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Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
Oot M Coaches Presentation
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Oot M Coaches Presentation

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Transcript

  • 1. Coaches Information Session
  • 2.
      • International Creative Problem-Solving Program.
      • Based upon the idea that creativity is a skill that can be taught and further developed with practice.
      • Focus is to develop divergent, independent-thinking abilities (thinking outside the box, taking the path less traveled) through a challenging, but FUN , learning process.
      • Team-effort, based loosely upon a sports model.
      • Teams usually demonstrate their solutions at a tournament. Every team presenting a solution is a WINNER !
      • Participants are K- College, but compete within age divisions
      • Odyssey of the Mind develops real-life communication and brainstorming skills, and rewards creativity and “calculated” risk-taking in the solution of complex problems.
  • 3.
    • Convergent Problem Solving
    • for every problem, there is just one correct answer
    • Divergent Problem Solving
    • for lots of problems, there may be many correct answers
    Odyssey of the Mind encourages young people to explore many possible answers and to be creative in finding a solution Because there are no wrong solutions, teams are free to take calculated risks in attempting to solve the problem Odyssey of the Mind allows kids to use their imaginations to interpret and solve complex problems in a FUN way!
  • 4.
    • Most of life’s problems are divergent in nature, so Odyssey of the Mind teaches lessons that benefit students both inside and outside of the classroom
    • Participants benefit in many ways. By doing everything themselves they:
    • * increase self-esteem
    • * realize their full potential
    • * learn to appreciate the talents of others
    • * develop self-respect and respect for others
    • * learn life-long skills
    • * learn to negotiate
    • * develop a sense of pride and accomplishment
    • * MUCH, MUCH more!!
    • Coaches must remember that although Odyssey of the Mind is a creative competition, it’s not about winning – it is more about LEARNING! In the long run, students benefit from the PROCESS, not the results.
  • 5.
    • LONG TERM
    • Specific rules
    • Open-Ended
    • All solutions presented in skit format (8-minutes)
    • 200 points
    • STYLE
    • Elaboration of Long-Term
    • Pizzazz, Sparkle, Polish
    • Team chosen elements
    • 50 points
    • SPONTANEOUS
    • On the spot
    • Anything goes
    • 3 types: Verbal, Hands-on, Verbal/Hands-on
    • 100 points
    • Long-Term + Style + Spontaneous = Total Score
  • 6.
    • Spontaneous problems come in three types:
      • Verbal – problems requiring verbal responses
        • Make a rhyme using a name or species of an animal (i.e. Raccoons are certainly not Baffoons!)
      • Hands-on – problems requiring manipulation of material
        • You have 7 minutes to make a structure out of pasta that will be judged on height and strength.
      • Verbal/Hands-on – problems with both verbal and hands on components
        • There is a roll of duct tape on the table. Say what it could be used for, or improvise with it, or pretend that it represents something. (i.e., Roll it and say, “A wheel came off a car” or, “A hamster mobile.”
    Spontaneous problems are completed on the day of competition, however it is key to PRACTICE… PRACTICE… PRACTICE… to prepare! It is also important to brainstorm ways to get “unstuck.”
  • 7.
    • Each year teams get a choice of solving one of five problems. They are different each year, however the five “types” remain the same:
    • VEHICLE - Problem 1 – teams design, build and operate one or more vehicles
    • TECHNICAL – Problem 2 – teams are scored for some type technical achievement as well as performance elements
    • CLASSICS – Problem 3 – a performance based on something “classical”
    • STRUCTURE – Problem 4 – teams design and build a structure only out of balsa wood and glue and test it by adding Olympic-size weights
    • THEATRICAL – Problem 5 – performance; scoring is based mostly on required elements
    • PRIMARY – demonstration only
  • 8.
    • Teams generally work on their Long-Term Problems from November to March. They present their solutions at the provincial competition usually held in late March.
