ODYSSEY OF THE MIND Problem No. 2: Teach Yer Creature. Copyright 2008, Creative Competitions, Inc.

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ODYSSEY OF THE MIND 2008-2009 Problem No. 2: Teach Yer Creature Copyright 2008, Creative Competitions, Inc.

Teach Yer Creature Problem No. 2: Divisions I, II & III Introduction Have you ever watched how different birds move when they're not in flight? Chickens move differently than crows and pigeons. Other mammals have different ways of moving for hunting, eating, playing, or when they are on the lookout for danger. How do you think animals know how to move to do certain things? Is it by instinct or do they learn by observing other animals? To help solve this problem, you might want to observe, either live or on video, the movement of different types of animals doing different things. A. The Problem The team's problem is to create and present a humorous performance that includes an Animal Creature a mechanical robot or model that behaves like an existing mammal or bird, and one or more Creature Teacher characters. The Animal will perform five different actions: (a) two that are selected from lists and are normal behavior; (b) one team-created action that is taught to it by a Creature Teacher; (c) one action that is not done correctly or that it should not have done and is corrected by a Creature Teacher; and (d) one team-created action that will be presented as though the Animal Creature learned it by observing others but appears unexpectedly during the performance. The creative emphases of this problem are on the Animal Creature, the team-created actions, and the unexpected action the Animal Creature performs that it learns through observation. The Spirit of the Problem is for the team to create and present an original humorous performance about the behavior of a mechanical Animal Creature and a Creature Teacher character who teaches the Animal Creature. The Animal Creature will perform five actions that include one learned through observation but is presented unexpectedly. B. Limitations (Italicized words/terms are defined on Page 5 in the Problem Glossary or in the 2008-2009 Odyssey of the Mind Program Guide.) 1. General Rules: Read the 2008-2009 Odyssey of the Mind Program Guide. This manual is updated each year and includes basic limitations for solving Odyssey of the Mind problems and the forms required for competition. This problem cannot be solved without referring to the Program Rules section of the guide. 2. Problem Clarifications: The Odyssey of the Mind Program Guide explains the types of questions about the rules that will be clarified and the ways to submit those questions. General problem clarifications can be accessed at www.odysseyofthemind.com/clarifications/ and are published in the fall and winter issues of the Odyssey of the Mind Newsletter. Problem clarifications improperly submitted, or postmarked or emailed after February 15, 2009, will not be answered. CCI may find it necessary to issue clarifications after that date so continue to check for them after February 15 and before each competition. 3. The time limit for this problem is 8 minutes. This starts when the Timekeeper says, "Team begin" and includes setup, Style, and presentation of the problem solution. 4. The cost limit for this problem is $145 (U.S.). The combined value of the materials used during the demonstration of the team's solution, including Style, cannot exceed this amount. The Odyssey of the Mind Program Guide explains the cost limit and lists items that are exempt from cost. 5. The team will create an original humorous performance that includes: a. a mechanical Animal Creature. b. a Creature Teacher. Page 1 of 5

