Destination Imagination
Team Manager Tips & Tricks
2003-2004


About this manual

This manual is intended to be used by Team Managers in addition to the Destination ImagiNation Team Manager’s Guide, Rules of the Road and Team Challenges. The information offered here does not supersede the rules set out by Destination ImagiNation.

The information is organized to follow the outline presented in the Team Manager’s Guide. We recommend that you read the TM Guide section followed by the related section in this manual.

This manual is a compilation of suggestions and comments from many different sources. Every effort has been made to recognize the individuals who contributed to this book. But, in many cases, we don’t know where the material actually came from.

Table of Contents

What is Destination ImagiNation?
Why do we do this?
Managing a Destination Imagination team
Inciting Creativity!
Tools for Managing a Team
Interference – Yes or No?
Solving the Central Challenge
Side Trips
Improvisation
Instant Challenge
A typical tournament day

What is Destination ImagiNation?

From the Destination ImagiNation website www.destinationimagintion.org.

Destination ImagiNation® is one of the most exciting creative problem solving programs for kids of all ages!

Call it Creativity 101, describe it as "thinking outside of the box," say it's the things they don't teach you in your regular classes at school. However you describe Destination ImagiNation®, the bottom line is this: It's the most important course in education.

Destination ImagiNation® gives kids a chance to expand on the skill and knowledge they have learned in school, albeit in a non-traditional way. Come discover how much fun creative problem solving can be!

Destination ImagiNation® volunteers are a committed group of adults that includes both parents, educators and former program participants who take the ideas of creativity, problem-solving and teamwork and package them in a fun and meaningful program.

Volunteers serve only as facilitators for the team. The dedicated Team Managers may help coordinate meeting times, shuttle the teams to different places where they obtain information and supplies, and generally support the administrative function of team life. Never do the team managers "coach" the members in their solution; their role is to enable them to access various resources in the community.

Parents, educators and other volunteers serve as team managers, program coordinators, tournament officials, as well as regional, state, and international board members.

Destination ImagiNation® teaches students the things they'll need as they traverse the sometimes rocky and often challenging terrain of the school of life-- like how to tap into their own creativity, how to solve problems, and how to work together in teams. You see in math class, there may be only one right answer to a given problem, but how often is that the case in the real world?

Based on the concept of divergent thinking --understanding that there is more than one way to solve a problem-- Destination ImagiNation® Challenges encourage students to build on their strengths and to discover skills they never knew they possessed.

Teams of up to seven members choose one challenge and spend several months perfecting their "solution" for tournament day. Teams also hone their on-the-spot problem solving skills as they practice coming up with solutions for Instant Challenges-- additional challenges that are revealed to the teams only minutes before their presentation time! Thinking on their feet, becoming comfortable with quick decision making and further developing the team spirit are among the skills that Instant Challenges promote.

Long-Term Advantages of Destination ImagiNation

One of the stories I often relate is from a professor of design at a private college near here. She said that the students who have never been involved in programs like this believe that the students who have been part of Creative Problem Solving Programs have an unfair advantage! The professor said she noticed that the DI students are able to use materials in new and unusual ways, they are capable of creating unique designs, sculpture, jewelry, etc. within a very short time (see - those competition tournaments are worth it, too!), and they are the ones who ask the most questions. . .and very good ones. She also noted that they are also more capable of sharing their ideas, cooperating with other classmates and helping other students to become more involved. Sounds like good leadership on the part of these students! Many other educators with students involved in CPS programs have said the same thing. The students themselves are saying that they are getting hired quickly because they have been involved. Their employers see them as capable of innovative thinking. -Pat Schoonover

So what are you waiting for??? Let’s get started!!!

Return to Table of Contents

Why We Do This

I cannot imagine a greater way to stay close to my kids, have fun, and encourage other kids. There was never anything like this when I was a kid, and if there was I wouldn't have been able to be involved. I have had jobs all my life, and extra-curricular activities in school were very few, because I had to work. So, when my kids started getting involved, I swore I would let them do what they wanted and be encouraging them all the way. After some disappointments with coaches, we started to coach a lot of different teams and sports. Then we found CPS--we were hooked.

I also coach for those other kids--kids who maybe wouldn't have the opportunity because the parents are not involved. I hate to see a child miss out because his parents are not there--I was one of those kids year's ago.

I really think that the close relationship I have with all my kids (and their friends) is because of all the hours we have spent building, painting, gluing, joking around, being spontaneous, problem solving, eating, cleaning, band-aiding, and the list goes on and on. I can talk to "my kids" about boys, girls and cars; gear-ratio and electrical configuration still have me stumped, but I can pretend I understand--the point is that I am the team manager and parent and friend.

The biggest benefit is how young this makes you! I really feel that this program lets the kids be kids that much longer. They can still be pirates, cavemen, space aliens, cowboys and the group after them might be boys in dresses. What fun! When the kids see how silly everyone can be, why would they want to grow up! I know I cannot be as old as my driver's license says because I am having way too much fun "playing with the kids".

Yes, it can be stressful. Yes, you do not get to have a clean house. Yes, a home cooked meal is a major event. . . but, the memories are priceless! And when you have that team member that his teacher says to let him try DI (We do not usually turn any child away--we work out the teams to accommodate everyone if at all possible.) and this child sits in the corner for three weeks, not speaking, not moving, doesn't want to help, doesn't ..doesn't. And you go home going Why..Why..Why did I get talked into this. And then you see a spark one day, "how about if we try this" and then he starts helping and growing. And three months later--he is in front of an audience, loud and proud, working that project and talking the judges ear off. The parents catch you as you are gathering up things and give you a sincere "thank you for all the time and effort". And you see this child get his first ribbon with his team--the tears have to come. It is the difference in a child's life that you can make.

It is not all fun, and there are hard decisions. Not every team member works out. Not every team reaches their goal. But, if they know that’s okay, and they can come back to try again next year, you have to keep growing right along with them. . . the blue ceramic dishes can be washed tomorrow.

Why Do we Do This – Part 2

What is gained? Let's see, the child who wouldn't even sing with a choir he was so full of Stage-fright is now, constantly the "lead" in every skit, has joined the theater group at school, is confident when asked to do a presentation in front of his class.

The girl who has only been "cute" learned how to use a jigsaw and wire a battery to a light. She discovered she was an organizer, a leader and a person who was capable of doing anything.

The boy with a learning disability, who struggled in school, found out that he was amazing at figuring out how to make things with his hands.

The girl that was socially maladjusted in 5th grade learned how to get along and contribute in a group. The team didn't even want her on the team because she was "weird". However, the sense of belonging extended far beyond the team to school where she is now a member of the Jr National Honor society, a starter on the A -basketball team and also part of the theater group.

The confidence all of the kids gain from belonging, and doing, and solving.

The TM who otherwise would have been merely a spectator of these kids lives is now a confidante, a friend, and a presence.

What is gained, whether it is a great solution, an ok solution or a "we just didn't have time or inclination solution", is the benefit of a common struggle with fellow human beings. The focus should be on overcoming the challenge, as in anything in life, if the goal is to win first place every time ,the odds are you will be disappointed. However, the teams who do win are not hyper-competitive, they are devoted.

Why in the world do we keep doing this? – Part 3

I ask myself that question a lot. Between the lack of parental support, kids constantly bickering, and the infamous smoldering couch, I think that's a fair question. This is a team that has never advanced beyond regionals, too.

So, what keeps us going? It isn't the masochistic TM's. No, it just seems that way. We don't love pain.

It's the kids. It's my son, who every other day says, "I can't wait for DI to start again!"

It's the child who sits there without saying a word, taking everything in. When she does speak, it's worth ten times what the chatterboxes say.

It's watching four boys stop arguing with each other and claiming credit for each others ideas for long enough to create a simple, yet highly elegant device.

It's the boy who barked at me, "Don't touch that! It's interference!" (I swear I was just admiring the design, but I appreciate where he was coming from.)

It's the learning that goes well beyond the classroom. It's learning from the kids.

It's watching one of my son's many hare-brained ideas (he gets 'em in and out of DI) become a reality and win a DaVinci award.

And finally, it's watching a group of kids argue and fuss with each other for months, and finally have it all (sort of) come together at one moment - watching them take a bow in unison. Somehow that makes it worth it.

The Function of a TM

One very hard thing to realize (that can become easier with practice, but never seems to disappear) is that the team's performance is not a reflection upon you, but a reflection on the kids. How they do is “their” problem, not yours.

Your task is providing a structure. Part of that structure is in teaching the kids skills: the skills of play directing and of make-up use, to mention two. Part of that structure is providing a place and time for them to do the work. Another part is teaching problem-solving skills. Part is character development. A large part is teaching time-management skills (and, for the younger teams, keeping them on track and helping them plan).

James K. Gruetzner, Albuquerque, NM

Return to Table of Contents

Managing a Destination ImagiNation Team

How to Start DI in your school, community group or company

Sponsoring Organization

Each DI team must have a sponsoring organization. This is usually a local school but it can also be a community group or business. The sponsoring organization usually pays the national and state DI membership fees. In addition, the team will have other expenses such as materials (there are cost limits for the solutions) and in some cases travel for going to tournaments.

Recruitment

  1. Begin by recruiting creative students. Invite interested students to a recruitment meeting. You can ask teachers or other adults for recommendations. Remember, every student is gifted in some way so resist the temptation to limit team members to “gifted” students.

  2. Recruit teacher and/or parents to be team managers. Often parents of interested students are willing to take on this job so that their child will have this opportunity.

  3. Hold a meeting with interested students and parents. It might go something like this:

    Tonight was the beginning of DI at our local middle school and it was a huge success. The room at the school rapidly filled with team members and all but 3 are new to creative problem solving. We displayed all our pins, t-shirts, IC kits, books etc. for the new team members to see when they arrived. We spent about 15 minutes discussing creativity and the program in general. Then we did a short instant challenge. I threw a pencil on the floor in the middle of the circle and asked everyone to tell what they thought it was.

    Next we watched the latest Global Finals video. Everyone was given a list of important dates, challenge previews, “what is DI” and information about how to avoid interference.

    Each potential team member was given 1 large sheet of construction paper and a colored marker. They were told to add their name, the day they were able to meet and their favorite challenge. A few questioned how big they were supposed to write their names........:) ah, the lead-in to "if it doesn't say you can't, then you can" Now we really started talking about creativity!

    Next we did another IC with the students only. I gave the kids 1 minute to divide into 2 large equal groups on opposite sides of the room. I then used the “What's in the bottle part” challenge found on the IC playhouse website. The parents enjoyed watching.........then they found out it was their turn!

    Parents were given the “Entertainment in the year 3000 challenge” (also on the IC playhouse website). While the parents worked on the challenge, the kids read over the challenge previews and listed their top 3 on their construction paper. Everyone was having a wonderful time especially when the parents performed!

    After the parents finished performing, I told the kids, their last challenge was to use their creative papers to make their teams. Simple as that they all began calling out their preferred challenges and we have 3 VERY happy teams!

Team Formation

There are many different ways to form teams within your group. Each sponsoring group can decide the best way to do this. Some groups follow the scenario described above. Other ways to do this are through teacher/adult recommendations, auditions, assignment to teams by the group coordinator and team managers. It is best to try and match up students with the challenge that interests them the most.

Parent’s Meeting

The goal of the parent’s meeting is to convey the following information:

-This is a commitment and if your child wants to do this, he/she will need your support for the long haul.

-The team will decide roles both in front of the audience and in preparation, and parents and team managers need to support those choices, not second guess the kids.

-Team dynamics and roles evolve over time; be patient.

-It's a great time for kids to learn about responsibility; if the kid agrees to paint a widget by Wednesday, he/she needs to do it. (Not the parent, the KID.)

-If you've got a kid with multiple other outside activities or who has trouble getting homework done, think long and hard about how you are going to fit this all in before you commit.

-Emphasize the dangers of interference - especially taking the positive side that this is the kids' project and their chance to grow and shine. Tell the parents that this is the single toughest thing to do, since we are all used to jumping in and giving kids hints about how to do things the easiest way. Remind them that no matter how terrific their ideas are, if they share them, the kids cannot use them (even if they would have thought of it themselves later.) It's not just about losing points, it's about ownership: this is not the adult's challenge, it belongs to the kids and solving it is that much sweeter when you do every step of it without assistance. (And sooner or later, one of these unassisted teams really IS going to invent a wheel that works better than Firestone, but only if we leave them alone to do the trial and error it takes.)

-Do ask for help in appropriate ways: tell parents you'll need snacks and supplies, tell them to save whatever weird trash and recyclables their kid wants, because "you never know".

-You may want a couple parents around when you start building just to keep an eye on safety concerns, such as hot glue guns or electric drills (if your team chooses to use them.) Put out feelers to see who is interested.

- If a parent has a resource where the kids can visit and sort through leftover items (in our case, a small assembly plant opened its doors and we found cardboard boxes, pieces of acetate, spools from wire, that sort of thing), ask for an early field trip. Tell them you don't know what you are looking for, because it's true. You don't know what type of resources folks have if you don't ask, or ask the kids for ideas.

-Ask if anyone wants their garage sorted out, and let your team keep the stuff they can use.

-Budget: The $125 worth of junk that becomes your solution may just evolve from things the kids found or brought or dug out of a dumpster but, in most cases, you need glue, paint and other supplies to stick it all together. Those supplies can get expensive. Some teams ask each family to contribute $20 bucks (20x7 is $140 right? The $15 is extra stuff that doesn't end up in the solution.) --- but we must have used another couple hundred $ in stuff we started, and abandoned, or never worked out, or didn't really need. Or that the dog ate and we had to make a second time. So if you go the $20 route, advise the parents that they might need to chip in again in the spring if supplies run low. ($125 represents the stuff in the solution that the judges see, but you will have to "waste" a little practicing on the route to success. Surplus doesn't count in the final budget, just stuff you actually use.) Another budget consideration is how will you pay for any travel expenses you encounter. You may have to rent a truck to transport the solution to a tournament. How will you cover the cost if your team has the chance to go to Global Finals (the cost is about $400-$600 per student depending on how many pins they buy to trade).

-Meetings dates are important: first figure out what is good for YOU, the team manager, then offer a couple choices for the team. We had to work around soccer, basketball and baseball schedules, you probably will, too. So find out in advance who is doing what and when their practices or games are and see if there are obvious open times.

-One option is to have instant challenge practices at school either right before or right after school: the kids are already going to be there, not another trip to schedule. Before school wasn't an option for my sleepy team, but 3:30 to 5 p.m. was great. They were tired of behaving and being quiet and got silly quickly. We met on weekends to do our structure and set building, away from school, but if you have access to an art room (and Storage - very important!) you might be able to keep it all at school.

-Snacks: it might not seem worth considering, but depending on when you meet, having a bag of pretzels or fruit rollups, helps them settle down and focus. So work out a system up front with all the parents so that snacks and drinks are covered.

Return to Table of Contents

Inciting Creativity!

Brainstorming Tips

Here is how one Team Manager approach the "brainstorming process":

  1. A clear, focused "objective statement" is KEY. If the team makes their "objective statement" too broad (i.e. how do we solve this Challenge?), try to encourage the team to break it into bite-sized chunks (i.e. have them look at each scored element -- and even how that element might be broken down into smaller parts, etc.)

  2. Spend some time to identify key measures -- and key constraints -- for the item getting brainstormed. For example, instead of having the objective of "how do we build a strong structure", it would be more appropriate to have an objective of "how do we build an efficient structure" (since efficiency, not max weight is what is scored in that Challenge).

  3. Write the issue to be brainstormed in big, bold print somewhere that everyone can see. Make it clear that the purpose of the next phase is to generate as MANY ideas as possible -- without judging whether those ideas are "good", "bad" or even "feasible".

  4. When the pace of ideas starts to slow, ask the group to look for alternative ways to state the objective statement (either more general or more specific). For example, instead of saying "How can we build this costume?", the group might try to rephrase individual words in the objective statement "What do we mean by the word costume? -- can we interpret that word in different a different way that might generate new options?"

  5. Again, when things start to slow, ask the group to generate ideas on "How will we evaluate which of these alternatives are the best?". The process of generating measures will often result in new ideas. Don't be shy about flip-flopping between idea generation and measurement generation at this point.

  6. Have the group "rank order" the measures -- so they know which are the most important.

  7. Be sure to keep the following measures in the mix:

    -- "When do we need to have this element finished?" (especially if it is a component of a larger total solution).

    -- "Will this solution be 'cool' and give us a feeling of accomplishment?"

    -- "Will the process of creating this solution be fun?"

    -- "What is the risk that this approach won't work?"

  8. Have the group generate some "quick and dirty" experiments they can conduct to test the viability of alternative approaches (i.e. build a "scale model" out of clay or cardboard -- or draw out an idea on paper). If a team can't create a "scale model" out of "easy to work", inexpensive materials, they almost certainly will be unable to build the "real thing" out of expensive materials that take a great deal of time to work into the desired shape.

  9. Are there more "in depth" experiments we can conduct for the "best few" ideas. One key here is that if a team considers the things they are building for these "experiments" to be "disposable", they are MUCH more likely to be able to build them quickly (rather than "stressing" that they "aren't perfect"). They are also MUCH more likely to be willing to fold various ideas together and throw out a "work in process" in favor of a better "combined idea". In contrast, if a team begins to build something they perceive to be part of their "final solution", it is VERY rare they will be willing to discard it.

  10. What "checkpoints" do we want to create along the way to make sure this project is progressing along the directions we'd hoped. This is actually a variation on the "evaluation methods", but it contains a time component.