    • Teams are responsible for all aspects of their solution: building sets, writing scripts, creating technical elements, making costumes, etc. etc.
    • Teams are given a spending limit for solving their problem. All items must be accounted for. Spending limits range from $125-$145 US.
  • 9.
    • Style is the elaboration of the Long-Term Problem. It is a place where the team can show the judges what they are particularly excited about or proud of. Style is presented during the Long-Term Problem Solution performance.
    • What makes this performance really shine? Style is the place for the team to showcase their strengths and talents.
    • * artistic design, music, songs, choreography
    • * construction, creative use of materials
    • * humour, rhyme
    • * overall effect (theme)
  • 10.
    • All problems correlate with the Arts curriculum document due to the integration of the visual and performing arts aspects required for each problem in its presentation
    • All problems require an original performance. Problems 3 and 5 (Classics and Theatrical) correlate with The Ontario Curriculum: Language, 2006 in greater depth
    • Problems 1, 2, and 4 (Vehicles, Technical, and Structures) correlate with The Ontario Curriculum: Science (1998) and Mathematics (2005)
    • The Odyssey of the Mind program is also correlated with the curriculum document Guidance and Career Education, 1999 . Some employable skills include: personal management, problem solving, teamwork, developing and presenting information, and organization
  • 11.
    • Each membership is allowed to send one team per division in
    • their school per Long-Term Problem and unlimited primary teams
    • Teams of 5-7 students participate in their choice of the current-year Long-Term Problems and practice Spontaneous Problems
      • All Team Members may participate in the LT
      • presentation
      • 5 Team Members only may participate in
      • Spontaneous (team choice). Others team members may
      • observe.
      • A maximum of 7 “Minds” can work on the problem
    • Teams participate within Age Divisions.
  • 12.
    • One of the most important parts of Odyssey of the Mind is that the team MUST conceive, design, construct, and perform their own ideas. Help external to the team is termed Outside Assistance
    • The solution is the team’s design, their work, their performance, and their score. The team is responsible for what they do, NOT the coach
    • Odyssey of the Mind is a
    • Hands-On Program for Kids, but a Hands-Off Program for Adults
  • 13.
      • Scheduling (how often and where team meets)
      • Facilitator (helps the team stay organized) - determine goals and the path to reach them
      • - helps them read and understand the problem
      • - helps team keep track of tasks and deadlines
      • - takes notes (remind them of their previous ideas)
      • - leads brainstorming sessions (without injecting ideas)
      • - explains scoring
      • - brings in “experts” to discuss & teach skills
      • Teacher (teaches basic skills)
      • Asks QUESTIONS (to help team focus, open-ended)
      • Assists team in developing a timeline for projects
      • Spontaneous practice (practice often, variety, strategies)
      • Forms (helps Primary and Division I teams fill out forms)
      • Mentor
      • Team Building (incorporate team building activities)
  • 14.
    • Purchase membership
    • Recruit coaches
    • Form teams
    • Attend coaches training
    • Teams work on solutions (November – March)
    • Register teams for Provincial tournament (late March)
    • Teams that place 1 st or 2 nd in their problem and division at Provincials with recommendation from the judging team qualify to compete at the Odyssey of the Mind World Finals.
    • Register for the World Finals
  • 15.
    • For more information, or to register, contact:
    • Tiffany Cassels – Ontario Association Director
    • Dana Niklas – Regional Director, GECDSB
    • Rosanna Waldram – Regional Director, LKDSB
    • Heather French – Regional Director, KPRDSB
    • Ontario Creative Problem Solvers, Inc. is the
    • Ontario sponsor of Odyssey of the Mind™
    • http://www.ocpsonline.org http://www.odysseyofthemind.com
  • 16.
    • The Ontario Creative Problem Solvers Inc. gratefully acknowledges the financial support of the Ontario Trillium Foundation, an agency of the Ministry of Culture. The Foundation receives annually $100 million in government funding generated through Ontario's charity casino initiative.

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