Odyssey of the Mind

Odyssey of the Mind
Odyssey of the Mind
OdysseyOfTheMindLogo.jpg
Founder(s) Dr. C. Samuel Micklus, Dr. Theodore Gourley
Type Creative Problem Solving Competition
Founded 1978
Origins Glassboro State College, New Jersey
Area served USA and 24+ other countries
Focus Creativity
Employees 1,119
Website http://www.odysseyofthemind.com

Odyssey of the Mind, often called OM (although the official acronym is OotM), is a creative problem-solving competition involving students from kindergarten through college. Team members work together at length to solve a predefined problem (the Long Term problem); and present their solution to the problem at a competition. They must also generate spontaneous solutions to a problem they have not seen before; this is the spontaneous competition.

Odyssey of the Mind is administered by Creative Competitions, Inc. (CCI).

Contents

History

OMER the raccoon (right) is the mascot of Odyssey. He is shown here with SNYPS, the New York state mascot.

The Odyssey of the Mind program was co-founded by Dr. C. Samuel Micklus and Dr. Theodore Gourley in 1978 at Glassboro State College (now Rowan University) in Glassboro, New Jersey.[1] That first competition, known as "Olympics of the Mind", involved teams from 28 New Jersey schools. The program is now international, with teams from Belarus, Australia, Belgium, Canada, China, Germany, Hong Kong, Hungary, India, Italy, Japan, Kazakhstan, Korea, Lithuania, Luxembourg, Malaysia, Mexico, Moldova, the Netherlands, Poland, Romania, Russia, Siberia, Singapore, Slovakia, Togo, the United Kingdom, Uzbekistan, and West Africa regularly competing in addition to teams from the United States.[2]

Organization

Odyssey of the Mind teams are divided into five divisions:

Primaries for children in K-2. Primaries do not actually compete against each other. They simply perform for the judges and participate in the program. They can choose to go to their state competition, but are not able to go past that to World.

Division I for students in grades K-5 for the U.S. teams and members less than 12 years of age for international teams.

Division II for grades 6-8 in the U.S. and members younger than 15 for international teams.

Division III for grades 9-12 in the U.S. and members who do not fall into the other divisions for international teams.

Division IV for collegiate groups and adults.

The oldest team member determines the team's division. Division IV is specifically for college students, and all team members must have a high school diploma or its equivalent and be enrolled in at least one course at a two-year or four-year college or university.[3]

There is also a non-competitive primary division for young children, who are given a simplified problem and fewer constraints than the higher divisions. They present and are given feedback at the first level tournament and cannot advance except for special occasions where officials invite a team to perform again at the State level. This is also a form of Odyssey of the Mind preparation for future years.

In the United States, each participating state has its own Odyssey association. Most states are further broken down into regions. Teams compete at the regional level first and then, if they win, progress to the state level. In the U.S., there is no national level. State-winning teams go directly to the World Finals, which have always been held in the U.S., usually at the end of May.

Creative Problems

Long-term Problems

There are five categories of problems that participants can solve[4] :

Vehicle: involves building vehicles of different sizes that must perform specified tasks.

Technical: involves building “innovative contraptions”.

Classics: incorporates knowledge of architecture, art, and literature

Structure: requires the designing and building of a structure using only balsa wood and glue, and competing to see which structure can hold the most weight

Drama: requires the team to act, sing, and dance based on a given theme

However, the different aspects of each of the five categories are not exclusive within that category; acting is prevalent in solutions to all five problems, and throwing in knowledge of history into a non-Classics problem or technology in a non-Tech problem will usually earn a team bonus points.

Specifications differ between problems, but there are some general rules that are crucial for everyone involved in Odyssey of the Mind to know. First, there is the Outside Assistance rule, which heavily stresses that every aspect of a solution must result from the work of the team; parents and coaches absolutely must restrict themselves to supervising the children to ensure that they are safe and focused. Something as simple as a mother adjusting her child’s hat prior to competition is considered outside assistance, and the team will have points deducted from their final score. Thus all brainstorming, building, painting, sewing, and fixing are to be done by the team.

