Monday, January 31, 2005

Verbal: Advise Columbus

Advise Columbus

Judges Version
Problem Source: Arizona State Odyssey of the Mind
http://texasom.blogspot.com/

This is a verbal spontaneous problem. You have one minute to decide which 5 team members will participate.

(After the team chooses) Judge reads:

You will have 1 minute to think and 4 minutes to respond.
You will respond in counter-clockwise order. Before responding, you must pick up the ruler on the table in front of you and place it over your head. When you have given your response, set the ruler back down on the table. The next person may not pickup the ruler until you have returned it to the table. You may give responses until time ends. Questions count against your thinking time. You may not skip your turn, nor repeat, nor pass. If one member of the team is stuck, the team is stuck.

  • Common answers will receive 1 point.
  • Creative answers will receive 3 points.
  • Highly creative or humorous answers will receive 5 points.


Your problem is: What advice would you give Christopher Columbus?
(Judge repeats, "Your problem is:…)

HO: Roll-Under

Roll-Under

Judges Version Problem
Source: Arizona State Odyssey of the Mind
http://texasom.blogspot.com/

This is a hands-on problem. You have one minute to determine which team members will solve the problem.

JUDGE READS TO TEAM (after participants are determined):

You will have 6 minutes to complete this problem. You may talk or ask questions at any time; however, time continues. At the end of 6 minutes, your solution will be scored.

Your problem is to build a tower that will support one or more golf balls. The tower must be tall enough to allow the tennis ball to roll freely underneath while it supports the golf balls.
You will be given materials to be used in your solution. No other materials may be used.


Score will be as follows:

  • 25 points for completing the tower (tower is tall enough for the tennis ball to roll under)
  • 5 points for each golf ball supported
  • 1-25 points for the creativity of the tower
  • 1-25 points for teamwork

Materials and Setup
Give each team the following materials.

  • 20 pieces of spaghetti
  • 20 marshmallows
  • 20 toothpicks
  • 4 computer/mailing labels
  • 5 golf balls
  • 1 tennis ball
  • plastic cup




Scoring Grid

ItemQuantityValueTotal
Number of Golf Balls x 5
Completed tower 1 - 25
Creativity of tower 1 - 25
Team Work 1 - 25

Sunday, January 30, 2005

Verbal: Things that Stick

Things that Stick

Judges Version
Problem Source: Spirit of Chicago Practice 91-100
http://texasom.blogspot.com/

This is a verbal spontaneous problem. You have one minute to decide which 5 team members will participate.

(After the team chooses) Judge reads:

You will have 1 minute to think and 4 minutes to respond. Each of you has 7 cards. After each response, you will place a card in the box. You will respond in sequence. You may give responses until you no longer have any cards or until time ends, whichever occurs first. Questions count against your thinking time. You may not skip your turn, nor repeat, nor pass. If one member of the team is stuck, the team is stuck.
  • Common answers will receive 1 point.
  • Creative answers will receive 3 points.
  • Highly creative or humorous answers will receive 5 points.
Your problem is: Name things that stick to other things, what they stick to, and the result. Ex. Stamps stick to letters so the post office will deliver them

(Judge repeats, "Your problem is:…)

JUDGES: Be sure each team member has 7 cards. Provide a box or basket for the cards to be placed into after each response.

Mixed: Card Memory

Card Memory

Judges Version
Problem Source: Spirit of Chicago Practice 61-70
http://texasom.blogspot.com/

This is a hands-on problem. You have one minute to determine which team members will solve the problem.

JUDGE READS TO TEAM (after participants are determined):

This is a two part problem. You will have two minutes to plan and then two minutes to execute your plan. You will have a total of 4 minutes to complete this problem. You may talk or ask questions at any time; however, time continues. At the end of the second two minute period, your solution will be scored.

Your problem is to memorize the sequence of cards in two minutes. The team will then have two minutes to write the order of the cards in proper sequence. Only numbers/rank count for the sequence. Suits do not (example, 4 of hearts is the same as a 4 of spades).

Score will be as follows:
  • 1 points for each correct square
  • 5 points for each correct row and column
  • 1 - 20 points for teamwork


Materials and Setup

Have cards laid out on a table covered with cloth or paper until time starts. At end of time, recover cards. Make sure you have the sequence already recorded.

EX.
4 X 3 X X 2 X-BLANK
7 5 4 8 9 A
4 X X A K Q
5 6 6 7 X 5
2 2 8 8 A 9
X X 7 A K Q

Scoring Grid

ItemQuantityValueTotal
Correct Squares x 1
Complete Rowsx 5
Complete Columnsx 5
Team Workmax 20

HO: Bridge Building Long and Tall

Bridge Building Long and Tall


Judges Version
Problem Source: Spirit of Chicago Practice 31-40
http://texasom.blogspot.com/

This is a hands-on problem. You have one minute to determine which team members will solve the problem.

JUDGE READS TO TEAM (after participants are determined):

You will have 7 minutes to complete this problem. You may talk or ask questions at any time; however, time continues. At the end of 7 minutes, your solution will be scored.

Your problem is to build a bridge using the materials given. You will be given materials to be used in your solution. No other materials may be used.

Score will be as follows:

  • 3 points for each inch of width
  • 3 points for each inch of clearance from the table, measured from the middle of the structure.
  • 1-20 points for team work
  • 1 point for each item used

Materials and Setup

Give each team the following materials.

  • 20 pipe cleaners
  • 20 toothpicks
  • 20 marshmallows
  • 10 styrofoam cups

Scoring Grid

ItemQuantityValueTotal
Inch of width

x3
Inch of clearance

x3

Items Usedx1
Team Workmax 20