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How to Train a Team for Performance-Based
Instant Challenges
Performance-Based Instant Challenges usually have five(5)
basic sub headings:
- Challenge: a brief
summary of the Challenge
- Time: A statement
of how much time the team has for each part of the Challenge including
brainstorming, preparation, and performance.
Many times the brainstorming and preparation components are in one time
block. Teams must learn to use their time wisely.
- The Scene: This
section sets up the rules of the team's performance.
- Items to Use in Your Presentation:
Items usually will be listed in two columns: those that can be altered
(changed) and those the cannot be damaged (changed).
- Scoring: This
section gives the breakdown of how the team will be scored on their
solution to the Challenge.
When practicing Performance-Based Instant Challenges
stress to your team that they must Listen, Listen, Listen to the reading of
the challenge!!!
Remind them that when an Instant Challenge says they must present
their solution, skit, performance that they should consider the Appraisers
their audience.
Work with them on using the brainstorming skills and techniques for planning
a solution to Performance-Based Instant Challenges. These might include
SCAMPER, ALoU, and Team Generated categories.
Successful Instant Challenges have more to do with teamwork than just
thinking creatively. Emphasize that every Instant Challenge will
have a teamwork scoring component. All teams need to practice
showing-off their team work skills. This may include but is not
limited to: having designated duties for different team members -
timekeeper, summary person, questioner, reader, etc. With a young team, try
to come up with different "roles" or jobs for each to have responsibility in
the IC. It is best NOT to assign these roles, but to describe them and ask
who in the group thinks he/she would be good at this role or like to try it?
If more than one person, you can have TWO in a category - can't hurt. If
nobody volunteers, have them draw "roles" from slips of paper for a few
times and see if they fall into anything that is comfortable. Or if they've
chosen roles and it doesn't seem to mesh; that's the time to insist everyone
try a new role. Examples of roles might be:
- The Rule Person This
person reads the IC (if on paper) and throughout the solving is the person
who refers back to the written challenge to be sure they are solving as
directed and following rules. Many an IC has run aground when a team has
an amusing presentation, but talks in a nonverbal, or touches the tape
that can't be touched, or changes the item that "can't be changed." The
rule person keeps the focus on what is allowed.
- The Points Person This
person makes sure the team is getting the most points possible. [for
example, if the challenge said 10 points for a skit and 50 points for each
creative costume, the rule person would remind the team that costumes were
important, point-wise, esp. if they got stuck writing a skit and forgot
to dress up.] --Yes, rule person and points person might seem redundant,
but you WANT two kids checking the rules and paper and points throughout,
so there are two slightly different roles that overlap.
- The Timekeeper This person
must have a watch and must get used to checking it and telling the team
when they are half-way through, or have a minute left, or whatever is
appropriate. [sometimes, when the timekeeper isn't paying attention at IC
practice, you may want to let the time run out and call TIME!... then
allow another minute to finish and remind the timekeeper of the important
duty. If you keep calling out the time, the timekeeper doesn't get in the
habit of checking time.] You can always use TWO of these timekeepers.
- The Laughmeters Often more
than one person volunteers for this, but this is a job to be sure that the
skit or whatever is funny (assuming it is supposed to be funny) and
suggests quirky actions, character voices, funny lines and whatever else
tickles their fancy.
- The Brainstorm Facilitator
This is the moderator of the group, who makes sure that everybody is
participating and encourages the less-outgoing kids to speak up, and asks
the babbling kids to "hold that thought" while another idea is heard.
This person makes sure that there is some order to the teamwork and
participation; if several people want to talk, this person identifies
people in turn to speak, so that everyone gets a turn.
- The "What If?" Person If
you don't use up all your kids with jobs above doubling up, add a "what
if?" person. This person listens to the first two ideas and then says
"what if..." and adds on or changes one of the ideas. Even if they don't
do this in a meet, this is great practice for thinking outside the box.
There can be more than one "what if?" person. [example: someone says the
skit can be animals in a zoo. The "what if?" person says, "or what if it
can be animals on a farm?" and the 2nd "what if?" person says "what if it
was an ANT farm?" and so on...]
Another factor to keep in mind is that in Instant
Challenge the Appraisers must be able to hear a team's brainstorming in
order to accurately score them on team work. Therefore, remind your team
not to whisper when they are brainstorming. You or one of the team members
might try sitting away from the team while they brainstorm in order to help
them learn to speak loud enough to be heard by the Appraisers.
Have the team practice brainstorming topic ideas to fit a challenge
scenario. They need to be able to get their ideas across to the other team
members quickly and concisely to keep from wasting valuable time. They may
want to practice doing this quick response type thinking in a limited amount
of time. RULE OF THREE. If your team tends to keep going on suggesting
new and better ideas long after they should have chosen something and
started solving or writing the skit; give them a rule of three. That is,
for the first decision, listen to 1,2,3 ideas and the fourth person takes
one of those 3 ideas and adds on to it. (They don't have to go 1, 2, 3 in
order in a circle; it's whoever had the first three ideas. Then time to
chose one, add to it and move on.) It's fine to have all 7 kids make
suggestions if they do quickly and make decisions they live with, but the
Rule of Three helps with a team wherein each child loves only his/her own
ideas and therefore keeps making suggestions.
In addition to practicing topic idea generation the team should also
practice brainstorming creative ways to use the given props before
they alter them. Remind them that once they tear or cut something that
they may not be able to put it back to its original form.
One thing that can help teams work well under pressure is to have them
practice, totally apart from any formal IC challenge, creating a beginning,
a middle and an end of a story/skit. Have cards with odd phrases, character
traits, items, a short scenario, etc.. on them. Break the kids up into
two groups of three each, give each group a few cards with different
elements on them and have them go off for just a few minutes and then report
back with a short skit incorporating all the items. The skit must include a
beginning, a middle and an end. These short skits may become the building
blocks of their IC performances. They learn how to work together in small
groups, working quickly and incorporating a variety of elements.
It is also recommended to have the team do a lot of improvisational games.
They learn to think quickly (or what to do if they aren't particularly fast
thinkers), to create interesting characters, and how to move their bodies
around in interesting and humorous ways. There are many online sites that
have improv games on them check out the sites on the
DIRP pages.
Many thanks to Cameron, Christine, and many other DINI List members for
their ideas on training teams in Instant Challenge.
This page comes from the following web site:
http://www.mt-di.org/ic/pbictips.html
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