ALWAYS keep ALL ideas that are generated. If a team hits a "dead end", it is VERY likely they will have forgotten all their previous ideas. In addition, it is a good idea to revisit the brainstorming process from time to time -- because team members will have "good ideas" pop into their head hours (or days) after the formal brainstorming process is complete.

Research

Here is a different angle to try:

Sometimes the problem is not whether they know how to do the research but whether they feel the need to do it. Try asking them "What kinds of things to do we need to know about _________ and ____________and__________, etc." and have them come up with a list of useful information. Then, as they collect information on each _________, they can fill in a grid - not everything will fit and not all the answers will be available but if they have 20 key facts on __________ and just one on _____________it will pretty obvious where they need more research without you having to say a word. IF the problem is one weak person, then at least it will be visible to the rest of the team and they can decide what to do (tell him to work harder, have someone help etc.)

Team Notebook

Team managers -- you might want to start a notebook for those "great ideas" your team comes up with throughout their brainstorming sessions. It can be a spiral, if you like, or a 3-ring notebook. That way, if someone brings an idea, a photo, a sketch, to a meeting, you could punch holes in ANYTHING and put in the notebook. Before competition, the team can reorganize the notebook and divide it with tabs for different subjects the team thinks the appraisers might ask the team about:

  1. ideas/brainstorming/sketches (how we thought of this stuff),

  2. research (any background information could be here),

  3. budget (not just the expense report of all the stuff shown in your final challenge, but any receipts, or catalog pages showing the costs of items, or notes about how/where they found trash items if applicable)

  4. team photos (if you can, take photos of the kids all during this process for a sort of yearbook showing how it evolved. It's a history of your challenge. I've heard of teams making photocopies for all team members as a souvenir when it's all through.)

  5. copy of all rules and clarifications. Not just for appraisers, but for the kids to refer to easily when they wonder if such & such is allowed or not...

    If you use pocket dividers, they can put anything they like in the book and it can be added to the pages later.

In Order to Teach “Outside the Box” – Kids Must First SEE the Box

Your 3 fifth graders CAN think outside the box, that's what this program is all about, teaching them how to reach that part of themselves. Even if your team never comes up with a solution, but these three students can reach and call into focus that creative part of themselves you have been successful!

Perhaps you need to look at these three kids from a different angle. Perhaps they don't even see the box, much less what is outside of it! For some kids finding the box is an “Aha! Experience.” Try this simple maze game to help your team with thinking “Outside the Box.”

Basically it's a simple 9 room maze. Split your team up into two teams - the 'finder team' and the 'hiding team' -- the one designated 'finder' must leave the room while the hiding team members hide something in one of the rooms then put up a couple of blockades that you explain cannot be gone through to get to the hidden treasure. The 'finders' team mates (who have been in the room and know where the treasure is hidden and where the roadblocks are) then must communicate to the finder how to get to the hidden treasure through non-verbal communication.

Time how long it takes the 'finder' to get to the right room. If you do this several times you will see that kids set up their own roadblocks where none exist. Remember, the only rule was that you can't go through the blockades, but no one said you can't go under, around, or over. As each group tries the methods of communication become much less convoluted and eventually boil down to the 'finder team' simply holding up fingers corresponding to the room number where the treasure can be found!

It's easy to see by using a small exercise like this that sometimes we create our own 'box.' This helps participants begin to understand that the first step in thinking 'outside the box' is defining the box itself!

The Limitations of logic-- Logic can be a great tool, but it can also cause you to have tunnel vision and only see things that "make sense." Many things would never have been invented or discoveries made if people always followed this straight and narrow path.

Other Thinking Tools -- if you can see something in your mind, you can visualize it. Practice trying to see your ideas in your head, and once you can see them draw a sketch. Then ask yourself if you can see it a different way.

Improvisation --Another helpful skill is doing something without preparation or practice. This is called improvising. Usually preparation helps, but sometimes it can make you develop tunnel vision. When this happens, improvise! Try something new that you didn't plan on doing.

Failure -- is also important, although it doesn't always seem that way. When you set out to invent something and fail, your failure demands that you use all your thinking skills to figure out how to try it again. As you work through a cycle of trial and error, you learn valuable information about what does and doesn't work. So don't be afraid to fail!

On the other hand, if you get it right the first time, chances are that you won't learn as much - or that your goal was too easy. Whenever you try something and get it right the first time, try it again, but make it more challenging the second time around.

When you are "Stuck for an Idea" try this IC

Do you suppose there is such a thing as "thinker's block?" Sometimes I wonder. I was faced with a group of stone-faced blank looks earlier this year - burnt out from trying to figure out 5 special effects and the rest of it, they had no script, no story, nothing to tie it all together. They didn't know each other well enough to take any creative risks and be laughed at, either. I did ask as many probing questions as I could and still got grunts and shrugs. So, I made it into an IC - and it worked so well, we used it for a lot of things. Try this:

Take 5 or 6 paper bags (I used lunch bags - anything will do.) Write on the outside the name of a category. The first time, my categories were "first name" "name of a street" "toy" "fruit or vegetable" "interesting job" and... something else. I forgot, but it could be anything: "dessert" or "foreign country" "animal" or "sport". Just make up categories that are broad and don't tell them why.

Then, hand out slips of paper or notepads and pencils. Each kid must write at least one word for each of the categories and then fold it and put it in the right bag. So, "choo-choo train" goes into the "toy" bag and so on. If someone wants to put an extra idea in a bag, that's okay, extra is good.

Then, turn the bags to the wall so you cannot see the categories. Mix the order of the bags, so they no longer know which is which.

Each kid picks three slips of paper from three different bags .From those, he/she must create a character, character name and job. BUT, the words do NOT have to relate to the original category.

So, it you pulled up "choo-choo train" you could be named Choo-choo or Chewy OR you could be an engineer, or you could be Joe Choo or you could be a Trainer, or anything else that made sense. You could be a "shoe" (choo) salesman - there are no rules. But something you pulled out of the bag must be either your character name or something about your character. You can use all 3 slips or use just 1 and make up the rest.

Each child gets think time (maybe 2 minutes) to come up with their character name and job/hobby from the 3 slips of paper. Then they go around the group and each tells what slips of paper they pulled and what character they created. It's okay for other kids to piggyback ideas on the original kid - such as "Or, you could be a SNOW shoe salesman named Chewy Engineer" or whatever.

Then, give the team 3 minutes to create a skit explaining why all these people are stuck in the same place.

If they are still "stuck" on writing a story then tell them these people are all "stuck" somewhere and they must come up with a story about where they are stuck and why. Each time they do the IC they must be STUCK in a different place. If they get REALLY good, tell them they must use teamwork to create imaginary props to help the group get "unstuck" from wherever they are. Maybe they need a ladder to crawl out of the pit, or a crowbar because they are in an elevator. Maybe they are in a bubblegum factory. Whatever.

It's a good IC just for fun, but also got them thinking OUT of the box for characters - and names, and jobs, etc. (Until this point, often the only characters they could think of were a mom, a dad and bratty kids. Over and over and over...if they could think of anything at all.) We did this IC several times with different slips coming out of the bags.

Later, when they got quicker at it, I brought in a tub with odds and ends of costumes (hats, scarves, old Halloween junk, pots and pans, feathers, you name it) and they added costume touches to the characters - but wait until they get the first part down! For my team, it just erupted into dress-up and they forgot the IC the first time, so I took the tub of costumes away for a couple meetings. Too distracting.

Anyway, that's one way to get the ideas flowing --- set up some specific borders or guidelines to fulfill freely and see if it helps.

In the beginning, they weren't ready for unbridled creative freedom, but they liked the first taste and eventually they were hungry for the whole meal --- and they cooked it themselves.

What to do when the team is “STUCK”

Excursion-take the team on a trip. Sometimes, it helps to leave the problem behind and get away-literally. This can be to the next room, a walk outside, out for ice cream, the grocery store, etc. Each team member must come up with two new ideas during the excursion. One year, my team (5th graders) was talking about using ice cream as part of their theme. We took them to a local ice cream shop-they listed lots of ice cream flavors and features of the shop. Many of the ideas generated actually wound up in the script. They came in second place in state that year-just their second year of CPS!

Creativity is influenced by:

FLUENCY-The ability to generate a great number of ideas.

FLEXIBILITY-The skill that allows us to produce a variety of ideas.

ORIGINALITY-The talent to think of unusual ideas.

ELABORATION-The process of filling in all the details.

EVALUATION-The process that allows us to select, test, and revise ideas.

Activity: The Tube

Give each table an empty toilet paper tube.

Ask each table to have someone write down their answers.

Ask them - Name creative uses for an empty toilet paper tube.

Give them 1 minute.

Ask each table to state how many answers they generated.

Ask each table to go back and find their three most creative answers.

Have each table tell you their choices.

Indicate to them that they were:

  • Generating as many answers as they could - Fluency

  • Generating at least three creative answers - different from each other - Flexibility

  • Generated a couple unique answers - Originality

  • Generated some detailed answers – Elaboration

  • Follow it all up with Evaluation by the entire group!

    CPS Tool: Categories/Environments

    The Tool called Categories or Environments can be used to create unique situation or examples by placing an object within a setting, a subject matter, or environment. Below is an activity using subject matter and following it is an example using an environment to generate ideas.

    Activity: The Straw

    Part 1:

    Hold up a colored drinking straw for the participants to see.

    Tell them the Challenge is to "Name Creative Uses for the Straw".

    However, you are going to give them a little help. Tell them, you are going to put the straw in a "Category" - Sports (a subject matter). Now ask them to name uses for the straw. Give them a hint to get them started, e.g. hold the straw like a baseball bat, or a javelin.

    Some answers they could come up with are:

    Baseball bat Javelin Goal posts Hockey stick

    Lines on a field Pole Vault Golf Club Splint for sprained ankle

    Now switch them to another Category or Subject Matter - e.g. Medicine

    Thermometer Splint Shunt IV line Bed rails

    Now switch them to a final Category or Subject Matter - e.g. Music

    Drum Sticks Clarinet Baton Flute Staff on a sheet of music

    You will find the group can usually come up with 40-60 answers within one minute.

    Now you can tell them that Tony Buzan, a leader in Creativity, in his tape, Instant Creativity stated:

    The average person will list an average of 4 words per minute

    A person considered creative will list an average of 6-8 words per minute

    One person out of 2,000,000 will list an average of 10-12 words per minute

    And, they listed 40-60 in one minute. THIS IS THE POWER OF THIS TOOL. Yes, they did it as a group. However, if they had to go back and do another "Category, they would have at least 10-12 each.

    Part 2: Now, let's try using "Categories" as an Environment

    Tell them their new Challenge is to alternately name things that are loud and things that are soft.

    Let them try, as a group, naming some "louds" and some "softs."

    Then tell them there are 20 points for "the creativity of their answers."

    If the group would chose a "Category" or an "Environment" to place their "louds" and "softs" in, they would come up with much more creative answers. Example - Place the Challenge into the "Environment" of a Zoo.

    Now they can have answers like "thundering ants" and "tip-toeing elephants"

    What this CPS Tool, Categories or Environments, does is to take the Challenge out of the BBH - The Big Black Hole, and place it into a smaller defined space. That way the mind can then visualize shapes and stories, etc.

    This is one of the most powerful tools when searching for a way to "display" your answers - within a framework.

    Return to Table of Contents

    Tools for Managing a Team

    Teamwork and Teambuilding Tools

    Stages of Team Development

    1. Forming - simply getting the group together.

    2. Storming - A certain amount of conflict inevitable as a newly-formed group learns to communicate and work together.

    3. Norming - Once the roles and relationships are established, the group can start learning to work together more efficiently.

    4. Performing - this is the phase when good things happen. It isn’t simply last-minute crisis management that causes teams to get 80% of their work done in the last 20% of the available time. Much of the early time is spent in steps 1-3

    Team Development Exercises

    These easy (and fun) exercises can help you get your team moving in the right direction!

    1. “Balloon Train” -- Have each team member blow up a balloon. You then stand in a straight line and put the balloon between your chest and the back of the person in front of you -- no hands now. Give them a path to follow. The team must figure out how to move the whole line, without dropping any balloons. They can use their voice, but no hands. This exercise teaches the students how each person can impact the team, and how important the communication in a group can be.

    2. “Survivor” -- A great game that got all my girls working together last year: Put together a basket full of goodies -- tin foil, ball, candy, water, screwdriver, etc. anything you find around the house. Tell the team to close their eyes and imagine they are stranded (shipwrecked, caught in a snowstorm, whatever your team will identify with) then each member chooses one item from the basket that they believe will help them survive. Team all gets together and has ten minutes to discuss each item and hear out why each member thinks the item they chose is important. (This really gets them listening to everyone’s individual ideas) Then team has to choose together the five most important items to help them survive till help comes. (This really helps them come up with team solutions instead of individual) After they decide they perform a skit which shows how they will use these items to survive and work as a team.

    3. "Knots" — Stand in a circle, shoulder to shoulder. Ask everyone to reach out and grab two other hands. (You cannot have both hands of one person, and you cannot have the hands of persons on each side of you.) If possible, try not to criss-cross. Now untangle so that all are standing in a round circle again.

    4. "Skin the Snake" – Have people line up, one behind the other. Reach between your legs and with your left hand grab the right hand of the person behind you. The person in front of you needs to reach back and grab your right hand with their left hand. Once the chain is formed, you're set to go. The last person in line lies down on his back. The person in front of him backs up, straddling his body, and lies down behind him. Continue until the whole group waddles back.

    5. "Alligator Attack"-- Each team is given a piece of cardboard just big enough for all group members to stand on. All teams are at one end of the field or gym. All members must have a hand in carrying the cardboard (their "boat"). The leader will have a choice to two commands: "Go" means the team may advance forward, holding their boat, at any speed: "Attack" means that the team must place their boat on the ground and all members must get aboard and stay there. If one member should fall off the boat, the whole team is a goner. The last team on their boat is eliminated or must take a chunk out of their boat before the next "Go" command. See how many teams make it to the end of the field or gym.

    6. "Life Boat" -- Tape a square on the floor smaller than an area where the whole team could stand. Tell the team there will be a flood in the next 5 minutes and the only safe place is in the square (lifeboat). This feat can be accomplished by each team member putting one foot in the lifeboat and holding hands with the person across the boat, everyone balancing through the use of teamwork. Don't give the answer, let the team struggle to figure it out.

    7. "Stepping Stones" – Hand the team four blocks 2"x6", cut 6" in length. Tell them they have to get the whole team across the gym without touching the floor. Any team members who touch the floor must go back to the starting point. There are no right or wrong solutions, but teamwork must be utilized.

    8. "Blanket Ball" – Two blankets and at least one ball are the equipment. Students gather around three sides of each blanket. A ball is tossed between blankets. Teams must work together to catch and throw the ball. As students become better at blanket toss, they may trade two balls simultaneously, and they may begin longer distance tosses, moving a pace further apart at each catch and a pace closer together at each miss.

    9. "Pencil in a Bottle" – Students face back-to-back in pairs. A string is tied around their waists so that approximately 3 or 4 feet separate them. A pencil on a string is tied to the middle of the first string so it hangs vertically. A soda pop bottle is placed below the pencil. The goal is to get the pencil in the bottle. Variation: use a coffee can, blindfold the pair, and have the teammates provide the clues.

    10. " Blind Maze" – One student from each group shuts his/her eyes. Beanbags, paper, or other markers are placed about the area in a random arrangement. The blind student must step on each marker. The rest of the team can call one direction at a time and then must allow the blind student to carry out the whole direction before calling out another direction. This game can be timed and students can try to beat their own record.

    11. "Balance Beam" – Place a long board on two cinder blocks. Have as many students as possible stand on the board. They are told they are in a lifeboat and there are alligators in the water. If any of them fall in, the alligators will know they are there and they will all die. Have students line themselves up by height, birthday, the second letter of their first name, etc.

    12. "Dragon's Tail" – Students form the dragon by standing in a line, hands on the hips of the person in front. A handkerchief (dragon's tail) is placed in the back pocket of the person in the back of the line. Now the dragon lets out a few yells and at a signal the dragon tries to catch its own tail. Of course, the tail tried to avoid being caught. When caught, the tail becomes the head and the game begins again.

    13. “Four Directions”-- The leader stands and faces the group. The group spreads out and makes sure they have room to move. The goal is to stay in the same place relative to the leader.

      Start simple: The leader can take one step either forwards, backwards, left or right. The group then tries to follow, but of course reversing the direction. As they get better, allow the leader to take diagonal steps.

      Afterwards, chat about how difficult/easy it was being the leader. Did you have to modify what you wanted to do to make sure someone didn't knock over the lamp? Was it scary to be in front of all these people? How about being a follower? Were you able to anticipate what the leader was going to do? What happened when you were wrong?

    14. “Lighthouse”-- One person is the "Boat". Another is the "Lighthouse". Blindfold the "Boat" and spin them around 3 times. Create obstacles for the Lighthouse to direct the Boat away from (other team members can be great obstacles!). The Lighthouse can only use words to direct the Boat from the starting area to the ending area and around whatever obstacles have been presented.

    15. “Dictionary Game”-- Someone makes up a nonsense word. For instance: Breblefraxion. They say it aloud.

      The team stands in a line facing the leader. They are a human dictionary machine. First they spell the word, one letter at a time. The first person in line says 'B', the second says, 'R' and so on until they word is spelled. It is spelled when one of the team members says 'Breblefraxion.' Then, one WORD at a time, they define the word. Once again, it is completely defined when someone says the word.

