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Instant
Challenge Ideas
Throw a pencil on the
floor in the middle of the circle and ask everyone to tell
what they thought it was.
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.
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.
Activity
1: 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!
| Activity
2: 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"
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Team
Building
Stages of Team
Development
-
Forming
- simply getting the group together.
-
Storming
- A certain amount of conflict inevitable as a newly-formed
group learns to communicate and work together.
-
Norming
- Once the roles and relationships are established,
the group can start learning to work together more
efficiently.
-
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
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Team
Building Exercises
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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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!
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.
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
Meeting Ideas
-
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.
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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.
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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!
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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.
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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.
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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.
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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.
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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.
- 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.
- "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.
Each 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! T he kids read over the challenge previews
and listed their top 3 on their construction paper
Team's
Stuck for Ideas
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).
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.
Have the group "rank
order" the measures -- so they know which are the most important.
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?"
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.
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.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.
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Take 5 or 6 paper
bags: 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.
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.
Central
Challenge
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.
Attract attention through
dramatic elements.
Use repetition to get
the theme or point across.
Elaborate on characters
and the details.
"When in doubt, throw
it out" applies to appropriateness of costumes, dialog, etc.
Remember the general rule would you want your grandma to
see/hear this performance?
Criteria
to Solve the Challenge
Which solution will:
-
be the easiest to
understand?
-
be the greatest improvement
over what is presently done?
-
be the safest?
-
be the most acceptable?
-
be the most reliable
to _____?
-
be the quickest to
implement?
-
be the easiest to
maintain?
-
take the least amount
of new technology?
-
have the most potential
for sustained success?
-
conserve the most
materials?
-
prevent the most
waste?
-
be the most long-lasting?
-
have the fewest adverse
side effects?
-
utilize the most
existing resources?
-
take the fewest people
to implement?
-
be the most ethically
sound?
-
be the most practical?
-
be the most cost
effective?
-
be the most durable?
-
demand the least
amount of administrative direction in order to continue
working?
-
be the most feasible
in terms of technology available?
-
require the least
amount of workers?
-
be the easiest to
regulate?
- provide the most
protection?
Side
Trips
Note for the 2003-2004
season, the requirement that each side trip be from a different
area of specialty has been eliminated.
Discuss
side trip elements early and often
when writing the scripts and making the props, backdrops and
costumes.
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.
Props
- Background - Backdrop
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!"
-
What is it made out
of?
-
Can it be easily
seen/identified from 30 feet away
-
Does it make sense
with the script and whole production?
-
Is it colorful? Should
it be?
-
What purpose does
the backdrop serve?
-
Can you do without
one?
-
Can anything do double
duty?
-
Maybe one look when
you see it from the front and other from the back or light
up from the back for another look
- Is it a shape other
than rectangular?
Characters
- What is the reason
this person is in the play?
- What is his/her background?
- Why is she doing what
she does in the play?
- Does it make sense?
If not, why is he doing it?
- Could you easily explain
your character and what he or she is like in under a minute
to someone else and have them understand the type of character
you are
- If people say "Huh?"
when you explain your character, that should give you a
clue.
- What time frame and
culture are your character from?
- How old is he/she,
does she have kids, does he have a job? What is his/her
motivation for being in the play and doing what they do?
- What type of clothes
does the character wear?
- How should he act?
WHY??
- Make the character
believable within the time frame and culture and the whole
feel of your play.
- Does your character
walk tall or slouch? How does he manipulate his hands? Is
she an in-charge person or a follower?
- What kind of body
language does your character exhibit?
- Will he or she exaggerate
any characteristic?
Costumes
- Is regular unaltered
street clothes/stuff you can buy at Goodwill constitute
a costume?
- If you could design
the ideal costume for your character, what would it be?
What would it be made out of?
- Can you make this
ideal costume? What will making it involve? What materials
and what skills?
- Does the costume make
sense for your character? To more than just you. Does your
team like the costume? Does it jive with the rest of the
costumes in the performance?
- What about shoes,
hair, hats, wigs, glasses, socks, jewelry and accessories?
What would your character wear? Dress your character from
the ground up - ignore what you can easily get - decide
what would look best on the character - use your imagination!
- Make a costume that
instantly tells the audience the type of character you are
make it easy on them - that way they can concentrate on
the play. Besides, they only have a very few minutes to
see your character, decide what your character is and his
motivation AND watch the play and figure out what is going
on do you want the appraisers/audience to spend all their
time trying to figure out your character and why you're
dressed like that - especially if it doesn't make sense
to them? Don't make them think too much or be bewildered
there's only a few minutes from beginning to end - make
your best use of it.
- At world, I saw one
play where they put on the first act with regular clothes,
but then in the second act - when it was set in "heaven"
or at least when most of the characters were dead - they
wore the same costumes - but now all in white
- Make versatile clothing
- can it serve more than one purpose?