c. five actions that are performed by the Animal Creature. 6. The Animal Creature (to be referred to as the "AC"): a. must represent a currently existing species of any bird or non-human mammal. b. must be recognizably similar to the team's chosen species. It does not have to look identical to the species and may differ in size, shape, proportion, color, etc. c. cannot be portrayed by a team member in costume when performing the required actions. d. will be operated through mechanical means to perform the required actions. Team members are allowed to assist as follows: (1) For Division I, the AC or any of its parts may be pushed, pulled, or moved in any way; for example, team members may touch the mouth directly to make it move. (2) For Divisions II and III, team members must not touch the AC. They may operate items that indirectly cause movement, guide it, or make its parts work, and they may store and/or release energy used by the AC. For example, they may flip a switch, wind a spring, etc. e. must be at rest on the taped X on the competition floor when time begins. The X does not have to be completely covered by the AC. Everything that is on the floor when time begins is considered part of the AC. f. may have attachments such as strings, cords, etc., connected to it after time begins. These are not considered part of the AC but will be considered when scoring team member involvement in operating the AC and Functional Engineering for completing the required actions. g. will witness the action it learns on its own during the performance. 7. The Creature Teacher character: a. may be anything the team wishes. b. may appear in more than one form but must be portrayed by one or more team members at some time during the performance. There may be more than one Creature Teacher; however, only one Creature Teacher will be considered when scoring D10. c. must teach the AC how to perform one of the required actions and the team-created action that corrects the undesired behavior of the AC. It may help teach additional actions. d. will correct the AC's behavior after it performs an undesired action. The Creature Teacher will identify what was wrong and correct the AC's behavior. 8. The five required actions: a. must be demonstrated one at a time during the performance for score; that is, one action must begin and end before any other may begin for score. If two actions overlap there s no penalty other than not counting the interrupted action. The interrupted action may be attempted again for score. b. can occur in any order, but they must be represented as follows: (1) Selected Action 1 must be Making Sound, Move or Turn Its Head. (2) Selected Action 2 must be Eat or Soar. Making Sound: The sound must be produced within the AC and must not use an external object such as a musical instrument. Move: The AC, as one complete unit, will travel from anywhere on one side of the taped line so it is completely on the other side of the line. Turn Its Head: The AC must start with its head facing straight forward, it will then move its head noticeably to one side and then to the other side. The AC must not turn while turning its head. Eat: The AC will simulate eating food through chewing and/or swallowing. The "food item" used in this action may be anything and does not have to represent something the animal species normally eats. Soar: The entire AC must rest on the floor. It will then move upward so that its floor contact points are suspended in air. Page 2 of 5

(3) One team-created action taught to the AC by the Creature Teacher. (4) One action must be something the Creature Teacher does not want the AC to do again. The AC will perform the action and the Creature Teacher will teach the AC why it was wrong. The AC will then perform the action correctly. (5) One action must be something the AC accidentally learns by observing others. This action must be presented in the skit and be observable to the AC before it performs the action. It does not have to be obvious that the AC is learning the action. *Note: no action may count twice. For example, if making a sound is selected and making a sound is the unexpected action, the two instances must be different and appear at different times. 9. The team must present the Staging Area Judge with three copies of a list on one side of one or two sheets of 8½" x 11" or A4 paper. This list must be hand-printed, typed, or computer generated. This list must include: a. the team's membership name and number, the problem and division. b. the chosen animal species. c. the five actions performed by the AC in the order they will be presented. These should each identify the required category it fulfills. d. where in the performance the unexpected lesson will be observed by the AC and where it will be performed by the AC. e. the signal the team will use to indicate it has finished its performance. C. Site, Setup and Competition 1. A stage or floor area a minimum of 10' x 12' (3m x 3.7m) will be used, but a larger area is desirable. This will not be marked. Teams must be prepared to perform in a 10' x 12' area. If space permits, the team may perform and/or place equipment, props, etc. outside the 10' x 12' area. If a drop-off exists beyond the 10' x 12' dimensions, a caution line may be taped 30" (76.2 cm) from the edge of the dropoff. This will serve as a warning, not a boundary. 2. The floor surface should be uncarpeted. If it is a carpeted site then the type of carpet should be made available to the teams at the earliest date. On the floor will be: a. a taped line to be used for the action "Move." This line will be five feet long and will extend from the front of the competition site toward the back of the site. To complete the action "Move," the AC will need to start from completely behind the line and move so it is completely across the line. When it crosses the line at least part of it must be directly over some part of the tape. b. one taped X approximately 12" (.3m) long. This is where the AC must be when time begins. 3. A three-prong electrical outlet will be available. Teams must bring their own extension cords and adapters, if needed. 4. Team members must report to the competition site with all of their props at least 15 minutes before they are scheduled to compete. 5. A judge will direct the team to place its AC so it is resting on the taped X. The team will leave the AC in place and return to the Staging Area until competition time begins. 6. At the end of the 8-minute time period, the Timekeeper will call "Time" and all activity must stop. The team may end before the 8 minutes but it must signal the judges when it is finished. 7. Teams should bring cleaning utensils to clean up any mess. Should a team take an unreasonable amount of time to clean the site, or leave a mess, the judges will assess an Unsportsmanlike Conduct penalty. Others not on the team's roster can help the team clear the site and remove the team's props. The competition area must be left clean and dry for the next competing team. Page 3 of 5