      Invariably, each person has his or her own idea of how the word should be spelled, and tries to 'stage whisper' a letter or word choice to another team member. Or there's just the 'that's not how you would spell it!' response.

      That's when it's time to point out that good team members SUPPORT EACH OTHER WHEN THEY MAKE MISTAKES. It's not the job of a team member to point out the mistake of another team member. It's the job of a team member to make it look like no one on their team EVER makes a mistake! If for some reason a Q shows up in Breblefraxion, then its' up to the team members to make it look like Q is the best idea in the world when it comes to spelling Breblefraxion!

    Successful teams always know what they are working towards, and have a plan about how to get there. Team members talk about progress and acknowledge each other’s achievements. Achieving consensus is the first step toward any team goal. This positive team approach will support resolution of any difficulties that arise during the year.

    Team Rules

    Have a meeting with ALL the team members and have them write the "rules for the team." Everybody should brainstorm ideas for how to treat each other.

    Here are some ideas for team rules:

    If the team is in disagreement, a simple vote does not necessarily count. Every team member has to say they can “live with” the decision. So each person has veto power to some extent. Each team member has a feeling of control over the situation if things get out of hand. This would have to be modified if you had one team member that insisted everything be his or her way or they couldn’t live with it.

    Write all these rules up on a poster board and have the whole team sign it, like a contract.

    AND bring it to every meeting.

    Then, team managers and team members should GENTLY point out when somebody doesn't follow a rule.

    -You can even add rules as you go along, provided everybody on the team agrees to add something.

    -Try and close each meeting with a positive feedback time - at the beginning of each session we draw names from a hat - and whichever name you draw for that session you have to observe that person - then at Positive Feedback time each person has to provide a positive comment about AND a quote from the person they observed - increases the chances that they are listening to each other and validates at least one contribution from each team member.

    From another TM -- With a couple of kids, it takes a little more encouraging comments or some one on one questioning like "how is the team behaving when you are over here with me?" And "are you respecting the team rules - that your team wrote at the beginning of DI?" I find I don't have to do much, because the team will help the kid - "hey, you're speaking when I'm speaking, that's against our rules."

    This year, the teams created a "punishment" when a member broke one of the rules. At the first meeting, they wrote rules like "respect everyone", "don't talk when others are talking, "listen to everyone's ideas." When a team member breaks one of these rules, the other team members can demand 5 Hawaiian pushups. (A Hawaiian pushup is one pushup regular, then flip over and one backwards.) The kid that broke the rule immediately recognizes he broke the rule and the team laughs together as the pushups are done. It is a FUN way to address the kid that is not supporting the team.

    Top 10 List for Getting Started with Your Team

    10. Read and re-read the Rules of the Road and the Team Manager's Guide. Read and re-read the specific Central Challenge which your team picks. Have the team read it and re-read until you are sure they understand it.

    9. Make sure everyone understands Interference rules. You, the team, and their parents.

    8. Have a discussion about expectations. Let the team set their own goals for the season. If you start pushing a team beyond their desire to excel, things will go sour pretty darn quick. Let them discuss and set some team rules. Make sure they understand your expectations such as how they will behave in your house and how often they can miss team meetings.

    7. Remember that you don't have to solve the challenge for the team. That's their job. Understanding this can be a big relief for a new manager.

    6. In the early stages, concentrate on building the team rather than solving the challenge. Do a lot of improv and instant challenge activities. A team that feels good about working together and trusts each other will do a better job.

    5. Enlist your team members' parents. Have a parent meeting. Don't be shy about delegating some responsibilities. You'll go crazy if you do it all yourself.

    4. Attend Team Manager's training. They have some excellent training materials and a good training session can give you a big boost. Don't miss it!

    3. Use the web. This list is a good start. Visit the Destination ImagiNation web site once a week or so. Check out the clarification pages at least that often. Find your affiliate web site (www.georgiaenrichesminds.org). Visit the VOMBO web site (www.vombo.org). Follow some of the links and you will discover lots of resources.

    2. Find a mentor. If you can, find a more experienced team manager who doesn't mind if you ask a few "dumb questions". A good candidate would be a manager who is in your challenge but at a different level.

    1. Always remember to have FUN! If the team isn't having fun and you aren't having fun - something is wrong.

    Taking Control Of Meetings

    As a general thing I have a poster hanging Signs of Good Teamwork at every meeting. (Arguing is not on the list) Once they know what to do instead of arguing...I make a point of recognizing publicly any evidence of Teamwork that I see and letting the Team know how proud I am that they are catching on. I even write up little stickies with sincere & specific comments and post them for each Kid on a Teamwork Wall of Fame. Sometimes the stickies are for two or more kids and a positive interaction. Sometimes for the entire Team for an exceptional Team moment (they do come once or twice a season)

    I start off with finding one for each kid and then add on randomly but as evenly as possible throughout the season. After awhile the kids can write up stickies for each other. This exercise even helps me to feel good about the Team when I might get bogged down by the negative instead.

    Another thing you can do with arguing over a decision syndrome is to Brainstorm lots of ideas and then let them try to experiment or play with some of the ideas...and/or do the A- Lo-U (see TM Guide). The goal is for new or combo ideas to develop and to have their choice based as much as possible on first hand experience, not on politics. In your case, you can ask what are the things they like about each challenge...Are there elements in each that satisfy the same interests? For example, could the Transforming Prop in Holiday be made to have the same appeal as the StranDId Device? As long as everyone has something they are excited to do for the Team and as long as StranDId and Holiday are the 1st and 2nd choices of everyone..they should be able to stick with their choice. Remind them that in a matter of weeks this decision will be History and they'll be on to bigger and better things.

    We love to Brainstorm, but at a certain point they have to come to a conclusion though...there's always the pressure if the schedule. My Team is getting pretty good at Teamwork (and not arguing...but it's still difficult under pressure of time. Here is something one TM did last year that has stuck with me as an inspiration. (Perhaps she would like to stand up and identify herself too.) This TM agreed to dye her hair blue if the Team accomplished something..it must have been major! My idea, is a bit less drastic as I am not that brave (yet?!) . They have had weeks of generating , brainstorming and exploring. At our next meeting...If they can come to consensus about who their Travelers are and what Country they are going to On Holiday (..that means a decision they all feel good about with out negative arguing...)I am going to let them give me a TM makeover...goofy hairdo and a new outfit from the dress up box. How's that for positive reinforcement?

    Another technique is to fold a piece of paper (computer size) (you need seven pieces of paper) in half and then in half again one way and then the other. Each paper has about nine spaces then to write.

    Each team member should write three ideas for say a prop across the paper and pass it on. No one can repeat ideas but they can build on ideas. It can get noisy but not as much as talking.

    A few ideas about meeting control -

    1) Present the problem to the team re: noise, complaints, maybe needing to meet elsewhere (at their homes), etc.). ask them to find solutions.

    2) Last year with my 5-7 year olds, I gave them a lollipop as an IC. 1st, one had to pick one & give a creative idea as to what it might be. While they ate it, I would give tell them anything I needed to - but if they talked, they would lose their candy (although it wasn't a problem because they were too busy eating!) Anyway, maybe you could do something similar - 1 person give an idea at a time, going around the circle while brainstorming.

    I also had private talks with a few of the noisier ones. I asked them why they were in DI, what their goal for the team was & how their bad behavior added to the solution. Just making them aware (away from the group) of their behavior & its negative effects helped. Having them come up with solutions (1 said he was bored, etc.) to bring back the next week helped, also. I reminded them that it is their team and they are in control to make it work for them.

    When your team is hesitant to try something new

    Remember, amateurs built the Ark. Professionals built the Titanic.

    When your team seems to be too pleased with themselves too early and has quit coming up with new ideas too soon:

    Even if you are on the right track, you'll get run over if you just sit there.

    When they keep on procrastinating:

    In just two days, tomorrow will be yesterday.

    Mata Plumb

    Running the Meetings

    Don’t tell my team, but for years I have used a devious plan for getting them to work on parts of the Central Challenge – disguise it as an Instant Challenge!

    Let’s say your Central Challenge is to construct a “water vehicle” – you might create an Instant Challenge in which the team uses the standard list of IC materials (straws, labels, stirrers, corks, paper, string, index cards) to create a floating structure. After the IC, initiate a discussion of how they decided to give those items buoyancy, and get them to think about how they would solve the challenge if the items were bigger or smaller? If the items were heavier, lighter? (Of course, be very cautious about wading into interference waters – make sure that your discussions are very open-ended and that YOU have no pre-conceived notions of “correct” answers!)

    With younger teams especially, I think part of the role of the TM is to help the team break down the Central Challenge into smaller challenges, and IC is a great tool to do this! And just between you and me, I’d be careful about having your meetings be too structured – or too close to what the kids have been doing for 6 or 7 hours in school that day – even the word “Homework” might be changed to something more intriguing?

    Each year we seem to have a couple of kids who enjoy the research and a couple who are deathly allergic to it! Here’s an idea – each kid who has completed thorough research on her country gets to run a GAME for the others in which answering her questions about that country correctly allows each kid to take a step forward, with some kind of silly prize to the first one to reach the end – we’ve used things like having a soda while everyone else has drink mix- or being able to grab the couch rather than floor or chairs for watching a video- whatever your team values! The key is to turn this over to the kids – have the kids decide the prizes, have the kids make up the rules, have the kids run the game.

    And don’t worry too much about each kid bringing their Challenge copies, or Current Events or notebooks - (all good ideas, by the way!) - It’s more important that they keep looking forward to meetings and bring their enthusiasm!

    Team Expectations

    Expectations of Team Members

    1. Your team manager has volunteered to work with your team. He/she has to give up other activities to manage your team.

    2. Even though your team may not be school-sponsored, behavior that is inappropriate at school is inappropriate at your DI   meetings & tournaments. Your team manager can remove you from a meeting if you are interfering with the group’s progress.

    3. In Destination ImagiNation, all ideas are worth hearing. Rude remarks about the ideas of others will not be tolerated.

    4. Being on a team means being responsible for your share of the tasks. If you volunteer to do something, follow through.

    5. Destination ImagiNation is an extracurricular activity. That means it should not interfere with your school work in any way.

    Expectations of Parents

    1. Be considerate of the team manager’s time. Be prompt when dropping off or picking up your child for meetings.

    2. Do not schedule appointments for your child during the time regularly reserved for team meetings unless it is absolutely unavoidable. Every team member is needed at meetings.

    3. Expenses incurred by the team in creating its solution must be shared by team members. Some team managers are uncomfortable about asking for money, so make it a point to ask from time to time. Materials should not cost much, but the team manager should not have to pay for everything.

    4. Please don’t say: “I wish I could help you, but I work.” We are all busy people. Most of us work full-time. Helping the team by being a go-fer, assisting the team manager or providing snacks can be very inconvenient, but it’s all part of the package. Please try to say yes when asked for something.

    5. If you have any concerns about your child, the team’s progress, or the team manager, communicate with the appropriate party. Don’t wait for a small problem to become a bigger one. Tell the team manager or school DI coordinator.

    Expectations of Team Managers

    1. Team managers should give team members and parents monthly meeting calendars so that everyone knows when and where meetings will be held.

    2. TM should help every team member contribute his or her unique skills and talents t the solution of the challenge. In all teams, there are members who are outgoing and assertive and members who are quiet and less likely to volunteer ideas – team managers should try to “level the playing field” so that all members of a team feel comfortable sharing ideas and expertise.

    3. TM must have respect for the integrity of the team’s solution. “No Interference” means just that. The team manager should never allow his/her ideas to enter into the team’s solution.

    4. TM may not have competitive goals for the team. A team manager’s role in DI is to oversee the process, to help the team organize itself to meet its own goals. Out of all the teams in your affiliation, only 15 will go to Global finals. 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. TM need to remember that the emphasis should be on the process of getting to the performance, not the performance itself; and above all else, DI is supposed to be fun!

    Some TMs have students and parents sign a “contract” that outlines these responsibilities. This works in some cases and is not needed in other cases. The objective here is to be sure that everyone involved understands-up front-what they are getting in to when they decide to commit to involvement with a Destination ImagiNation team. Having a clear understanding of what is expected will go a long way to preventing problems during the year.

    Team Goal Setting

    Once the Challenge is chosen, the next step was to get agreement on how hard the team members want work. This is an important step for teams -- because if a couple of team members want the team to be "competitive" -- while other members want the team to be "casual" -- it can create a LOT of friction. There are three options:

    1. Casual -- In this mode, the team agrees to solve the Challenge, but doesn't worry about how well they do at the tournaments. In some cases, team members will realize that their time and resources are very limited but that they still want to participate in the program. In this case, a casual solution will work well.

    2. Serious -- In this mode, the team tries to solve the Challenge to be best of their ability (given the time and energy they have available) -- but don't worry too much about how they actually place at tournaments.

    3. Competitive-- In this mode, the team not only tries to solve the Challenge as best they can, but they spend some extra effort trying to "tune" it so it will score as well as it can at tournaments.

      The nice thing about having this discussion with the team is it allows the team members to set their expectations and commitment at a level that is comfortable for them.

    Some Secrets of a Winning Team

    1. Read the challenge again and again. It is very important to know the challenge well. Always have a copy of the challenge handy. Too many teams lose focus of what they are doing because they stray from the rules or scoring categories.

    2. Define creativity. As a team, define creativity. Make sure that you are getting the most creativity out of your ideas. Think about creating and what that means when trying to make a creative solution to the team challenge and when practicing brainstorming.

    3. Eliminate the common. When trying to solve a challenge, eliminate the common ideas. For example, a cat and mouse theme in a challenge based on mousetraps is probably not going to seem creative (appraisers will be expecting it). Be different. Do something inspired - be creative!

    4. List your goals. DI is a great place to learn real life skills. Setting and accomplishing goals is a skill that works beautifully in DI and in real life. It is a simple task which can add a lot of efficiency to a team.

    5. Use creative inspiration. If you know of a painting, play, TV show, book, piece of music or any other work of art which is very creative, watch, read, listen or do it. Creativity is contagious. Try to have music a constant creative atmosphere at meetings. Relax and be creative.

    6. Work hard and often. My teams has consistent meeting times and we met at least three times a week during the 2-3 months before competition. Team members came in above and beyond our scheduled practices. This much work is not for everyone, but it is necessary to reach the top.

    7. Solve the challenge completely. Some teams do great with one part of the challenge, but get too wrapped up on one aspect. Take the time to try and cover every scoring category. Get a strategy and decide specifically what direction to take. Then delegate duties and trust your teammates to get it done. In creative categories, make it so creative that appraisers can’t help but give you high scores.

    8. Have a good attitude. Do your best and worry only about your team. You can control how well you do and how you carry yourself. But remember that DI is not about winning. Don’t be so competitive that you miss what DI is really all about.

    9. Simplify Instant Challenge. I think that IC can be the most intimidating part of DI. Practice a lot. Try to recreate competition situations. Do challenges over and over again, analyzing what you can do better the next time. I think that the most important fact to remember when training for IC is this: your goal in training is not to solve many problems, it is to learn the skills to solve any small problem.

    10. “Gifted’ doesn’t always mean “Creative.” Gifted students are usually given this label due to testing of language, math, memorization, etc. Rarely are students ever tested for creativity. Open team membership to all students.

    Success/Winners

    On winning...

    Tournaments and the Meaning of Success to a Team

    Near the end of the year, many teams and TM are VERY frustrated – only one technical element done, no script (we don’t need no stinkin’ script), costumes are non-existent, props only half done and no solution in sight.

    Here is a truly INSPIRATIONAL story that was passed along by Dee Urban, AD from NY.

    It must have been more than a decade ago, tournament day in our region, and it was all the wonderful things that tournament day always is..... here's a great big secret that Regional Directors have known for years - we plan and try to have everything just right for the kids, but know that it really doesn't matter what we do..... if we provide a space (even the minimum allowable space) and some caring and enthusiastic folks to appraise the solutions, that's all we really need to do because the kids are going to come into the building, they are going to bring all manner of 'stuff' with them, and then the 'magic' happens! The kids take over, they ARE the tournament, and they make everyone associated with a tournament look great!

    Anyway, at this particular tournament there was a vehicle challenge, it was one of the large, ride-on types of vehicles the kids had to build that year, and things at that particular venue were going very well.......until...... I got a call on the walkie talkie from our Challenge Master/Head Appraiser, Julio, that he needed me IMMEDIATELY! I have to tell you that this particular fellow was one of those rock solid folks that NEVER panics! Always knows exactly what to do, and is ALWAYS there for the kids first and everything else is a far distant last...... so when he called I knew something must be very unusual!

    When I got to the site, the Julio explained to me that he had a 'team', well, actually two girls, out in the staging area who had no vehicle, no props, pretty much nothing done, but they had the plans and drawings of the vehicle they planned, they had a rack of costumes they had made, and they had storyboards and a script. They wanted to show the appraisers what they had done, and they wanted to be scored..... Julio asked "what do we do?"

    We looked at one another for about one second and KNEW exactly what to do. We went out in the staging area and chatted with the two girls. They had started on a team of seven kids, one by one the kids dropped off the team for one reason or another - that was not the important part - but these two young ladies were determined to complete a solution and compete. The Team Manager had told them early on that all they had to do to be champions was to show a solution to the appraisers and that simple act would make them champions in everyone's eyes.... and they believed..... we asked where the Team Manager was and the two girls told us that he had also dropped out..... so we went back into the performance site and spoke with the timekeeper announcer - who introduced this 'team' by telling the audience what the team had told us in the staging area.

