma[ers
 •  spontaneous
makes
and
breaks
 –  remember
that
spontaneous
is
1/3
of
the
total
 score

•  all
teams
with
the
same
(spontaneous)
 problem
are
judged
by
the
same
team
of
 judges
 •  answers
that
were
creaMve
once
are
creaMve
 all
day


spontaneous
on
compeMMon
day
 •  teams
should
report
to
spontaneous
check
in
 desk
a
half
hour
prior
to
scheduled
 compeMMon
Mme
 •  teams
are
taken
to
a
holding
room
 –  one
coach
can
stay
with
them
in
that
room

•  teams
are
escorted
to
an
assigned
room
 –  coaches
are
not
permi[ed
to
a[end
or
observe


number
of
team
members
 •  only
five
team
members
can
parMcipate
in
spontaneous
 •  if
less
parHcipate,
they
may
not
be
able
to
maximize
points
on
a
 limited
response
problem
 –  recently,
teams
have
been
given
a
set
amount
of
cards
and
hence
 have
limited
responses
 –  cards
are
not
redistributed
for
teams
with
fewer
members
 •  teams
must
choose
which
members
will
parMcipate
a^er
they
are
told
 what
type
of
problem
they
will
be
solving.
 •  team

members
not
parMcipaMng
can
stay
but
may
not
help
in
any
way
 –  other
opMon:
they
can
leave
the
room
 –  sit
on
their
hands
if
they
stay!
 •  all
team
members
should
come
to
spontaneous
even
if
they
don’t
 parMcipate


selecMng
for
spontaneous
 •  select
the
five
best
team
members
for
each
 type
of
problem
 –  kids
can
vote!
blind
voMng
works,
but
…
 –  if
a
child
doesn’t
want
to
parMcipate,
you
can’t
 make
them.

•  through
pracMce,
team
member
will
reach
a
 consensus
as
to
which
type
of
problem
they
 are
best
at


in
the
spontaneous
room
 •  teach
your
team
to
listen
when
the
problem
is
 read,
but
 –  they
should
begin
reading
the
second
they
sit
 down

•  there
is
a
Mme
allowed
when
quesMons
may
 be
asked
 –  judges
will
answer
in
a
clarifying
way,
not
to
solve
 •  someMmes
they
will
say,
“re‐read
the
problem”


spontaneous
Mps
 •  if
it
doesn’t
say
they
can’t,
they
can!
 •  consider
having
a
“captain”
for
each
team
 –  teams
generally
work
in
consensus,
but
captains
 can
help
organize
if
need
be

•  •  •  •

“speak
loudly
and
clearly”
–
seriously!
 be
aware
of
Mme
remaining
 last
minute
should
be
used
for
fine‐tuning
 if
someone
is
just
staring,
Mme
and
points
are
 being
wasted


specific
Mps
for
specific
situaMons
 •  solve
only
what
the
 problem
calls
for
 •  never
argue

•  think
strength
and
 length
when
building
 •  four
legs
are
(generally)
 be[er
than
three
 –  team
work
counts!
 •  if
the
team
can’t
quickly
 •  some

materials
may
be
 useless
 agree
on
an
approach,
 follow
the
captain
 •  Work
efficiently
and
be
 flexible
 •  assign
tasks
to
team
 members
and
quickly
 •  recognize
where
the
 perform
 problem’s
emphasis
is


more
specific
Mps
 •  look
for
gaps
in
their
problem
solving
style
and
 teach
them
to
ask
quesMons
 •  pracMce
verbal
with
cards
 •  remember
answers
can
be
acted
out!
 •  best
warm
up:
“today
is
great
because
…”
 •  teach
them
to
evaluate
and
understand
quality
 versus
quanMty
 •  piggybacking