- Sweat pants &
shirts - can paint them, attach things to them, can wear
over something
- Footwear - boots/shoes
can be painted to match outfits or material of pants goes
downs and covers boots - makes a smooth look
- Make-up - what type
of make-up is necessary to give your character the proper
look? If the make-up is dark, can it be seen/distinguished
at 10 feet? At 20 feet? Experiment to find the right look
for your character - make-up can make the character.
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?"
Improv
- How can an improv
time be inserted into the play?
- How can we decide
how to use it creatively in the 1 minute given?
Teaching
Improv - What's Improv?
It could mean to: Ad-Lib,
Make it up on the spot, Create right off of the top of your
head, Respond off-the-cuff, Say or do the first thing that
comes to mind .
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:
- Trusting others while
on stage.
- The sharing of idea's.
- Accepting and validating
the actions, feelings and ideas of fellow actors
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 no one 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 swim.
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:
-
Strive for consistency.
Mimed objects should remain the same size.
-
Use exaggerations!
Gestures and emotions should make BIG impact.
-
Keep it simple ?
something your audience will immediately understand.
-
Tell a story that
has an initial situation with an arising conflict and
ends with resolution.
-
Be creative! Your
story does not have to be totally realistic so have fun!
With
Improvisation:
-
Introduce your characters
with energy! Give them personality and pizzazz!
-
Use different voices,
gestures and emotions to distinguish your characterizations.
-
Listen to each other
and build on each other's ideas.
-
Speak up so your
audience can feel the energy.
-
Relax and go with
the flow. Creativity comes pouring out when you are having
fun!
Improv
- Avoid the Pitfalls!
-
Don't comment on
the scene or fall out of character. Never say, "well,
this is boring" or "now what?"
-
Don't argue with
the other actors or change the direction of the scene.
-
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 - Improv
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 scene. 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
Pantomime
Exercises
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
Leaving the hair salon
with a REALLY bad haircut
Climbing a mountain
Shooting an apple off
someone's head with an arrow
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
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
Acting
-
How should your character
act? See character section. Decide how he should act and
make that happen. If you don't know how to do it, watch
movies, ask a team member or experiment until the character
is YOU.
-
How will she walk?
What type of attitude does her walk show? What kind of
attitude does his voice show?
-
Do you believe that
the characters are who they are supposed to be?
-
What is the motivation
of the character? Does that come through to the audience
through the words you say, how you say them and what you
do?
-
Body motions betray
character
-
Accentuate with voice
and body movements what you want the audience and appraisers
to really see and understand and notice.
-
Acting is very difficult
- unless you are a naturally-gifted actor, you will make
mistakes and MUST be willing to take constructive criticism
from your teammates.
-
Read the faces of
other people (not on the team) - did they understand what
you said or did or what the play is about?
-
Utilize special talent
of team members.
-
Does each team member
use crisp movements?
-
Are you exaggerating
movements and words so that the audience hears it and
understands it easily?
-
ENUNCIATE, ENUNCIATE,
ENUNCIATE!!!! Nothing can be more important.
Dialogue/Sounds
-
How should your characters
talk? Do they live in Elizabethan England or are they
cave men or baseball players from the 20s?
-
Do they have to have
an accent? Can you hear/understand accents very well?
Can other people understand your lines - not team members
who know the play by heart?
-
Do the lines reflect
what your character might say or how he might say it?
-
How might you decide
how your character might speak? Different people on the
team can read the lines in the way they think they should
be read. Try the lines as a character from a play or a
movie. Try the lines as a "set" character like a mobster
or a Valley girl. You'll find that the lines and the understanding
of the motivation of the character will be completely
different depending on how your lines are delivered and
the character that it shows.
-
Will music or special
effects enhance the performance or the understanding of
the audience?
-
Can part of the lines
be delivered as a song?
-
Can music or other
sounds actually reveal what is happening in the play?
Script Writing
-
What is the play
about?
-
It must make the
people and their plight come to life
-
Should it be humorous?
Humor does sell. Puns sell very well - even if we moan
over them. Some of the best performances are very quick-paced
and are filled with puns about a given topic.
-
But drama can be
VERY compelling - but it must be good - well written and
well acted
-
RESEARCH YOUR TOPIC.
Weave facts and interesting details into the play - shows
you've done your work and can be interesting to appraisers.
-
Who is your audience?
Are you playing to kids or adults? Who are the appraisers?
You've got to keep the interest of your audience.
-
What is the action?
What is the conflict - there must be a conflict.
-
How complex is the
script? If it is too complex or too many subplots, no
one will be able to follow the story in an 6-8-minute
format.
-
Is it a re-write
of a story that is already written? How creative is this?
-
Question every line
of the play - does it add to the plot and finished product?
-
How many scene changes
are involved in the play? Too many scenes can be a problem.
-
What is the ending?
Does it grab you? Make you laugh? Make you think? Have
a moral at the end? Does it build logically to a conclusion?
The ending is the most important part - it wraps up all
the ends and is the last impression you make on the appraisers.
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.
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?
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.
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.)
Interference
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.)
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 |