    There must have been 300 people sitting in the bleachers in that gym, and it fell dead silent as these two young girls came out dragging a clothing rack behind them, with rolls of drawing paper under each arm, and no vehicle. They read their script, using 'voices' to denote different characters, they held up the costume that each character would wear....they indicated they were 'on' the vehicle and where they were going and what they were doing, they showed the audience and appraisers the drawings of the vehicle and props they planned, when time ended the last thing they said to the audience was "Next year we will be back WITH a vehicle!"...... the audience sat stunned for a few seconds (felt like an eternity) and then as if attached to each other rose as one to it's feet to offer a standing ovation..... these two girls really did embody the Spirit of CPS!

    The appraisers, combed through all the schematic drawings of the planned vehicle with the girls in the post performance interview. Clearly these two had done a great deal of planning and research and had completed a marvelous solution, very creative, and very innovative, but of course not 'real'.

    The team performed in it's Instant Challenge, and got some points on their team challenge for what the appraisers could give points for..... obviously they could not offer any points for 'tasks' but they could offer points for design of the vehicle, and for costumes, and script etc.

    As it turned out this 'team' did NOT come in last at that tournament. They did get a special SPIRIT award, and when it was offered at the awards ceremony everyone once again stood to their feet to cheer..... these two young ladies had really made a difference in the lives of everyone at that tournament!

    Now you would think this is where the story ends, but it's not. About two months later, after Globals, in the summer, my phone rang and it was one of these young ladies, she wanted to know if I could come and SEE the vehicle, they had just finished it and wanted to show it to a appraiser. I got in my car and drove the two hours to the school parking lot where I promised to meet them the next day.... and there they were.... both of them riding on the vehicle! Laughing and crying at the same time! They had set up the course as it was set for the tournament and were showing me all the tasks one by one, that the vehicle could do...... the three of us laughed and cried together that day in that empty school parking lot.

    Now this was a VERY long story, but one that I think has some bearing on team's in a similar situation....... the tournament does NOT have to be the end of the journey for the team, and they CAN be a team with only two members who truly strive to be champions! (A champion is defined as a team that BEATS the challenge!)...... it's never too late.... there is time ..... and if all they do at a tournament is IC that's still more than many kids dared to take on!

    Celebrate the successes of the team, continue to encourage them to achieve all they can, and they will amaze and delight you and make everyone look good that is associated with them.”

    Pre-Tournament Time & the CPS Process & Edison

    The important thing to focus on in February & March, when the stress of looming tournaments is upon teams and TMs, is THE PROCESS! There can be no failure in trying, and every success along the way should be noted and celebrated.

    Edison found a thousand things that DIDN'T work for use as a filament in his light bulb, when asked how he handled the failure he responded something to the effect of "These attempts were not failures, I'm now a thousand things closer to success"

    (The quote is from Ben Franklin: "I haven't failed. I've found 10,000 ways that won't work." )

    .... sorry but I don't remember the exact quote or number of things..... the point is - maybe the team isn't going to be perfect at the tournament, maybe they are going to score in the bottom of the pack of teams all competing against that Challenge.... does that wipe out all the successes they have achieved along the way?

    In 20 years in CPS I have never seen a team that I could not enthusiastically applaud at a tournament - I have never seen a team that didn't deserve the title "Champion"...... on some days, some teams will perform better than others, that is what a tournament is about, but all teams who have taken on the challenge have had success..... how can a TM ever be embarrassed by that?

    From another TM -- I went in search of the famous quote by Thomas Edison about how he kept trying different solutions to CREATE the light bulb - something about how he was 900 ways nearer to getting it right...but found these three quotes instead. sounds like a round of D.I. team posters to me:

    Just because something doesn't do what you planned it to do doesn't mean it's useless.

    Many of life's failures are people who did not realize how close they were to success when they gave up.

    I never did anything by accident, nor did any of my inventions come by accident; they came by work.

    -Thomas Edison

    Funding The Team

    Hey guys! How do you determine how much money to ask each parent for? I am finding that I seem to be footing the bill for practice supplies and everything.

    Also, any ideas on how to handle this situation... One family is having major financial problems. Their phone was disconnected before Christmas. I have heard rumors that their house may be foreclosed on. I don't think I can ask them for money. As if this wasn't sticky enough, this particular parent seems to hate me. She's very confrontational with me. I can handle the attitude. I just don't know what to do about the money. How are other DI teams funded? I'd like to continue doing this each year. Does that mean I pay for it each year?

    Reply

    I learned the hard way to KEEP RECEIPTS

    My team is now an individual membership so we are not affiliated with school.

    What our school district did was each kid was charged a set fee to do DI then money for registration and T-shirts for the tournament was taken out.

    What was left the managers got. Last year I got 60.00.

    This year as an individual membership I have asked each kid for 35.00 then I took the money out for registration as well as regional t-shirt. The rest went for balsa. I am keeping receipts but truthfully I have so much junk from doing this for the last 8 years that except for balsa and duct tape I have not spent too much.

    Snacks we do a snack rotation. A monthly calendar has everyone's name on it for snack and if someone forgets well no snack. Sometimes I tell the kids to bring money for marathon meeting and if they get things done we go out for a treat or order a pizza.

    As far as the one with no money....well I'd just carry her or him. I have done that in the past. Funny the parent was also confrontational. In retrospect, I think she was looking for a way out (which I never gave her) because she couldn't afford it. I wish I would have realized that sooner because I took a lot of it personally. It would have been better had she just told me they could not afford snacks etc......

    Reply #2

    A TM paying for everything? Absolutely not!

    At your start-of-the-year parent meeting, explain that everyone shares all costs of supplies, both IC practice and stuff for solving the challenge and, perhaps, costs for any field trips or pizza parties. Two ways I've done it:

    -- collect an amount up-front from each family, maybe $20 or 30. Keep receipts and a record of what gets spent. Make copies of the record periodically and give to each family as an update, or

    -- keep all receipts, total them, divide by number of kids on the team and send a "bill" to each family at tournament time.

    It's also helpful to make lists of items needed and send them home with the kids. This works especially well for IC supplies, as most people will have a handful of straws or a half skein of yarn lying around and will be happy to donate them to the team. Or, when the team decides it needs a 2x4 or a sheet or a tennis ball, ask the kids if anyone has an old one lying around at home that their parents wouldn't mind getting rid of.

    If you haven't told the families about sharing costs, perhaps it's time to hold a parent meeting and explain the situation. Ask everyone for ideas on ways to address the issue of keeping the team supplied. It probably would be helpful to have copies of receipts or boxes of stuff you've purchased, in case your confrontational parent decides to argue.

    Return to Table of Contents

    Interference – Yes or No?

    REMEMBER – It’s Their Solution

    If they don’t finish, then they didn’t finish – but that doesn’t mean that the TMs failed

    Karen said:

    I think my husband is getting a little worried and he's trying to make sure they show some progress at every meeting. Which can be a little restraining at times for the kids. Does anyone have any advice I can give him on patience and how important it is that the kids do this themselves, in their own way, even if they don't get it all done the way they planned?

    Dear Karen -I think this is one of the major problems we all face at one time or another - TM's and parents alike. I had a parent last year very concerned about my teams progress - which up until the last three weeks was practically nil. I had to constantly repeat to her that "it's their problem - not ours" - over and over and over again. She would sputter and vent - and I found the only thing I could do was keep repeating that statement until she finally "heard" me.

    I think the hardest lesson we have to learn - as both parents and teachers and TM's - is that the things our children do are not reflections of us as individuals. We like to think that we are responsible for the things our kids do - but we're not - they are. If they don't get done - THEY don't get done - it means THEY didn't finish - it does not mean we failed them. Ultimately we are all responsible for our own behavior. And what better time than when they are this young to learn that they only have themselves to blame in life for what they do - or do not do.

    And maybe stressing to your husband that the best lessons we learn in life - we learn through our own mistakes and accomplishments. And the BEST way to teach a child - is to allow them the freedom to take a chance and do things their way - and make mistakes - and learn from them . And then their accomplishments and successes will be THEIRS! The sense of pride that comes from doing a job well –and knowing you did it yourself - well - to me it is unmatched. And if they can discover that kind of pride in themselves at this young age - they will carry that with them through their life. And later into adolescence - maybe they'll be less likely to follow peer pressures that lead to problems with drugs or alcohol - and maybe when they are adults - they'll be more likely to take have confidence in their abilities and they'll have the knowledge that they CAN go after their dreams in their careers instead of taking a job that just pays the bills.

    Tell your husband - that what helps me - is when I trust that the kids will learn from this no matter what happens - and sometimes – the learning curve is slower for some than others. Some kids need to not get done and have huge mistakes happen during competition in order to learn the price of procrastination and not working up to their abilities, you know ? We can tell them this until we are blue in the face - but they need to learn it for themselves to KNOW it. And the only way to learn it for themselves - is to sit back - pretend we have duct tape on our mouths - and just let them be.

    Interference Is Easy-Avoiding it is a Challenge

    Question: I am wondering how much help can we give them. For instance, can we help them paint, color, cut, glue, etc? Or do they have to do it all? I mean if they design the object, can we help them get it's form?

    Answer: Destination Imagination is a "challenge" for team managers and parents, too, because we are really used to "helping" our kids, as in boy scouts and budding scientists with their projects. The short answer is "DON'T!" Helping them do something or showing them how to do it is interference.

    The DI Team Managers Guide explains for team members and for managers exactly WHAT interference is and how to steer clear. I go over this with the team at the very beginning and make sure their parents understand, too.

    The long answer is, The help you CAN provide is a place where the kids can experiment and build, access to the resources they need and time to do it. Solutions in Destination Imagination are entirely the children's work. ENTIRELY...that's the tough part. That means you can't hold the wood while they saw, you can't tell them it would be a little stronger if they'd put hot glue in the joint, you can't suggest painting the cardboard box yellow, etc. etc.

    One team manager told me that she drew the line at safety: if the children "needed" to use a piece of power equipment that she didn't think they could safely operate, then she'd do that piece for them.

    BUZZZZZ! That's a wrong answer. If the kids can't do something safely, they need to invent or create a way to solve it that is safe and up to their skill level. Or do something else entirely. If they determine they need to cut wood, for example, you can give them (or have someone else give them) a lesson in sawing safely and accurately. BUT you may not give the lesson on the exact wood that they will use in their solution. That piece of wood needs to be measured and cut BY THE TEAM ONLY. (You can however, drive them to the lumber yard or the scrap wood alley and drive them back after they pick out what they need. Or they can tell you they need XYZ specific kind/size of wood and you can get it for them.)

    I remind them a lot "this is YOUR solution" and everything the audience and judges see will represent their work, their ideas and their creativity. My team knows they can give ME a warning if they think I'm stepping over the interference line.

    Subject: Is This Interference?

    Question: Some of you more experienced hands help me out, please. I built two balsa structures (part of Triplicity solution) for my team to test in our crusher - NOT to be used in their solution itself (in fact I wrote TEST all over them in magic marker to invalidate them). The sample structures were built according to their plans, and they used the results of the crusher tests as confirmation that their plan was good enough to suit them and proceeded to build their own, slightly different structures to use at the tournament. Those structures, the ones that'll be in the tournament, were built entirely and only by team members. I think this is not interference - what do y'all think?

    Response: YES, it is absolutely interference. Let me explain why......When you do ANY part of the solution for the kids, you are literally stealing the opportunity for them to learn from what they are doing and even when they fail at doing something, they learn...and usually more than they would have if it all worked out fine the first time. I know it was their design...but as your hands did the cutting and gluing, did they learn how to hold the blade just right? Glue just enough, get the feel of the wood and how it holds together? Why it works when you press it just this way...but doesn't when you do that?

    The learning is IN THE DOING. You can teach them the skills of how to safely use a tool...how to use a sewing machine for costumes, or how to do other skills that THEY have decided that they need to know in order to create their vision of what they want...but it MUST come from them. It is their experience in DI, not yours...they own this...not you. Think of yourself as their 'Guide on the Side.'

    Believe me, I know how frustrating it can be to stand by and watch them do something (while talking and horsing around) that would take you 5 minutes and they are going on three hours...and I have had moments when I had to walk outside and even once I locked myself in the bathroom! But if I had interfered, they would have lost that opportunity to learn time management, and to feel the true satisfaction of “We did it ALL ourselves!”

    The trial and error part of this PROCESS is key to their learning experience. Please help them to take these life skills and make them their own.

    You also have the opportunity of teaching them honesty. When your team goes to competition, please make sure that when you sign the Team Declaration, that you show them that you all honestly write down that their team has had outside interference, and exactly what it was.

    I am very glad that you wrote. It shows that you truly want your team to go by the rules, to learn what this program has to teach, and for you to understand what we have to offer as well.

    Interference Examples-Team Supplies and Materials

    It would be interference to listen to the kids plan, say, a costume, then say, "I have just the thing for the headpiece," and drag out that old steam iron that no longer works. It would even be interference to say, "When you get around to planning costumes, I have a box of old fabric you're welcome to use." It would NOT be interference for you to give the team a tour of your stuff, pointing out that you have many things around the house that they're welcome to use. Just do it in a general way, saying, "If you think of a use for this or these or those, then you're welcome to them." It's good to do this before they've laid a lot of plans--too easy to GUIDE them to use something if they've already gotten ideas about what they need to make. Do it early, and avoid suggesting WHAT things can be used for. Just offer them for use.

    [If you can, designate a place for storing these items and let them know anything in that location is theirs to take. I strongly suggest you have them check with you before they use anything you have lying around. If you don't do this, your brand new sofa cushion or tablecloth or vacuum cleaner will suddenly turn up (dismantled or painted, of course) in their presentation. BELIEVE THIS!]

    The key here is that it is interference to provide specific materials intended for use by the team for a specific purpose. It is also interference to suggest materials they might acquire for specific purposes. It is NOT interference to provide a stack of raw materials for which there might be many different uses, as long as you refrain from making suggestions about those uses. Many teams use fabric, paints, glitter, glue, tools, old motors, cardboard, wood, etc., sometimes in surprising ways. Providing these general-purpose things is part of the team manager's job, in my opinion and not interference. It is also NOT interference to say, "What kinds of things do you think you could use for that?"--even to suggest they look around them for ideas--as long as you haven't carefully "seeded" their supplies with things you think they should use.

    Safety/Interference

    An important point to make here is that it is not the intent of DI to force young kids to do dangerous things by themselves. If they have designed a solution which they cannot build safely without adult assistance, then what they must do is to modify their design (or scrap it altogether) and come up with something which they can build safely.

    There is a tendency for the adults to want to jump in and help the kids with the sawing or the drilling because the kids are just too young and inexperienced to use the devices safely. You must understand that it is still interference.

    Safety comes first, but the correct response to a design which can't be built safely is NOT for the adults to do it, it is for the kids to modify the design or to use simpler tools.

    You also may be surprised at what the kids can do if you take the time to train them on the tool and how to use it safely. When you're done, not only can the kids be proud that they accomplished a difficult task by themselves, but

    you'll have taught them a skill they'll use for the rest of their lives.

    Return to Table of Contents

    Solving the Central Challenge

    Advice from an International Challenge Master

    ....the Challenges are written to allow teams as much latitude as possible when solving them. This means that the definitions of some of the elements are left "vague" to allow teams to solve the Challenge any way that they wish. The Challenge can be solved using very simple technical devices or more complex ones. Those choices are up to the team.

    There are 2 main principles that can be applied to solving any of the DI Challenges.....

    Rule #1 states that if the Challenge (or the Rules of the Road) doesn't say that you cannot do something, then it is safe to assume that you can do it.

    Rule #2 states that if the Challenge (or the RotR) says that you cannot do something, then you cannot do it. The corollary to Rule #2 is that if the Challenge (or the RotR) say that you must do something, then you must do it.

    However, it is important for the team to understand the scoring of the Challenge. There is another principle called Sutton's Law....it says "go where the money is". Willie Sutton was a bank robber and when asked why he robbed banks he said "because that's where the money is". The practical application of this is that your team must understand where the points are coming from. This is not so they can be more competitive but so they understand what they are being asked to do and how much emphasis is being placed on that aspect of the Challenge. Every subjectively scored aspect of each Challenge has a continuum that the Appraisers apply. At one end of the continuum will be very very simple solutions and at the other extreme will be very innovative ones. The simple solutions will usually receive scores on the lower end of the range while the very creative and innovative ones would be expected to receive scores at the higher end of the scale. Now, if we apply this to your question regarding the technical aspects of It's Your

    Move, then those solutions using very simple principles with minimal innovation, creativity, and/or integration (and sometimes complexity) would fall at the lower end of the scoring range. Those solutions demonstrating a high degree of creativity, etc. would hopefully be rewarded with a higher score. (Frank Begun)

    Tips for Writing/Presenting the Team Challenge

    Destination ImagiNation Production Checklist

    Background/Backdrop/Props

    Characters

    Costumes

    Script

    Improv

    Acting

    Dialogue/Sounds

    A Performance that Follows the DI Rules

    Script-Writing Tips From A to Z

    A - Action, appropriate, keep the audience in mind

    B - Backdrop, background of characters, balance, build logically to a conclusion

    C - Conflict, costumes, number of scene changes, characterization

    D - Dialogue

    E - Expression, emotion, enunciation

    F - Finish, fit in the performance area, function of each prop & backdrop

    G - General tone of the script - drama or comedy, reality or fantasy

    H - Humor - is it funny to all?