–  not
encouraged,
but
something
to
have
in
your
back
 pocket


spontaneous
toolbox
 •  have
team
members
decide
on
individual
and
 team
themes
 –  this
should
be
something
the
child
is
comfortable
 talking
about
 –  team
themes
will
only
be
used
for
cooperaMve
 team‐based
problems
 –  should
not
be
used
right
away,
but
in
emergencies


SCAMMMPER
 •  subsMtute:
what
could
you
subsMtute?
what
could
you
do
 
 
instead?
what
would
work
as
well
or
be[er?
 •  combine:
what
could
you
combine?
what
would
work
well
 
 
together?
 •  adapt:
what
could
be
adjusted
to
suit
a
purpose
or
 
 
 
 
condiMon?
how
could
you
make
it
fit?
 •  modify,
magnify,
minimize:
can
you
make
it
bigger,
greater,
 
 
stronger?
can
you
make
it
smaller,
lighter,
slower?
 •  put
to
other
use:
what
are
some
other
ways
to
use
that
 
 
 
material?
 •  eliminate:
what
could
you
subtract
or
take
away?
what
 
 
 
could
you
do
without?
 •  reverse:
what
would
you
have
if
you
reversed
it
or
turned
it
 
 
 
around?

could
you
change
the
parts,
order,
layout,
or
sequence?


team
dynamics
 they
last
a
lifeMme
…
really.


odyssey
101
 •  if
you
haven’t
already
had
a
parents
meeMng,
 have
one.
 –  discuss:
schedules,
behavior,
a[endance,
goals,
 snacks,
tournament
dates,
potenMal
commitment

•  remember
that
odyssey
is
essenMally
a
year
 long
school
project
 •  you
will
probably
require
more
meeMngs
as
 the
compeMMon
draws
near


a[endance
 •  it
is
important
for
at
least
5/7
members
to
be
 at
a
pracMce
 •  everyone
should
…
 –  share
equally
in
the
work
 –  have
consistent
contribuMons
 –  should
know
what
was
done
and
how


goal
sesng
 •  decide
who
will
do
what,
by
when,
and
where
 –  it’s
a
good
idea
to
idenMfy
parents’
talents

•  teams
tend
to
work
harder
and
longer
if
hey
 set
their
own
goals
 –  this
allows
them
to
idenMfy
each
member’s
 strength
 –  this
doesn’t
mean
you
shouldn’t
speak
up!

•  never
compromise
safety


brainstorming
 •  brainstorming
isn’t
just
for
the
beginning
of
 the
year!
 •  use
a
pencil
to
pass
around
 –  only
the
person
holding
the
pencil
can
speak
 –  go
around
–
everyone
should
speak
at
least
once!

•  casually
have
resources
around
..
magazines,
 books,
etc.


in
the
heart
of
the
acMon
 •  when
a
team
member
completes
something,
 have
them
present
it
to
the
team
 –  how
they
did
it,
where
the
idea
came
from

•  don’t
expect
perfecMon.
you
will
die.
 •  remember
everything
must
fit
through
a
 standard
doorframe
…
and
in
your
minivan.


coaches
CAN…
 •  write
on
giant
pads
for
the
team
to
conMnue
to
 reference
 •  plug
in
a
power
tool
 –  but
NOT
at
compeMMon!

•  •  •  •  •

prepare
an
emergency
kit
 show
and
tell,
but
never
do
 ASK
QUESTIONS!
 give
outside
homework
 organize
a
bonding
acMvity!
 –  watch
for
burn
out


compeMMon
day
advice
 •  have
a
breakfast
meeMng
(even
if
on
site!)
 •  if
possible,
have
the
team
travel
together
 •  make
sure
parents
understand
outside
 assistance!
 –  emphasize
“hands
behind
your
back”

•  have
a
pracMce
spontaneous
session
..
or
five.
 –  have
them
run
around
for
a
li[le
before
 spontaneous


style
 show
us
what
you’re
workin’
with


as
brief
as
i
can
be
…
 •  style
makes
the
soluMon
unique

–  demonstrates
creaMve
thinking
beyond
problem
 constraints
 –  Mes
all
elements
of
the
soluMon
together