D. Scoring 1. Creativity of the overall performance (originality, effectiveness)...1 to 15 points 2. Quality of the performance (audibility, movement, stage presence)...1 to 15 points 3. How creatively the AC resembles the animal species...1 to 10 points 4. Selected Action #1...1 to 15 points a. is completed... 0 or 5 points b. functional engineering of the AC to complete the action... 1 to 10 points 5. Second Action #2... 1 to 15 points a. is completed... 0 or 5 points b. functional engineering of the AC to complete the action... 1 to 10 points 6. The team-created action taught by the Creature Teacher...3 to 25 points a. is completed... 0 or 5 points b. originality of the action...1 to 5 points c. creativity of how the Creature Teacher teaches the action...1 to 5 points d. functional engineering of the AC to complete the action... 1 to 10 points 7. The undesired action...2 to 30 points a. is completed before being corrected... 0 or 5 points b. originality of the action...1 to 10 points c. is completed after being corrected...0 or 5 points d. functional engineering of the AC to complete the action... 1 to 10 points 8. The unexpected action...2 to 25 points a. is completed... 0 or 5 points b. originality of the action...1 to 10 points c. functional engineering of the AC... 1 to 10 points 9. How well the actions are integrated into the performance...1 to 10 points 10. The Creature Teacher...1 to 25 points a. Effectiveness of its performance...1 to 15 points b. Identifies and corrects the unwanted action of the AC...0 or 5 points c. Teaches the AC a team-created action...0 or 5 points 11. Humor of the performance...1 to 15 points Maximum possible: 200 points E. Penalties (Deducted from percentaged scores.) 1. "Spirit of the Problem" violation (each offense)...-1 to -100 points 2. Unsportsmanlike conduct (each offense)...-1 to -100 points 3. Incorrect or missing membership sign...-1 to - 15 points 4. Outside assistance (each offense...-1 to -100 points 5. Over cost limit...-1 to -100 points 6. AC does not meet requirements...zero score for D3 7. AC fails to perform the action within limitations...zero score for completing that action Omission of scored problem requirements carries no penalty except loss of score. Page 4 of 5

F. Style (Elaboration of the problem solution; use three copies of the Style Form from the 2008-2009 Odyssey of the Mind Program Guide) 1. Creativity of the appearance of a character other than the AC or Creature Teacher....1 to 10 points 2. Creative use of trash in scenery or backdrop..................................1 to 10 points 3. (Free choice of team).....................................................1 to 10 points 4. (Free choice of team).....................................................1 to 10 points 5. Overall effect of the four Style elements in the performance.......................1 to 10 points Maximum Possible: 50 points G. Tournament Director Will Provide 1. A 10' x 12' (3m x 3.7m) presentation area (larger, if possible) with a line 5' long taped down the center and one taped X on one side of the line. 2. A three-prong electrical outlet. 3. A judging team and materials necessary to judge this problem. NOTE: Contact your Tournament Director for information regarding site specifications, such as size of competition area, floor surface, registration procedures, etc. Do not submit a clarification request for this information. H. The Team Must Provide 1. Three copies of its Style Form, one Material Values Form, one Outside Assistance Form, and all team-specific clarifications. 2. Three copies of its list as described in B9. This list is to assist the judges. If the team fails to provide the list, there will be no penalty. 3. Any necessary extension cords or outlet adapters. 4. Cleanup materials as needed. I. Problem Glossary Currently existing species Must be alive today. Representations of an animal species, including those in books and in films, do not count. Functional Engineering The way the AC operates to achieve the requirements of it in this problem. This includes the level of team member involvement in operating it. (OotM Tip: Less involvement will generally receive higher score and different methods to perform different actions will generally receive higher score.) Mechanical Functions as a machine and applies mechanics to its design and operation. Originality of the action Design of the action as well as how it impacts the performance. Witness Observe through sight or sound. Problem by Dr. C. Samuel Micklus and Sam W. Micklus Copyright 2008 Creative Competitions, Inc. Creative Competitions, Inc., its licensees, and the problem authors assume no responsibility for damage or injury incurred as a result of attempting to solve this problem. Odyssey of the Mind, OotM, the Odyssey of the Mind logo, and OMER are federally registered trademarks of Creative Competitions, Inc. Page 5 of 5