    I - Innovation, imagery, improv, imagination (but it still has to make sense)

    J - all team members join together to give input and write script

    K - Knowledge of subject - research before and while writing script, keep the interest of the audience

    L - where is the play located geographically, do props fit in limited space

    M - moving in the presentation area, who moves where when? Music, moral at end?

    N - accentuate what you want the appraisers/audience to notice

    O - originality, opening, start with an outline

    P - plot, plot, plot, parody, props, is your script practical?

    Q - question each line/action to make sure it fits

    R - resolution of conflict, are you taking a risk? rewrite, rewrite, rewrite

    S - sound effects, number of scene changes, have you solved the challenge? Setting, does it tell a story? Special talents of team members

    T - transitions between scenes (are they smooth), time period, technical aspects

    U - understand the challenge and the characters, does every line have a use?

    V - voices of the characters

    W - write tight, write long first - tighten and cut it later

    X - eXamine the script for eXcellent eXamples of eXessive eXaggeration

    Y - yesterday - when the script was due!

    Z - does it pass the ZZZZZZZ test - does the script put people to sleep?

    Hints & Tips For Team Challenge Solutions

    Big Stuff vs. Momentum

    I forget the source on this, but I've heard a story about a speaker on time management who begins by taking a jar and saying it represents the available time. The speaker then places several large rocks in the jar -- and asks "Is this jar is full?"

    After about half the people raise their hands, the speaker takes a cup full of sand and pours it into the jar. This time, when he asks the question, only a few people raise their hands (I guess nobody likes to look dumb). The speaker then proceeds to pour a glass of water into the jar.

    The speaker then asked "What is the lesson we learned from this exercise?" Somebody responded "You can always get more done in the available time if you're organized". To this, the speaker responded "That's true, but the REAL lesson of this exercise is that you'd better start filling your jar with the big rocks!!".

    The reason I'm sharing this story is that I found the teams I managed were usually drawn to solve the "easy" or "fun" parts of their Challenge first. This often created significant constraints on how they would solve the "hard" parts of their Challenge. The "problem" is that trying to start with the "hard parts" might leave the team "stuck" or frustrated.

    One of the Challenges a TM faces is making sure their team "strikes a balance" in how they fill their jar. They need to think about the "big rocks" (the "hard parts" or the high-scoring elements) early enough that they have "maximum flexibility" in how they attack those issues. Similarly, I've found that progress begets progress -- by which I mean that if a team gets SOMETHING done, this often provides inspiration and energy to get other things done.

    I often tried to "channel" this energy towards the hard/important bits -- but would redirect the team to something "fun" or "easy" whenever it appeared they were losing momentum.

    There isn't a single "right answer" on this. However, I've had enough teams dismiss a REALLY creative approach to a high-scoring element simply because it wasn't consistent with the approach adopted for a low-scoring element that they'd already completed that I tried to get the team to at least brainstorm the high-scoring elements before they built ANYTHING.

    Motivation = Food

    Our team set a goal of what they had to accomplish before they were allowed to eat. Sometimes they were eating on the way out the door, but usually they reached their goal for the meeting. At the beginning of the year their goals weren’t very big and then they got more serious as time went on.

    My team loved to build things and hated doing research and writing – and we used that as an incentive too. No making of anything until the research and script are basically done. I think we all figure out what works for our teams and utilize that.

    Solving a Challenge Using a Matrix

    Although time consuming, another strategy to help create a team solution is to use a matrix to make the decision. The team lists the best solutions that they have brainstormed in the first column, and what they are attempting to accomplish (or what points they are attempting to achieve) across the top row. Pick a scale) I like 1-2-3: doesn’t work, works, great) and compare each idea the each criteria. (I have them hold up a finger with their vote and average each comparison.

    At the end, we add up the points for each idea and unless it’s nearly a tie, it becomes obvious to everyone what needs to be done. The most difficult team I ever had, did have a 16 to 15 result on a crucial decision. We rethought the solution, adapting it to include elements of both ideas and everyone was ready to move on.

    Criteria to Solve the Challenge

    Which solution will:

    (adapted from Future Problem Solvers)

    These could be adapted to fit the type of problem the team is doing.

    Criteria 1 Criteria 2 Criteria 3 Criteria 4
    Solution 1
    Solution 2
    Solution 3
    Solution 4
    Solution 5

    Theatre Training

    Before the team begins solving their challenge take them backstage at any theatre production (community, college or HS production). Ask the backstage director/crew might be able to point out some particularly interesting “stagecraft” – how to paint cardboard so that it looks like wood, brick, velvet or rock; how to create cheap costumes that wow an audience; observe skills that have been used to give props a realistic appearance. Also have team members observe other theatre skills like enunciation and how important that is so that the appraisers hear every word. When they see a stage production, they can visualize how to get the biggest impact from their art, their ideas and their script. Practicing on a stage is helpful too. If one team member is in the audience, they can convey to their team members if they could hear and understand lines and see their art and backdrops.

    Scavenger Hunt/Field Trip Idea

    Take your team to visit four types of stores: craft supply store, hardware store, fabric store and office supply store for 30 minutes each.

    The kids were armed with a list of questions to answer in each store, with the end product being a list of materials and supplies from which they can draw ideas when they are working on their solution during the year.

    SCAVENGER HUNT QUESTIONS

    Hardware store only:

    Name different sizes and/or types of lumber. (Look at different shapes.)

    Name things that have to do with electricity.

    Fabric store only:

    Name different kinds of textiles (fabrics). Look for different textures and different properties.

    Name items that can be used to embellish (decorate) other things.

    Office supply store only:

    Name different types of paper products. (Look for different textures and properties.)

    Name items that can be used to embellish (decorate) other things.

    Craft supply store only:

    Name the different shapes of wood that you see.

    Name items that can be used to embellish (decorate) other things.

    All stores:

    Name things used to fasten things together.

    Name items that could be used for drawing, writing or painting.

    Name items that could support things.

    Name things that could be stapled.

    Name different kinds of adhesives (glues).

    Name things that could be glued.

    Name things that could be nailed.

    Name things that could be painted.

    Name things that could be cut.

    Name things that give off light or reflect light.

    Name things that you see with holes in them.

    Name things whose shape or size can be changed.

    Name different ways of making things change color.

    Arts & Crafts

    Let kids experiment in arts and crafts. Give them arts & crafts materials and let them experiment. Don’t give them instructions unless they ask how to be taught a specific technique.

    Give them paint and “things” to add to the paint - eggshells, coffee grounds, sand, glitter, etc. Let them mix it up and get messy and paint it on cardboard, wood, fabric, etc. Also painting utensil – my team did this while they were painting some box houses used in their props. They had a crappy paint brush and in frustration, one started pounding it on top of the “house” - and what do you know...next thing I hear is “Cool guys, come here - when you paint like this, it looks like stone!”

    Storyline Idea

    Our team has such trouble getting our storyline together. I found a blank adding machine roll tape. I had the kids draw their story idea like a comic strip – putting the story in sequence – I had each of them work in a separate point in the script of their own choosing. Then they put them all together, taped all the separate comic strips to the wall in sequence – and it took off from there like a rocket. Crayons can say so many things that words can’t.

    You can also do this with a large newsprint pad. Once the scenes are drawn, the kids can put them on the wall in the order they choose.

    Cost Issues

    This can be tricky; there are lots of opinions on the subject. My idea is that brand new or used things the team went out and bought specifically for use in their solution must be charged out at the actual cost. If they buy a can of paint for $5 and use half of it, they need only charge out $2.50, not the entire $5. They only need to claim the cost of the actual amount/portion of something they used. On the other hand, if you buy a new lawnmower for $250 specifically for use in the team's solution and then use only the wheels, it isn't OK to decide the wheels are only 5% of the total weight of the lawnmower, charging out $12.50.

    Old or used items you (or the neighbor) have lying around, we generally charge out at a fair rummage-sale price. If you have an old t-shirt that is still usable--that is, in good shape, then you have to figure out what it might sell for at a rummage sale (in its current condition) and charge it out accordingly. If the t-shirt is stained and has a hole in it, then I'd call it a rag and charge it out at 5 cents or call it junk and assign it no value. It wouldn't be OK to take a good t-shirt and stain it or put a hole in it just so that you could charge it out at 5 cents though.

    Something we've always struggled with is what to put for cost on broken items. My teams have used a lot of broken things--that is, broken for their original intended use. I once had a team that used the same broken cordless screwdriver in every solution they ever presented--for YEARS. It was a tradition; they deliberately designed it into every presentation they did--sort of a good luck charm. The thing was broken before they got their hands on it the first time, then it got more dilapidated every year they used it. My co-TM/husband always thought it was crazy to assign it any value at all. He claimed no one except DI members would give you a cent for it. Good point; however, we felt better giving it some value, so we rather arbitrarily assigned it a junk value of 4 or 5 dollars the first year, then sort of depreciated it out (50 cents a year as I recall) in subsequent years. Other people will suggest different things in this situation; this is simply what my kids did. Never had anyone challenge them on it.

    True junk items--empty cans or milk jugs, pantyhose with runs in them, cardboard shipping cartons from an appliance, rusty nails found at a construction site--can be charged out as junk with no value, although my teams tend to give a really cheap value, even to true junk, just to play it safe.

    The thing to remember when costing things out is that the idea of a cost limit is to make it possible for any team with the same budget to produce pretty much the same solution. That means that if a team member's Uncle Harry has a hardware store and is willing to sell the team items at his cost, you can accept the good deal (to save money), but must list a cost for which the item would sell to the general public. Only if anyone else could go into Uncle Harry's store and acquire the same item at the same price can you claim the discounted price on your cost forms.

    If the team is in a discount store and finds a deal where spray paint is selling for, say, 10 for a dollar--and anyone who happened into the store could buy it for that price--then my advice is to stock up on spray paint and list the actual price paid on your cost form. That's called good shopping! That's also the kind of thing team managers learn to do all year around--buying on speculation just in case the team decides some day to use spray paint. (Don't kid yourself--EVERY team decides to use spray paint!)

    So if the things you bought or acquired would be pretty much generally available at a given price to any team who happened by at the time, then that's the price you use, even if it so happens you're the lucky team who got there first.

    Let's say your team is using seashells in their solution and you live by the ocean. It's likely that your team can acquire seashells for nothing by walking the beach and picking them up. So could any other team that lives or visits near you. On the other hand, my teams in South Dakota would have to go to a shop and pay $3-4 a piece for seashells. That doesn't mean your team has to cost them out at $3-4, since seashells are generally available to any other team in your area who walks the beach. I don't think, though, that it would be OK for my team to list seashells as free using the argument that YOUR team can get them on the beach. If we had to buy them, we should list the cost of acquiring them. Lucky teams have team members who make a point of picking up things like this when they're on vacation or who will ask Aunt Martha for those she picked up on her vacation back in '82.

    Encourage your kids to look at everything as potential raw material for their problem solution. Mine have rooted in garbage in bars (looking for a large number of 20 oz. soda bottles); rummaged in rusting junk piles on local farms (with permission); dug around in neighbors' basements (permission needed here too); watched the ground around them as they walked around; toted off broken lawnmowers, bicycles, and alarm clocks. One of their triumphs was built out of one of those old fake grass covered banana trees you used to see in supermarkets. They saw it in storage and asked for it; the store manager said, "Just don't bring it back." Gave that a value of $2, I recall, even though they acquired it for nothing.

    Brainstorming for Failure

    Every team should brainstorm ways to "failure proof" your team! You CAN and should plan for the little and major disasters that could happen. The best way to do so is to be prepared for all the 'what ifs and know that you will miss a few of them. Have the team:

    List all the things that could go wrong!

    Use team brainstorming to think of all the things that might go wrong!

    Write everything down!

    Ask open ended questions to prompt ideas!

    Do not edit ideas at the time.

    Determine how the potential problems are related to each other!

    Group the problems from the brainstorming e.g. props, people, equipment

    Add new things to your list!

    Look for additions to your list

    Combine items the team thinks are really the same

    Do not delete anything unless the team is UNANIMOUS!

    Rank the problems for the trouble they could cause!

    Rank the potential problems for the seriousness of the result

    Remind the team that small things can sometimes have disastrous results

    Review each group and make any adjustments

    Think of all the ways to prevent the problems or minimize them!

    For each problem ask "if this happens we could....?"

    Discuss problems that cannot be prevented, e.g. weather, crowd noise, etc.

    Encourage your team to HAVE FUN, and be creative with their ideas...ad-libbing always scores well!

    Prepare a plan of action!

    Include who, what, when, where and how!

    Review the "disaster plan" periodically

    Cause 'spontaneous' mishaps during practice to allow your team to practice the plan! A good example is deliberately leaving the batteries out of the tape player, or knocking over a prop during a rehearsal.

    DO IT!! As with everything in life success comes with practice...Practice....PRACTICE!!!

    Certainly, a key member of the team (which is ANY member!) not being at the tournament would be something the team should prepare for!!!

    Crunch Time Addition - Positive Reinforcement Bowl

    As we head towards tournament day, some much closer than others, I thought I'd pass on a idea that worked for my team of 8th graders last year. Our last two weeks before regional competition was stressful- no required technical element, no one knew their part, costumes not done, and everyone feeling like they were the only one working...team morale? bickering, put downs, and cliques. Remembering pysch. 101, I was thinking that the team members themselves needed to give each other less criticism (negative reinforcement) and more compliments (positive reinforcement). Instead of complaining that the technical element wasn't getting done, or criticizing a teammate for missing a cue, the team should notice who and when good things were happening. And so was born the "positive reinforcement bowl."

    I bought small, individually wrapped candy (Rolos, Starburst, individually wrapped Life Savers etc. the smaller the better, but nothing messy) and put them in a large bowl, the "positive reinforcement bowl." Whenever one team member saw another team member making a positive contribution, they could get two pieces of candy- one for the contributor and one for themselves and tell the contributor specifically what they liked as they ate the candy. We

    had more compliments team member to team member the first meeting we used the "PRB" then we had the entire season before. Not only do you get rewarded for a doing a good job, but you also get rewarded for noticing when other people are doing a good job. It's another good skill to have.

    I know that the PRB made an impression, because the team has asked for it again. I'm just trying to time it so we don't start gorging ourselves on candy (TM's good use the PRB too) any longer than has an optimum impact.

    Balsa Costs & Hints

    I would like some suggestions on how to much to budget for purchasing balsa wood for a team considering Triplicity. The team is made of 5th graders who just want to have fun.

    How much it costs to purchase enough balsa is a tricky question- a LOT depends on just how much the kids build...and the thing is everything they build...well they DO have to break it! SO...yes it can add up but there are ways to help cut costs. The years that balsa cost the most for our young teams was when we bought every stick at a hobby store. Prices ranged from 30-50 cents per stick and there was variable consistency between stores. (We didn’t even know where balsa came from to begin with- or that there was a difference between suppliers!) I don’t know for sure what current costs are running- but over past the past few years, buying balsa in bulk has averaged about 14-25 cents per stick. To buy in bulk means purchasing from some company such as Balsa USA, SIG Mftg, Superior (which is a CA supplier), or Hobby Lobby or Tower Hobbies through a catalogue. There are numerous others. Another thing to think about is that your order really should be inspected and weighed by the kids and some team-decided system developed to care for their materials. I REALLY recommend reading Bill Allen’s Balsa Guide which you can find at the CAOM web site or linked from my Team Managers Resources page at IL Far North Region pages http://www.farnorthdi.org/Coaches_Resources.htm TM Network web page

    The one thing that really helped us in St Louis was to purchase our balsa in German town section of town- at Schaeffer Hobbies (they have since opened some new stores around the county). Schaeffer was very supportive- let the kids bring in their scale and allowed them to weigh sometimes 500 sticks at a time. Not every place will let you do that... and most hobby stores don’t carry a supply of 1/8 x 1/8 (a basic size used over the years-the store also carries other size sticks) that would number even a 100- so to find a place that regularly stocked 300-500 sticks (they got theirs from SIG) was a true miracle!

    If your kids are "just wanting to have fun" then maybe just purchasing a selection of sizes in maybe 25 sticks per size would work out for you. Once the kids have their design set and they know what weight and size of stick they REALLY need most- then the task will get a lot tougher.

    I encourage you to order a Pitsco Catalogue if you don’t have one already- address/phone is available at the link given above. SIG also has a catalogue- it's info is probably on that same page.

    More Balsa Hints

    The Structure Challenge (like all Challenges) really requires the team to do some "skills development" before they can solve it well. There has always been some disagreement about what represents "interference" when helping a structure team learn how to design and build strong structures. I tried to put together a guide to help Structure TMs a couple of years ago. It is still available at: http://caom.org/california/tmguide3.doc

    This guide was NOT developed with any particular Challenge in mind -- so there shouldn't be anything in there that could be considered Interference. Similarly, there will be some things included in this years Challenge that are not considered in that guide. Hopefully, it will give you some ideas on structure-oriented activities you might want to do with your team.

    As an aside, I get a "password dialog" when I try to access that site (even though I'm assured there is no password). I find that hitting "cancel" to the password request gets me to the site.

    Technical Challenge Hints

    It has been my experience as a TM for many years--always in a technical problem--that generally technical devices are judged based on their technical complexity, not on their innovation or creativity, whatever the challenge requirements say. My teams have tried elegant and simple; and they have tried messy and complicated. Messy and complicated has scored better every time, even when it wasn't as innovative or as creative. They also quit cleaning up their wiring--tacking everything down so it looks neat and eliminating excess length. The more wires it looked like, the more impressed the judges were--every time and at every level. Ditto gears, pulleys, switches, etc. The more parts and pieces it looks like you have--a la Rube Goldberg--the better the score. They've joked about hanging a few extra non-functional pulleys, etc. on things just for looks, although they haven't actually done it---yet.