•  each
long
term
problem
has
mandatory
categories
and
 team
selected
categories
 •  team
cannot
select
anything
scored
in
long
term
 •  style
judges
score
independently
of
each
other
and
 problem
judges
 –  your
style
form
becomes
their
score
sheet,
so
you
only
get
 a
summary
sheet
returned

•  each
category
is
worth
up
to
ten
points


how
to
select
free
choice
style
elements
 •  some
teams
choose
early
and
plan
accordingly
 •  some
teams
see
things
develop
and
then
 choose
them
 •  some
teams
idenMfy
them
as
they
are
almost
 done
 –  remember
required
elements
should
be
 considered
early!


scoring
basics
 •  1‐3
points:
using
common
materials/ideas
in
 
ordinary
ways
 •  4‐6
points:
using
common
materials/ideas
in
 
unusual
and
creaMve
ways
 •  7‐8
points:
using
unusual
materials/ideas

with
 uncommon,
effecMve,
and
usual
 
creaMvity
 •  9‐10
points:
using
uncommon
materials
 
effecMvely
in
unique
ways


style
Mps
from
allen
ball!
 •  single
most
important
aspect
of
style:
WORDING
 •  show
the
judges
something
they
have
never
seen!
 –  or,
point
out
something
no
one
else
is
specifying

•  try
to
avoid
categories
that
are
highly
subjecMve
 •  make
sure
your
style
elements
don’t
look
like
they’re
 there
just
because
they
have
to
be
 •  don’t
base
style
on
what
you
think
judges
want
to
see
 •  this
is
an
opportunity
to
show
the
team’s
personality
 •  make
sure
all
team
members
take
part
in
style
 –  this
means
everything
–
creaMon,
selecMon,
descripMon!


style
form
Mps
 •  free
choice
of
team

–  pick
wisely
and
carefully
 –  discuss
early
and
o^en
 –  be
specific
and
describe
as
thoroughly
as
possible,

 •  but
also,
be
succinct!

–  choose
areas
that
clearly
stand
out

•  not
only
should
they
be
the
best,
but
they
should
be
easily
 idenMfiable
by
the
judges

–  choose
areas
with
maximum
impact
in
the
context
of
 your
presentaMon
and
the
soluMons
of
other
teams
 –  remember
that
style
is
not
talent,
but
how
you
use
 talent


more
style
form
Mps
 •  overall
effect
 –  in
other
words:
cohesiveness
 –  general
impression
of
the
judges
 –  includes
smoothness
of
delivery
 •  pracMce,
pracMce,
pracMce

–  in
other
words:
cohesiveness

•  describing
the
overall
effect
 –  make
sure
your
concept
are
clearly
described
 –  emphasize
free
choice
areas
in
the
descripMon


elements
style
judges
are
looking
for
 •  are
style
elements
smoothly
integrated
 
throughout?
 •  originality,
is
it
innovaMve
and
unpredictable?
 •  are
concepts
and
points
clearly
emphasized?
 •  is
everything
interesMng
and
cohesive?
 •  what
is
the
quality
of
design,
construcMon,
 
and
workmanship?

 •  does
the
judge
“get
the
point”?


helpful
links
 you
know
you
want
some


general
resources:
 h[p://users.wcvt.com/perkins/OOTMWCT_files/frame.htm
 h[p://www.azodyssey.org/pdf/coachesman0809.pdf
 h[p://www.ncom.org/Coaches'%20Handbook%202011‐2012.pdf
 h[p://odysseyo^hemind.com/downloads/programguide.pdf
 spontaneous
resources:
 h[p://nepaootm.com/wp/?page_id=9
 h[p://va.odysseyo^hemind.org/weekproblemarchive.html
 h[p://ncome.org/spontane.html
 just
for
fun:
 h[p://western.ncom.org/PinCollecMon/PinCollecMon.htm


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