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Solve The Actual Problem Spontaneous
Judges are often surprised when teams lose track of, forget, or never really
understood the problem and its scoring, especially in hands-on problems.
Like Long-Term problems, Spontaneous
Hands-On problems have specific scoring rules that are not apparent from a
general understanding of the basic intent of the problem. For example:
- You might be asked to construct three
similar things and get scored differently on each -- perhaps building one
would yield a higher score
- You might be asked to construct three
similar things, yet get a minimum score for each -- perhaps almost anything
would give you a much better score that nothing
- You might be asked to put items in
multiple containers, yet only get scored for the first two in each
container
Knowing the rules of a problem helps you
create a strategy for increasing your score.
Not Knowing the rules may result in
costly omissions or deductions.
Some teams choose a specific member to be
responsible for reviewing the rules during Hands-On problem, listening to the
plans of the other team members, suggesting when their plans may not fit the
rules, or suggesting strategies that will take advantage of the rules.
What works for one team, may not work for
another. What works in one type of Hands-On problem may not work in
another...
If You Could Think During Think Time What
Do You Think You Could Think About?
Brainstorm the following topics with your
team:
1) What could a person think about, and
how could they think about it, in order to be even more successful in a
Spontaneous Problem.
2) How could we practice Think Time in a
way that we could help each others be great Think Time Thinkers?
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