    I remember in particular a challenge they where something called "functional engineering" was scored. We were never able to determine just what this was, until at the state tournament they heard a judge explain to another team that it meant "electrical and mechanical complexity." Wish they could've gotten that information BEFORE the tournament--but that's another story. They decided that that's what innovation and creativity meant too--and they were right more than they were wrong.

    Once a team put together a motor that nudged another motor into service.

    The second motor flipped a switch that started another motor which--I am not making this up--flipped another switch. Goal: turn on a light! They could've wired the whole thing in 10 minutes if they'd been going for simple. The judges loved it! There you go.

    More Technical Challenge Stuff

    Ok, so I've been doing "technical element" challenges going on 4 years now and this is what I've discovered:

    Shakespeare: The technical element was a setting sun that by the end of our performance dropped behind the backdrop. The design and engineering was pretty simple...gravity was what made it all work together, it was kind of like an hour glass... by dropping weight from a can the weight was able to decrease and push the sun over...it was simple and elegant and did quite well at regional.

    Music: We tried the simple theory again with a revolving umbrella and hearts dangling from it showing love between 2 characters...again we used a motor driven by gravity...it was the simplest concept...what made it score well was the creativity and idea behind it though...it fit well into what we were doing and looked nice and not much cost...it scored great at regional and states

    Anonymous: Last year we kicked the "simple theory" to the curb but kept the creativity, innovation, and elegance...I think...we had a wall mask that completed simple facial expressions but it was done by a gravity driven motor concept but we had to connect it all together so that all the motions could happen together but it was the same concept as the year before but became more complex when we wanted it to complete more complex tasks...it was the hardest thing to I'd every made but worked great...it did great at tournaments and we got 2 Creativity Awards and it did well at Global too...

    So, my guess would be to go with a little MORE complexity than just one or two tasks but don't just put in things that aren't needed...having extra stuff that isn't needed I don't agree with but if everything in your complex machine is needed and help the device work the way you want it then keep it. BUT keep the creativity and innovation in there to...if it integrates well and has creative aspects that adds to the story or whatever then to me those are the best technical devices because they obviously took time, thought, and effort to pull off...TAKE RISKS TOO! ...

    Technical Devices-More

    I find that the simple approaches tend to be rewarded in the objective points. That is, they tend to get the ball in the hole whereas more complex solutions often tend to break or don't perform well under pressure. I think the kids need to be rewarded in the subjective points for risk taking and extending their knowledge and skills.

    A simple solution that is "all they could think of" does not represent creativity or innovation. I like to look for "innovative simplifications". That is, a solution that used simplification to meet cost, safety, or other constraints.

    Here is the foundation for the discussion of "innovation" I use when training my appraisers:

    INNOVATIVE COMBINATIONS (complexity)

    May be the complex combination or integration of multiple objects or processes.

    "The whole is greater than the sum of the parts."

    For instance a Rube Goldberg device or perhaps the team used a motorized gate with a light-activated switch where a manual one would have been more reliable and less complex.

    INNOVATIVE APPLICATIONS

    The MacGuyver Factor - using a chewing gum wrapper to defeat the security system at Fort Knox.

    "I never would have thought of using an X as a Y!" (e.g., X=dryer vent tubing, Y=egg decelerator)

    INNOVATIVE SIMPLIFICATIONS (simplicity)

    "We wanted to use a 5Kw, 230V, 3500 rpm permanent magnet motor but the cheapest we could find was $295 so we refurbished this electric (internal combustion engines are a no-no) leaf blower motor we got at a garage sale for $5."

    Used innovation to mitigate cost, safety, and/or other constraints.

    I also discuss "simply elegant" vs. "overly complex".

    Simple Machines

    These are some websites that give help teaching team members about simple machines.

    BrainPop: Simple Machines -http://www.brainpop.com/tech/simplemachines/

    Here the BrainPop format is applied to simple machines with its animated graphics and colorful format. Of course there's a pop quiz and a movie explaining the science behind the machines. Levers and inclined planes are featured here.

    Inventor's Toolbox -http://www.mos.org/sln/Leonardo/InventorsToolbox.html

    Part of the "Exploring Leonardo" site, Inventor's Toolbox covers the basics of simple machines as well as more sophisticated kinds of machines, and then applies them in examples of inventions by Leonardo himself and by viewing the "Gadget Anatomy" page where students can study complex machines.

    InQuiry Almanack: Simple Machines -
    http://www.fi.edu/qa97/spotlight3/spotlight3.html Philadelphia's Franklin Institute spotlights the six basic machines and the science behind each, with extra information on each machine and an occasional demonstration of a specific principal. This page has an attractive design and is appropriate for elementary aged students.

    Mechanisms and Simple Machines
    http://www.cs.cmu.edu/People/rapidproto/mechanisms/chpt2.html Carnegie Mellon University offers this college-level explanation of simple machines and the principles of physics which take place behind their operation. The jargon is fairly technical and the

    sketches help to demonstrate the concepts being presented. Ideal for older students.

    Moving Along with Simple Machines
    -http://www.henry.k12.ga.us/cur/simp-mach/instruction.htm The teachers of Henry County, Georgia designed this four week elementary unit on simple machines, with very detailed lesson ideas, creative activities for demonstrating principles of simple machines, and connections across the curriculum to make learning more meaningful for students.

    Motion, Energy and Simple Machines
    http://www.necc.mass.edu/MRVIS/MR3_13/start.htm Here's a more advanced look at simple machines, focusing on the laws of physics and some of the formulae used to calculate the work being done by simple machines. It is very linear in format and best utilized by older students who are ready to master more sophisticated concepts without all the bells and whistles of other sites.

    Simple Machines -http://library.thinkquest.org/J002079F/sub3.htm This ThinkQuest entry on the book Mrs. Frisby and the Rats of NIMH takes students through explanations, pictures and animations of simple machines. Of particular interest to students will be the instructions for building a working elevator out of K'Nex building blocks.

    Simple Machines Made Simpler -http://www.smartown.com/sp2000/machines2000/ SmartTown presents this brightly adorned, musically inclined site about each of the simple machines with crisp explanations and animated examples of each. There's an interactive quiz at the end which could offer more student feedback than it does, but it nonetheless does test students on basic understandings of machines and work.

    Toting the Log and Lifting the Bale
    -http://www.crpc.rice.edu/CRPC/GT/dawsonm/CAST/CAST95.html

    This workshop presented by the Science Teachers Association of Texas is all plain text and requires lots of scrolling. But the wealth of simple classroom applications here you can use to promote an understanding of simple machines is so worthwhile, I decided to include it in this week's picks. When you have time to kick back and survey all the ideas contained herein, do so!

    A Few Words from the Appraisers

    -Don’t dumb down your solution to meet some perceived idea of your appraisers level of understanding. What you should do is make sure your solution is clearly visible to the appraisers. Remember, they only see your solution one time and have a brief time to talk with your afterwards.

    - Do your research by performing in front before someone who has never seen your team before (family, teachers, neighbors) and then ask them about some of the things you think they should have noticed. (Be careful to keep this at research and not interference!)

    -Are there creative ways you can make sure these things are noticed rather than the obvious route of pointing and saying “Now that’s a discovery!” What are your strongest points and how can you make the weaker things stronger? Do you have too much going on? Are things hidden from the appraisers and audience? Can you be heard?

    -Also, remember to especially point out things that need to be looked at up close when you are talking to the appraisers. Remember that appraisers specialize, so ask who is judging the technical element. This way you can spend the limited time where it will do the most good.

    -Spread out your team during the talk session. If everyone is talking to only 1 or 2 of the appraisers, that means there are a bunch of appraisers who are not getting the info they need to evaluate your score. Listen for hints. When an appraiser says, “Who can tell me about...?” they are most probably looking for information because they are appraising that item. Make sure the right team members are talking to the right appraisers. NEVER let an appraiser wander around alone after your performance - they are not just curious visitors, they have work to do and you can help them!

    -I believe that complex is good if it is elegant. I believe that simple or complex can both be creative, and either can decidedly common place - each must be evaluated on its own merits. I believe that every appraiser has their own belief system, so remember that what I say may not apply to any other appraiser you meet.

    -Also - a caution. Don’t assume that “performance” appraisers are not technical or that “technical” appraisers don’t understand the fine and performing arts. As a techie, I love appraising the more theatrical challenges, because it is so different from my job. My husband, an artist, loves the technical challenges. With the new challenges, you can expect that variety will be required not only from the teams, but from the appraisal teams as well.

    On the appraiser's training and experience...

    -Please try and remember that you and your team have been working on this challenge for months, the appraisers have likely had no more than one training session. Hopefully, they've read the challenge several times. But that's as good as it gets.

    -On performance day, they will have 8 minutes to watch your performance, and about 10 minutes to talk with you, record your scores, write their comments on sticky notes and then move on to the next team. It goes like that all day long, it's very hectic and stressful. But most of the time it's an awful lot of fun and incredibly rewarding.

    -The appraisers, even old guys like me, are usually more nervous than you are. We are incredibly worried that we might mess up something that will hurt one of teams.

    -It's not as bad as it sounds. When the challenge is well formulated and written, the appraisers assignments and score sheets take this inexperience into account, and have tasks broken up into somewhat manageable pieces that a person can quickly learn and do very well with very little training.

    -First time appraisers are not only trying to figure out just what the challenge is, but what they are supposed to do. In our region we've always had a good mix of returning and new appraisers, so the old hands help out the newbies and even when things go wrong, they have always worked out in the end. I'll save my worst horror story for later.

    -So how does this affect you?

    -Don't be afraid to ask the appraisers questions if you don't think something was incorrectly scored. There have been a handful of times where teams have disputed something the appraisers have done. Sometimes the teams were right, sometimes not. But we always addressed the problem and fixed it where necessary. Just ask your questions in a polite, non- confrontational manner. I've never met an appraiser that wasn't trying to do the right thing. Most will bend over backwards to double check rules to make sure the kids are fairly treated.

    -Do your homework and know the rules. - Read everything. I've have been painfully disappointed several times over the years to see teams lose points for things that are really obvious. I've had post-performance conversations with more than one TM that had nothing more than a copy of the challenge and had never seen the general rules of the road. This just isn't right. Every challenge I've ever seen has statement that says you must read the general rules. I'm sure I'm preaching to the choir. If you you're involved enough to be on this mailing list, you're probably not going to make an error like that.

    -After the performance point out and explain your solutions to the appraisers, especially the stuff you are really proud of. Adults are just not as creative at figuring out how you did something, as you were when you did it. If you don't tell us how you did it, we might not give you as high a score as you deserve. In past years some teams have made photo albums of themselves building and working on their solutions and brought them along to show the appraisers after the performance. We really don't have as much time as we'd like to really enjoy these, but they are really great.

    Don't worry about being the first performer of the day...

    - We hold the score sheets for the first three performances. At that time there is a scheduled break where the appraisers can get together and make sure they all understand how things work and that they are correctly scoring things.

    Don't put too much emphasis on your raw scores...

    -Especially if are performing early in the day. No matter how good (or bad) the performance, you'll probably receive subjective scores somewhere in the middle of the range. The appraisers must do this. They need to leave themselves scoring room for later performing teams that may be better or worse. Everything is relative for subjective scores.

    On playing to the appraisers....

    Sorry, I've never seen it have any effect. We're not that dumb ya' know.

    On Audience participation....

    -Same here, all that organized cheering just doesn't have any effect. Most of the time we're so involved in your performance that we don't even notice the audience is there. Please reference Rules of the Road - Specific rules related to this now

    -On the other hand, if you're in the audience. Cheer for everyone. When the timer/announcer says "Good Morning", return the greeting. It raises the energy level for everyone and we all have a lot more fun.

    The Subjective Part of Appraisers

    We as TM need to prepare teams during the process of creating for the inevitability of subjective appraisals. Every appraiser faces difficult questions like– what is a creative costume? Is it one that uses common materials in a different way? Is it one that uses a sign around your neck that says “dog” and you behaviors convince the appraisers what you are? Remember, that appraisers can only give scores for what they see. And they are interested in giving your team the most points possible.

    Return to Table of Contents

    Side Trips

    Note for the 2002-2003 season, the requirement that each side trip be from a different area of specialty has been eliminated. I have edited previous year’s advice to remove most references to “Specialites.”

    The Icing on the Cake

    The side trips are like the icing on the cake. They are the delicious extra that sets off the main course! Side trips give team members the chance to “show off” their special abilities and talents for the appraisers. This is the part of the competition that lets the team choose three things they would like to be scored on.

    The side trips can be anything that is not a required element of the Central Challenge and that can be scored as a separate item. I have seen teams choose many different side trips.

    Costume Example

    While we talk about costumes here, there are many other examples that are similar

    The costume of a specific character.

    The costumes of the female cast members and how natural materials were used.

    The costumes of all cast members.

    The difference here is that as the scope of the side trip is broadened, the appraiser has to look at more items to give the score. If some items in the group are not as creative or well made as others, then the score might be less because the appraiser would have to take into account all of the items. If one costume is truly creative and well made, it might be better to choose that one costume instead of choosing all costumes. If all of the costumes are creative and well made than the team might score better.

    Props Example

    The team may designate as a side trip one of the following:

    The backdrop.

    The poem written on the backdrop.

    The mechanical action of the backdrop.

    Again, we are looking at whether to choose a narrow or broad definition of the side trip. If the appraiser looks at the backdrop as a whole, there is much to consider in giving the score. Even if the team chooses the entire backdrop, they could still describe the specific aspects of the backdrop that they would like to have scored.

    How to decide on side trips and specialties

    Discuss side trip elements early and often when writing the scripts and making the props, backdrops and costumes. Often the team naturally comes up with side trip ideas as the script and props develop. Side trips are appraised based on both creativity and workmanship. So it is important to ask the team to decide what is creative when they are deciding on the side trips.

    Deciding On Side Trips

    Side Trips are free-choice scoring opportunities provided as adjuncts to the main Challenge. They allow a team to have three whatever-they-want opportunities to showcase something they've done and have it evaluated.

    To see what is desired, one must look at the scoring, for that is where the rubber meets the road in understanding what a Challenge seeks.

    Theoretically, a team will pick three items which are team strengths or for which they have a prodigy team member, and exhibit them. Since they are team-selected areas, the scores should be high--or so a team might hope. (In reality, these are subjective scores, so they tend to be mid-range except in cases of a talent prodigy--and even then, often.

    Like with all aspects, definitely help younger kids have realistic expectations to avoid later problems.)

    So, with the team...one approach is to look at the Inventory in the Guide and then discuss it with the team: what are your strengths? Where do you think you will shine? Then, with that in mind, they can attack the Challenge.

    Another approach is to attack the Challenge and develop the outline of the solution. Then ask the team to see where they have already used their strengths, and where they could embellish and strengthen it.

    There are other approaches, and I have no idea which is better. (My guess is that different teams would have different "best" approaches.) Each approach also has risks, don't forget. Let the team discuss these and decide which approach they believe is more fitting for them.

    Selecting Side Trips

    When I train TMs, I encourage them to look at the Side Trips as "free choice" items the TEAM selects because they are particularly proud of what they've accomplished in that element. Naturally, the team must be careful in what they select because there are restrictions against there being "overlap" between the Side Trips and other scored elements. Equally important, the team should carefully specify their Side Trip items in the paperwork they provide to the appraisers to FOCUS the appraiser's attention on the aspects of their solution that demonstrate creativity and workmanship (the two scoring dimensions the appraisers must use to evaluate the Side Trips).

    OK, HOW does a team go about developing and/or selecting items for their Side Trips. When I train TMs, I recommend AGAINST treating the Side Trips as a kind of "talent show" -- where the team identifies some skill they have and figures out some way to demonstrate that skill in their performance. Instead, I encourage TMs to treat all the "specialties inventory" junk as a complicated way for teams to understand (and celebrate) that different team members will have different "natural abilities" -- and that these "natural abilities" represent "resources" the team can use in creating their solution. I also encourage TMs to help the team to understand that part of this process is for teams to understand that all team members aren't good at all things -- so the team should be willing to "cut each other some slack" when a member has trouble contributing with some activities.

    So, if the Side Trips aren't a "talent show", how should they be selected? I suggest to the TMs I train that during the course of the team creating their solution, the team will find that they develop items they think are "cool" -- even though these items aren't directly scored by the Challenge. I suggest that these "cool items" (that the team becomes "passionate" about, but which are not directly scored) are what the team should refine, embellish and celebrate as their "side trip" items.

    This implies that I recommend AGAINST suggesting that the team develop the Side Trips as a "linear process" -- in which the team systematically identifies their specialties, thinks of ways to demonstrate those specialties and then determines ways to fold those demonstrations into their performance. Instead, I suggest using an "evolutionary approach" -- in which the team initiates LOTS of "creative experiments" as part of developing their solution. I recommend that the team periodically step back and evaluate which of those experiments the team think best demonstrate the "creative energies" of their team.

    Some time before the team presents their solution at the tournament, the team must pick which of these various "experiments in creativity" represent their "best three". They should then spend a bit of "focused energy" to refines these three items further (keeping in mind that appraisers who see them for the first time will be evaluating them). The team should also spend some time creating a nice, focused description of WHY these items uniquely demonstrate the creativity and workmanship of the team.

    Sometimes, Side Trips Just Happen

    In February, I have my team look at what they are most excited about and proud of, and those become the side trips. Extra care was taken the last few days to make sure that the things that they chose were the best that they could be. Last year, Michelle was very excited about the creative way that she made leaves on the backdrop. As a result leaves on the backdrop was exactly what was written down on the paperwork. Another was creative use of accents during the performance. The last was teamwork, emphasizing the way that the team smoothly set up for their performance.

    Really, I wouldn't worry about side trips until further down the road. My team has never "created" a side trip, they just happen!

    Tacking on a Side Trip

    Sometimes Side Trips can add to that overwhelming feeling...isn't the Main Challenge enough?! The intention of Side Trips is to allow each Team to be scored on some items that are of particular interest to their team or are things that show their particular strengths. A lot of the rules regarding Side Trips have to do with making sure the team is not getting 2 scores for the same item...for example the costume that is already being scored as a required element cannot also be scored as a side trip.

    The thing to avoid is Side Trips that are tacked on as a display and not integrated into the solution. Rather Side Trips offer and opportunity for the Team to use their strengths or passions in Solving the Challenge. As they develop their Solution see where something might really fit and enhance their Solution.

    Side Trips Are Worth Almost As Much as Instant Challenge

    The Side Trips are a very important scoring element so, don’t ignore them! As you advance from Regional to State to Globals, side trips increase in overall importance as the level of competition increases.

    Forms & ID Sign

    Don’t forget your forms

    The appraisers NEED your forms to be able to score your solution! What the team writes on those forms WILL impress the appraisers. The appraisers do read every word on your forms (usually more than once).

    Be sure your forms are neat and legible. I’ve seen teams type out the parts of the forms that require a lot of writing and then “cut and paste” those typed words onto the forms. That makes it much easier to read for the appraisers.

    Be sure you have all the forms you need for your competition—READ THE SPECIFICS OF YOUR CHALLENGE TO BE SURE WHICH FORMS YOU NEED TO BRING WITH YOU.

    Complete the forms before the day of competition. Having to complete forms at the last minute will cause unnecessary stress for team members on competition day.

    Make two complete sets of forms. Give one to the team member who is the “forms person” (this set is often stored with the props). Have the TM keep the other set with him/her at all times on tournament day as a back up in case the forms are lost.

    Don’t forget your ID Sign

    This is not a scored element but you must have it. Make sure this is done before the day of competition to avoid unnecessary stress for the team on competition day!

    Pay attention to the size requirements and the information that is required to be on the sign. Make the sign neat and legible.

    Picking Up the Scores

    I recommend that the TM and one team member selected by the TM go together to pick up the scores from the appraisers. This allows the team to have the perspective of both an adult and a student when the scores are discussed.

    Assemble the team before you go to pick up the scores. You only have a limited amount of time after you pick up the scores to ask questions and get any necessary corrections made to the score sheet so, you don’t want to have to chase any of the team members down. Have the team wait in a private location with an adult while you pick up the scores.

    In my view, reviewing the score sheet is a matter for the team members and team managers ONLY. I do not allow parents or supporters to participate in this discussion. We read the scores aloud and then let the team members look at the scores and discuss anything they want to cover. Once the discussions are complete we vote to accept the scores or to ask questions.

    Only after the team has had a chance to discuss the scores and is comfortable with them do we announce the scores to the parents and supporters. We do not discuss score information in earshot of other participants.

    Learning from Scoring Sheet

    The score sheet you receive at competition for your Team Challenge is a valuable tool for planning for next year. When we get that scoring sheet at Regionals, we go over it with a fine toothed comb. It's one of the best indicators you have of where you can improve ... at the State tournament if you advance, or next year if you don't. (Being a good CPS team manager, I want to point out that I reserve my own opinions until the year is over. But I DO give them my analysis after all competitions are complete.)

    Return to Table of Contents

    Improvisation

    Teaching Improv

    What's Improv? (From file:///C:/Documents%20and%20Settings/Bruce%20Urban/Local%20Settings/Temporary%20Internet%20Files/Content.IE5/C19C97CL/www.kidprov.com)

    It could mean to:

    Here's what Mr.Webster's states: To compose and perform without preparation; to make or do with whatever is at hand.

    The current styles of Improvisation or Improv, are a type of theatre that evolved from techniques used in acting classes. At the time, acting teachers/directors were having a difficult time getting the actors to be spontaneous with their on-stage reactions. One such teacher, Viola Spolin, designed a series of techniques or "games" to facilitate the release of the actors' spontaneity.

    These games focused on:

    Soon these games evolved into a completely separate theatre discipline. Throughout the 50's and 60's improvisational theatre grew in popularity but it was an improv group from Canada called "Theatre Sports" who gave the art form its massive appeal through their unique approach of competitive performances. This particular form of improv migrated to America through a troupe called Comedy Sportz. With the access to improv and the related games ever increasing, many splinter improv troupes formed spreading the fun and excitement of improvisational comedy across the country.

    Improv's appeal is that noone knows what's going to happen next - not the audience, not even the performers. The audience stands at the edge of the pool waiting to see if the actors will sink or swimCopyright

    The Rules of Improv

    Courtesy of “On Stage: Theater Games and Activities for Kids” by Lisa Bany-Winters (Chicago Review Press, $14.95)

    1. The most important rule of improv is always to say “Yes.”

    In an improv scene, when you are acting, always say no to him. If you partner says “Look at the elephant,” you might say “That’s not an elephant - it’s a rocket ship.”

    Now play the same scene with your partner, but say yes this time. Working together in this way will make your scenes more active and much more interesting for your audience to watch. If you always remember to play the yes game, you’ll be a successful improv actor.

    2. The second most important rule of improv is don’t ask questions.

    There are two reasons you should not ask in improv.

    First, you never have to ask a yes or no question because you are already playing the yes game. Asking the question just take s up time in your scene and is not active, so instead of saying, “DO you want to go swimming?” - instead say “Let’s go swimming.”

    Second, asking questions puts a lot of pressure on your scene partner. For example, if you say, “What is that thing?” you force your partner to make up what it is. It’s better to say “Look at that lion.” and then your partner can talk about the lion to further the scene and move it along.

    3. The third most important rule of improv is to stay in the present.

    Don’t talk about things that have happened in the past (talk about what you did yesterday) or the future (talk about what you will do tomorrow). Instead of talking about going to the mall, go there. Instead of talking about something you used to do, so something now. Also remember to play the yes game and don’t ask questions. Most scenes that are in the present have more action and active scenes are more interesting than scenes where the characters stand around and only talk.

    Easy Pantomime/Improvisation Practice Activities

    With Pantomime:

    1. Strive for consistency. Mimed objects should remain the same size.

    2. Use exaggerations! Gestures and emotions should make BIG impact.

    3. Keep it simple ? something your audience will immediately understand.

    4. Tell a story that has an initial situation with an arising conflict and ends with resolution.

    5. Be creative! Your story does not have to be totally realistic so have fun!

    With Improvisation:

    1. Introduce your characters with energy! Give them personality and pizzazz!

    2. Use different voices, gestures and emotions to distinguish your characterizations.

    3. Listen to each other and build on each other's ideas.

    4. Speak up so your audience can feel the energy.

    5. Relax and go with the flow. Creativity comes pouring out when you are having fun!

    Improv ? Avoid the Pitfalls!

    1. Don't comment on the scene or fall out of character. Never say, "well, this is boring" or "now what?"

    2. Don't argue with the other actors or change the direction of the scene.

    3. Don't use vulgar language or gestures. Swearing and obscene subject matter gets audience response because they are shocking NOT because they are creative!

    Acting Styles

    Here are some different acting styles that might be useful in improv scenes:

    Soap opera

    Shakespearean play

    Science Fiction (outer space adventures)

    Cartoon

    Tragedy

    Silent (pantomime or mime)

    Opera

    Talk show

    Sitcom (family comedy)

    Horror show

    Kung Fu movie

    Documentary (educational)

    Spy novel

    Music video

    Courtroom drama

    Foreign film

    Police drama

    Farce (broad comedy)

    Practice acting out the following scenes ? Use either Pantomime or Improvisation:

    For Individual team members:

    Playing football, baseball, bowling.

    Giving a cat a bath

    Swimming in the ocean

    Eating spaghetti

    Changing a baby's diaper

    Sleeping in a cactus patch

    Living the life of a superhero

    For two or more team members:

    A cow being milked

    Playing ping?pong

    Winning the lottery

    Big dog meets pack of cats

    Moving a piano down stairs

    A millionth customer in a store

    Getting past a perfume salesperson in a store

    Act out these emotions:

    Frustration

    Impatience

    Nervous

    Too much coffee

    Tired

    Chilled

    Nauseous

    Fearful

    Shy

    Love

    Hate

    Still more on Improv....

    Go to NY DI’s website at http://nydi.org/createic.htm "Create Your Own Instant Challenges and Improvs". You can print out this wonderful tool that will assist you in creating an infinite number of practice challenges and situations for your teams.

    Pantomime Exercise

    Have the team members pantomime eating or drinking various types of food:

    a lollipop

    a watermelon slice

    spaghetti

    milkshake

    an apple

    a banana

    bowl of soup

    a nut

    chips and dip

    a cup of hot coffee

    corn on the cob stalk of celery

    Other Pantomime Exercises:

    Frog eating insects

    Carrying a very heavy box Washing a car

    Monkey eating a banana

    Witch brewing up a potion

    Painting a portrait

    Leaf falling from a tree

    Decorating a Christmas tree

    Sailor steering a ship in a storm

    Carving a jack-o-lantern

    Arranging flowers in a vase

    Winning an Olympic gold medal

    Eating an ice cream cone on a hot day

    Being "it" in a game of hide-and-seek

    Squirrel gathering nuts

    Building a snowman

    Blowing bubblegum bubbles

    Digging a hole a finding a treasure chest

    Cat stalking a mouse

    Climbing a tree

    Tasting food for the king when it's been poisoned

    Eating at a restaurant and finding a celebrity at the next table

    Bird flying south for the winter

    Prospector panning for gold

    Holding up a stagecoach

    T-Rex chasing down its prey

    Walking down a sidewalk and stepping into fresh cement

    Hanging wallpaper

    Bobbing for apples

    Kid misbehaving when the teacher's back is turned

    Surfer wiping out on a big wave

    Trying on a new suit or dress

    Having a food fight

    Packing a suitcase

    Bungee jumping

    Collecting treasure from the Titanic

    Searching for Big Foot

    Getting a manicure from Austin Powers

    Catching snowflakes on your tongue

    A bear waking from a winters nap

    Barney jumping rope

    Playing the World Cup

    Being chased by a skunk

    Following a rainbow

    A bear looking for honey

    A witch flying on her broom

    Signing the Declaration of Independence

    Playing mud football

    Attending volleyball camp

    A dog chasing a cat

    Baking Christmas cookies

    Dyeing Easter Eggs

    A girl scout selling cookies

    G.I. Joe rescuing Barbie

    Sewing the American Flag

    Visiting the Grand Canyon

    Watching a scary movie

    Meeting Dorothy on the Yellow Brick Road

    Babysitting Dennis the Menace

    Eating a lemon

    Playing basketball against Michael Jordan

    Playing soccer against Mia Hamm

    Climbing Mount Everest

    A penguin looking for Santa

    Winning the lottery

    A caterpillar changing into a butterfly

    Riding a bull

    Getting a shot at the doctor’s office

    A bird eating a fish

    A turkey the day before Thanksgiving

    Playing checkers with Barney

    Looking for your shoes

    Walking a tightrope at the circus

    Playing volleyball against the Backstreet Boys

    Trying out for the Spice Girls

    Styling Ricky Martin’s hair

    Baking a cake

    Trying on a bathing suit

    Feeding a baby his carrots

    Working at the drive through at MacDonald’s

    Dancing in a ballet recital

    Leaving the hair salon with a REALLY bad haircut

    Climbing a mountain

    Shooting an apple off someone’s head with an arrow.

    Shopping in a toy store

    Performing in the musical Sound of Music

    Setting all the clocks in a clock shop

    Climbing the Eiffel Tower

    Having dinner with Chelsea Clinton

    Wrapping a present

    Swimming with sharks

    Helping Wile E Coyote beat the Road Runner

    Playing with dolphins

    Tweety escaping Sylvester

    Playing Tetris against Brittany Spears

    Eating spaghetti and meatballs

    Helping the tooth fairy gather teeth

    Interviewing for a job on Dawson Creek

    Building an igloo

    Beating Tiger Woods in golf

    Exploring your Grandmother’s attic

    Playing chess with Abraham Lincoln

    Doing a commercial for a brand new toothpaste

    Making dinner for George Washington

    Attending a comedy club

    A deer hiding from a hunter

    Running the last mile of a marathon

    Taking a test you didn't study for

    Riding on an elephant in Africa

    A tiger at the circus

    Trying to light a campfire

    Eating jelly donuts

    Hunting for Easter Eggs

    Modeling for the cover of a magazine

    Flying a kite

    Decorating a wedding cake

    Learning how to ride a bike

    Celebrating New Year’s Eve with the Barney

    Dancing with Cinderella at the Ball

    Cutting an onion

    Reading a very boring book

    Picking bananas with a monkey

    Making a banana split

    Taking the 101 Dalmatians for a walk

    Shopping with the Teletubbie, Dipsy

    Most of these will be easy to get but the idea here is to have them practice humorous elaboration. If you have to pantomime the banana, make a big to-do about selecting just the right one from the bunch on the tree, peeling it and discovering it has a bad spot, starting over with a new one and - finally - eating it ... then as you start to leave the stage and everyone thinks you're done, you slip on the imaginary banana peel you threw on the floor!

    IMPROV Tips – Stretching the Performance

    Question: I have a group of 3rd, 4th and 5th graders who are doing the Dynamic Improv challenge. They are having a very difficult time stretching their presentations to 6 minutes. In fact, we're lucky to get about 1-1/2. Any suggestions?

    Answer:

    1. Have them do pantomimes. Remind them after they run through one, for example, that if one is pantomiming a surfer, they would first get the board, wax it, walk it over, paddle and then get up and surf. Point out that it is the set up that makes the finish satisfying. Somewhere on this list was a page of possible group and single pantomimes.

    2. Have them sit in a circle. Give them a topic like "a day at the beach." Point a stick at one person and let them tell a few sentences; then point to another. Again, talk to them afterward about not rushing through the stories; instead, they should describe the scene and the characters.

    3. We do short improvs. We have the kids make cards of people (either famous or a profession), verbs and places. Then they draw them randomly, say, Mia Hamm golfing at the bakery. Give them two minutes to plan and two to perform. This is great training both for putting unrelated notions together and for drawing out a skit a little.

    4. I also ask them after each skit that runs short what they might have added. You might also have them talk for another five minutes after they've done their 1 1/2 minute skit about how they could expand and then have them do the skit a second time. If one really doesn't work out they talk about what went wrong and try it again. I think that repetition is a good way of making what they've learned stick. Also, they can leave feeling successful.

    5. You might try having them use story boards as were discussed previously on the list. A few sheets of paper are allowed in the Tool Box for competition. They can list the topics given on each board and document the details that they know they want to include. By breaking it down this way, it may help them to remember more. They may even want to assign a length of time to each board. The more research details they have, the better there presentation will be. By building their plot around their topics, they can also ensure more points, a more polished story, and hopefully enough information to fill up 6 minutes.

    Return to Table of Contents

    Instant Challenge

    Instant Challenge - finding the easy points

    Impress on the kids the importance of reading instructions and evaluating where the points can most easily be scored - BEFORE settling on a approach.

    To emphasize that, I started by using a “launching” hands-on type, multi-part instant challenge (where the team had to develop launchers and launched items and then launch them for accuracy). However, I had the creativity of the launchers and launched items as an item scored for creativity and teamwork. The challenge emphasized that this scoring element had nothing to do with how effective the launchers were - so the emphasis was on “out in left field” solutions. However, at least one of the launchers that were scored had to be used to launch projectiles. I also asked the team to present a story as they launched their projectiles for score. I purposely selected fairly “bogus”materials to offer the teams to build their launchers - to encourage teams to focus their energy on things other than the launching aspect.

    After the team finished solving the challenge, I spent a bit of time asking the team to talk through the decisions they made, their decision-making process and what they might do differently next time. My goal is for the team to appreciate (and celebrate) the things they did well in solving the challenge, but also to learn those areas where there was room for improvement.

    My goal for this challenge was to encourage teams to thoroughly think through were there were easy points and to spend some time on these points. Because, even though there were more points given for creative launchers and creative storyline and the bogus supplies made it virtually impossible to earn launching points, they focused most of their energy on launching instead of the easy points.

    Instant Challenge - more tips

    It is important for teams to ask questions and make sure the challenge is clear.

    Many teams have teams divided into different “roles” for different IC problems. Your team might designate a student that is good at reading and comprehension to read and re-read the challenge and make sure that it is understood. Another might take the lead in hands-on or technical challenges. Another should be a time keeper - this is an important role and must be given to someone who will actually look at his or her watch once time begins. One might be in charge ofbest use of and dispensing materials. And roles might change depending on the type of challenge.

    Use IC as a way of brainstorming for ideas for their main challenge.

    We teach our team that everyone can find a way to contribute. I think it takes some creativity to involve all 7 team members effectively in any type of problem – but our kids have even been furniture at times!

    During IC, one team has a particular member watch over the teamwork aspect of what they are doing. Is everyone being heard? Are decisions getting made? She is good at noticing those things.

    We instituted some rules during IC –

    don’t talk over each other

    have a beginning, middle and end for each problem

    Have a terrific ending

    watch the time

    Through these rules and increased practice, they began to recognize their individual strengths and began to dwell as a team. They learned to anticipate each other, to depend on each other and to trust each other. They learned to set goals.

    As time went on, the kids realized that they needed to

    -learn specific skills and to help them manage their time more effectively

    -make sure they were dealing with every aspect of the problem

    -be sure all the creative elements they knew were considered

    -they developed jobs for each person including a problem-reader, problem captain, anda timekeeper.

    Their performance became more structured but also more creative. Once they weren’t sweating the structural elements of problem, they could concentrate on including really creative solutions.

    Practice, practice, practice. But practice with a purpose - with an eye toward developing specific skills and with specific goals in mind that made the difference for them.

    Before I began to manage teams, I hated IC. Year after year, my daughters’ teams would come in first or second in the long-term portion of the competition, but a low Spontaneous score would drop them back to the middle of the pack. If you had asked me about it back then, I would have been in favor of dropping it entirely, or at least making it a separate competition. When I became a team manager, I discovered that IC is a wonderful way to encourage kids to learn new skills. Now I wouldn’t want to give it up.

    Some team members are very interested in acting and performing. When they decide to join a DI team, it’s because they want the opportunity to perform before an audience. When you have a team that is made up entirely of kids who just want to perform, it can be very difficult to get them to pay any attention to the technical aspects of their team challenge. One way to encourage such a team to broaden their horizons is to give them some technical IC challenges early in the year.

    These IC practice sessions often lead to a discussion of basic construction techniques and engineering principles. When you build a bridge out of marshmallows and toothpicks, is it better to use rectangles or triangles? How should you orient corrugated cardboard to achieve maximum strength? This knowledge can be very helpful to a team later on, when they begin to construct their props and their Technical Elements.

    I’ve also had team members who have told me that they HATED to perform, didn’t want to be part of the skit, and just wanted to build things. Some of the same kids later discovered that they actually enjoy verbal improv, once they gave it a try when I had the team practice a performance-type challenge. I remember one kid who became the team’s star performer in all verbal challenges, even though he never did want to perform in front of a crowd.

    I believe that the most valuable part of IC is the preparation. Our existing design forces teams to be ready for many different types of challenges.

    Instant Challenge – tips from a successful team member

    On the topic of IC training... My team and the other teams from my school are trying to convince our team manager to "write the book" on IC training.  Now most of you are saying, well this is from a team member, how good can it be?  The past 3 years we have never scored below 90 (weighted) at any competition.  That includes 8 appearances at regionals,4 appearances at state (in Texas no less) and 1 worlds team.  Furthermore, the teams that attended the training that she hosted monthly in our region scored in the top 3 in IC even though they were all "newbies."  At regionals this year, 2 team DaVinci’s in IC on teams with a majority of people who had never done any creative problem solving before.

    Some things that I have learned to consider:

    -IC is worth as much as the side trips.

    -IC is worth 1/2as much as the WHOLE central challenge.

    -We typically spend 1 hr per week on IC  (secondary team).

    -If a team thinks a IC is too easy, make it harder (the blindfolded nonverbal communication withitems was pushing it (3 two foot by 2 foot 5x5 grids and we had to place cups with items in the proper square in the proper place using only the sound of the communication items.  There were 12 different items in the cups)

    -Practice a wide variety of ICs.  Never say "oh they will never get a problem like that at competition."

    -Have them analyze the problem after they finish.  What could they have done to get more points.

    -TEAMWORK- If you don’t have a team that works good together, how can they LOOK like they are working well together?

    -Everyone has something to contribute to every IC. ( I am willing to defend this point against anyone.)  Rules can be re-read.  Time can be kept.  Even if it is as simple as saying "are we getting the points" every 30 seconds of  think time.

    -THERE IS NEVER ARIGHT WAY AND A WRONG WAY.

    -Some ways just get more points than others.

    -Pay attention to who plays off of each other.  It could be very different from Central Challenge.

    -Order is important.  (1,2,3,4 and keeping things focused)

    Instant Challenge Help from a Successful IC Team –What Appraisers Want…

    It's hard to tell what appraisers are looking for in a specific challenge, but generally I think they look for kids who are well organized, and creative, and who really like each other enough to work happily and enthusiastically together. Beyond that they look for highly creative solutions and attention to the rules and scoring of the challenge.

    Unlike many TM's, I love IC. It's really all I do with my kids because I have a terrific co-TM who does the rest. I'm sure some teams are just naturally great at IC, but mine never was. It was something they learned bit by bit and made into a kind of formula. Once they had a loose structure for how they wanted to do it they could incorporate some of their very creative stuff. But until they did that they just spun their wheels because they never seemed to really get anywhere.

    I'm not sure I have the magic formula, but my kids have made pretty dramatic improvements in this area over the past three years (took first at recent Regional competition and second at Global last year). Here are some of the things they have learned over time and that I remind them of every practice:

    1. Show evidence of working together effectively. This means several things: Don't talk over each other. Everybody gets a chance to add their very brief input. Cooperate. Make a collaborative decision but if that isn't possible assign somebody in advance to make it for you so you don't waste time, and the appraisers' good opinion, arguing over the solution.

    2. Be organized and show evidence of it. Assign jobs (problem reader, timer, character developer, problem captain) in advance, use them during the competition and make them apparent.

    3. Read the challenge, read the challenge, read the challenge. Make it somebody's job and have them do it more than once. They can remind the team of the parts of the challenge where they will be scored. A low score can simply mean the kids left out some crucial part.

    4. Brainstorm --a lot and quickly. Quality comes from quantity in this instance.

    5. Add humor, music, poetry, dance --- whatever is creative that you do best. Appraisers love it and it makes the whole solution that much more interesting.

    6. Practice, practice, practice -- lots and lots of improv where they don't even get appraised, specific challenges that address their strengths and weaknesses, and very formal appraised challenges. Do it all and do it often. Encourage them to use the most creative bits from Improv to their solutions.

    7. Develop a "bag of tricks" of situations, scenarios and skills that they can pull up at a moment's notice.

    8. Teach them to relax and to put on their creative thinking caps -- then do it with them prior to going into IC. We do all kinds of funny physical stuff to get them relaxed and brainstorming to get their brains moving.

    9. Our rule is: Beginning, middle and absolutely BOFFO ending! Every time and on time. If they run out of time the appraisers will never see that great ending so teach them to keep track of the time.

    I usually pick only one or two things to work on at each meeting. At subsequent practices they learn to incorporate each piece into their work. I try to keep a list handy, boiled down to a key phrase for each element.

    MORE IC Judging Tips

    I appraised this year for the first time, so I don't know how representative my comments are but here goes:

    We did have a 'creative use of materials' category in our challenge.  I looked for the following:

    1) Use of the materials in a way that was unexpected and got the job done.

    2) Craftsmanship- does it look sturdy, well constructed, aesthetically pleasing?  Usually, these things end up looking pretty bad, so extra points for ones that look good.

    3) Use of all of the materials (even if for decoration, but better if actually functional).

    What I really looked for here was something beyond the 'first thing that pops into your mind' when you look at the materials and decide what to do with them.  On the challenge I appraised, there was a certain piece of material that every team used in exactly the same way. We appraisers had also used the same material in the same way on our feeble attempt at the IC before the competitions started. After about the third team did that I wondered about it and thought of totally different way to accomplish the desired result (can't claim to be smarter than the kids, since it took me well over the time limit to come up with it).  Anyway I thought, "if anyone does that, it will be great".

    Well, one kid on one team actually thought of it later on and the other team members shot him down because the solution they were working on was a little easier to visualize (although more difficult to implement).  If they had gone with it, they would have been the only team to use the materials in that way and, assuming they got it to work, they would have gotten a great score.  (They didn't do bad as it was).

    It seems to me that there can be a bit of tension between getting things to work and using materials creatively.  The really good solution uses materials creatively to do something that is simpler and more reliable than what you might otherwise think of.

    Instant Challenge – a Proposed Rubrics for Scoring

    I went back through my files and dug this rubric up for those of you trying to figure out how to evaluate instant challenges.  I know it's not your scores, but perhaps it will help!  If you were to score your own team right after watching them perform, your evaluation might not be that different from what the actual evaluators gave them.

    Instant Challenge - tips from a appraiser

    Sometimes I’ve seen teams give “themed” responses - everyone on the team will answer using items related to current events, or movies or music, or everyone on the team will use a funny voices, accents or motion. In some ways this theme thing is not necessarily a bad idea - but in order to be effective, everyone on the team must KNOW the topic well enough to improvise using only that topic as a basis...for example, I once had the opportunity to see a team using current events as their “theme”. While the answers, in and of themselves, were not necessarily creative, the overall solution the team came up with did impress the appraisers for the sheer magnitude of current events this team was able to tie in and use - some substantial newspaper/periodical/tv news research had to have occurred. I have also seen this approach back-fire on a team...for example, I saw a team use the “accents” thing and the appraisers were constantly stopping them and asking them to repeat a response because they didn’t understand what was said - the first thing the appraisers said when the team left the room was “what the heck was that all about?”

    I have found that in practice it sometimes helps to offer a challenge and require that the kids solve it using a particular theme: for example - We are familiar with the story of Little Red Riding Hood. Your challenge is for your team to reenact that story creatively. Your solution will use “The Old West” as the backdrop for your re-enactment. All of the characters in your solution should be consistent with that time and place in history.

    Or simply ask them to create a 4-minute skit based on the following: Cinderella, but she’s a 17-year-old girl today and the ball is really the high school prom. Now do the same thing, but Cinderella is a 17-year-old girl in 1965. And again with Cinderella in 1925.

    Basically what all these challenges require is some understanding and appreciation for a period in history and its culture. Often by narrowing the challenge in that way in practice, a team will get the idea that they can use that as a strategy to employ in a real IC at a tournament. With the emphasis on the new challenges more on teamwork, teams must learn many strategies to quickly come up with a solution that requires everyone’s participation. If you have a team where all the kids love and have a good solid knowledge base of science, encourage them to try to utilize that base whenever possible to solve a challenge. When you ask kids to do that, even kids that are not comfortable performing are able to contribute to the solution with information - and that’s what teamwork is really about!

    Teamwork Scoring for IC

    APPRAISER: I spent a good part of my day judging IC yesterday and out of 10 teams all but one team huddled very, very quietly and whispered and protected their "think time process". An IC Judging team CANNOT award good Teamwork scores if they can hear and see the process. The Team was awarded the most points was the team we could hear and see the process they went through to arrive at their solution. In my opinion, the 20 points normally allowed for Teamwork should be automatic. LEADERSHIP HAS TO BE OBSERVABLE TO SCORE!!!

    RESPONSE 1: From a TM -- I disagree quite strongly with this. To be scored highly on teamwork you have to talk loudly so that the IC appraisers can hear your thinking process from afar? This is bad advice to give team members or IC appraisers. IC appraisers should be able to appraise exemplary teamwork from non-verbal behavior, or should move so they can eavesdrop unobtrusively.

    RESPONSE 2: From a TM - I'm glad that someone else felt this way, too!  I watched my team at the tournament on Saturday.  They started out with their heads together ata table, nearly whispering.  They were relaxed, worked very well together, and laughed quite a few times during their planning time.  The appraisers said, "You don't have to whisper", but didn't specifically request that they speak up.  They said about two sentences in a louder voice, then back to whispering.  I had to resist the urge to say, "They're not really this quiet, I swear!"  When I thought about it, though, I realized that the only time they ARE quiet during meetings is during their planning time in IC.  It just seems to be the natural way this team works. We took second in IC, so I'm not complaining.  They did a good job, but I can't say it was their very best work.  However, I'd hate to think they lost points for their style of teamwork.  If volume is a required element, it should be stated as such.

    FROM ANOTHER APPRAISER: was an IC Appraiser at Wisconsin's State Comp. this past weekend.  We DID have a rubric to follow, as did the Challenge Appraiser's.  It came in hand... especially for some of the newer IC Appraisers.

    As an IC Appraiser... you don't really go over what score you gave a team, you discuss what you saw or heard in the presentation. That way all appraiser's are scoring the same elements.  Some IC are very complex giving the Appraisers many things to look at.  It had been suggested by some  IC Challenge Master's to break the challenge scoring up for different appraiser's to score, as some of the long term appraiser's do. I told my IC Appraising team that we would not spilt up who scored what... my reasoning... how fair is that to the teams... the IC appraiser's scores are averaged. How fair of an average do you receive, especially with only three appraisers.  So, we each scored all items...12 total.  We also took the time to write down what we saw and/or heard so that if there was ever any questions on why one team got points higher for a reply that was similar to another team's reply we had reason for  justification.  My appraising team also gave out stickies for IC.  Which created a new challenge for the score room... not knowing what to place them on. Oh, well, what is a tournament without any complications from all areas right?

    As for a deduction in IC.  There are only a couple of  reasons an IC appraiser would give deductions: 1)  If the team has a challenge that does not allow them to do something. Example:  a non-verbal presentation and  they speak,  touching something they are not allowed to touch, or going outside of a perimeter given.; 2)Unsportsmanlike conduct towards other teams,  their team members, or appraisers. If they talk about their challenge outside of the IC room with anyone other than those who were in the room they are disqualified for the tournament. And they know that at the beginning of each IC because there's a pledge they have to say.  3) If the TM or non-participating team members give assistance.

    How can you really fix something in IC you ask?  Well, you practice.... there are some many different avenues a TM can take to help their team for IC.  This year alone there were many websites with creative ideas for IC's being shared.  There are also a lot of games....Scattegories, Guesstures, Outburst to name just a few.  My team's favorite IC have come from a book I have had for a long time... 100 Inside Games. 

    FIRST APPRAISER -- CLARIFICATION OF HIS POINT: I wanted to make sure I communicated clearly on my first posting. My point was NOT just based on a Teams volume .... My point is that if you look at the rubric for Team-Work it requires that that we are aware of the dynamics of the interpersonal working of the Team ... Logic says a Team who, in a reasonable tone, allows the Appraisers to hear and see these dynamics will get the higher scores ... Teams who whisper and hide this process will tend to achieve lower scores. You may be able to "interpret" body language and facial expressions to give good scores, but the best scores will go to Teams who clearly demonstrate to the Appraisers that they are brainstorming, tracking time, involved as a Team and working towards a solution.

    RESPONSE 3: Just my opinion..... I think teams should not have to speak loudly during the developmental process in the IC.  I agree the appraisers should move closer to the team quietly to observe them or sit quietly at the table if they would like to evaluate the process.  Any observer can tell if a team is not getting along or arguing, even if they are quiet.  I think it is ridiculous to say a team did not show good teamwork simply because they did not speak loudly enough for everyone in the room to hear them - give me a break.  Now we have to retrain our teams to speak loudly not only in their performances, but thinking process!

    FROM ANOTHER APPRAISER: I know it is a concern that teams might not be loud but still have great teamwork.  There are many teams that work this way and do great.  And team managers who know this about their team will probably then be confused by the teamwork scores.  The difference between team managers and appraisers, however, is that appraisers don't know this about the team and the teamwork has to be demonstrated for them to score it.  Many appraisers do get up to get closer, but it has been my experience that when teams huddle it is hard to get close enough to hear them even if you're less than a couple of feet away.

    I don't think that it is necessary to retrain kids - it is probably harder to retrain adults.  Usually, when training the more quiet teams, all you have to do is to tell them that it is important to speak up -most kids are so eager to do well that it isn't that big of a problem and they'll catch on early.

    ONE LAST APPRAISER: I've been reading closely as the various points have been made about speaking up as compared to whispering during the planning stages of IC.  I agree that it is important for the appraisers to have some idea of how the team works together during its planning.  Insisting that a team speak up, however ,isn't necessarily the answer.  Having appraised for several years, and served as regional and assistant state challenge master, I do encourage my appraisers to not sit, but rather walk around during the planning and presentation of the solution.  I don't care if the team is loud or not.....if the appraisers are on their feet and listening, it is usually possible to tell how well the team is working together.  When they look at me, I just smile a friendly smile and keep on listening.  I've never appraised a team yet that could get so quiet that I couldn't hear what was taking place!

    Presentation Tools

    Performance-Based Instant Challenges usually have 20+ points on Creativity of the Presentation. Therefore, a Team should understand and be able to use basic Presentation Techniques. Simple Presentation Techniques will measurably add to the Creativity of the Presentation.

    Types of Presentation Tools

    Characterization

    Characterization is the ability to project an idea, a setting, and/or a character. It is one of the main methods used is Improvisation (or Improv).

    Mime

    Body Language

    Stage Presence

    Voice

    Story Development

    Manipulation of Materials

    SCAMPER is one of the best CPS tools to obtain Creative uses of Props!

    Taking a Prop apart - VERBALLY - works well also. A good example would be a telephone. What parts could you use separately to solve the Challenge - e.g. the buttons, the cord, the wires inside, the outside case, the holes in the case where the buttons go, etc. Ask for other ideas from the participants.

    Sometimes the Team is given only blank sheets of paper, a scissors and markers. They are asked to create their own props. Have the participants discuss what ways they could use those materials.

    And - what about Imaginary Props. A Team can be given a list of props, but be asked to just imagine that they are there. They are then asked to use those Imaginary Props and display their uses in their solution. Discuss with the participants what Presentation Skills would be useful in creating a good presentation.

    Creation of Props, Costumes, etc.

    When a Team gets a "With Props" Presentation-Based IC, they need to allocate their time between idea generation and prop/costume generation. Time Management is important here. Also see the Manipulation of Materials Section above.

    Other Theatrical Elements

    Other Theatrical Elements

    Staging