For each Long-Term problem, every team can have a maximum of seven members, every solution a maximum of eight minutes in length including set-up and presentation, and the total cost of all materials in a solution must either be under $125 or $145, depending on the problem (see Cost Limit). Each of these rules require participants to push their thinking capacities as they decide how best to utilize their skills, time, and money.

A new problem for each category is presented every year, and the synopses and rules can be found on the official Odyssey of the Mind website.

Spontaneous

As the name suggests, teams do not know ahead of time the topic they are to compete in. Upon competition, individual teams will enter a room of judges and will be presented with one of three problem types: Verbal, Hands-on, or Mixed.

In Verbal problems, teams are usually given a minute to think and then two to three minutes to respond to a theme such as “make a rhyme using a name or species of an animal"[5] . Teams will then be graded based on the creativity of their individual responses. For instance, “there is a dog on a log” is a common answer which would earn the team one point, while “I can step on an ant, but an uncle I can’t” involves word play, a creative response that is worth 3 or 5 points. Verbal problems encourage individuals to incorporate their knowledge of history, science, literature, and popular culture.

Hands-on problems focus on teamwork and the ability to listen to complicated directions. Teams will usually be instructed to build something based on the limited materials given, such as a freestanding tower using a few sheets of paper, some paper clips, a pair of scissors, and a piece of tape. At the end of the day, the team with the tallest tower and the best teamwork would earn the most points. The directions often include a loophole that, if discovered, could place a team far ahead the others. It should be noted that in OM, if the rules do not say that something cannot be done, then it can; in other words, participants are encouraged to search for loopholes whenever possible.

A Mixed problem is typically a Hands-on problem, followed by Verbal: for example, tell a story about the tower that you built.


World Finals

All teams who advance from their state finals, or their national finals if they are from outside of the US, are invited to World Finals. World Finals is the culmination of the entire year of Odyssey of the Mind.

The 2011-2012 World Finals will be at Iowa State University in Ames, Iowa

The 2010-2011 World Finals were held May 27–30, 2011 at the University of Maryland (College Park)

The 2009-2010 World Finals were held May 26–29, 2010 at Michigan State University in East Lansing, Michigan.

The 2008-2009 World Finals were held May 27–30, 2009 at Iowa State University in Ames, Iowa

The 2007-2008 World Finals were held May 31-June 3, 2008 at the University of Maryland (College Park).

The 2006-2007 World Finals were held May 23-May 26, 2007, at Michigan State University in East Lansing, Michigan.

The 2005-2006 World Finals were held at Iowa State University in Ames, Iowa.

The 2004-2005 World Finals were held at University of Colorado in Boulder, Colorado.

The 2003-2004 World Finals were held at University of Maryland (College Park).

The 2002-2003 World Finals were held at Iowa State University in Ames, Iowa.

The 1994-1995 World Finals were held at Tennessee State University in Knoxville, Tennessee.

The 1993-1994 World Finals were held at Iowa State University in Ames, Iowa.

The 1992-1993 World Finals were held at University of Maryland (College Park).

The 1989-1990 World Finals were held at Iowa State University in Ames, Iowa.

The 1988-1989 World Finals were held at University of Colorado in Boulder, Colorado.

The 1987-1988 World Finals were held at University of Maryland (College Park).

A variety of non-competitive activities are provided at World Finals; the representative one is "Pin Trading" in which participants trade pins from their regions and states with participants from other states and countries. There is a creativity festival where each state/country runs a booth containing a fun activity related to their state. The highlights of World Finals are the opening and closing ceremonies. These ceremonies are held olympic style in a stadium on campus. Teams march in and sit with other competitors from their state. After the closing ceremonies, several parties are held for different age groups, and a party is held for the coaches. These parties are a reward for all the hard work that teams have put in.

Cost Limit

There is a "cost" limit on the value of all materials used in the presentation of the long-term solution. This limit is typically US$125–150. As of the 2006-2007 rules update,[6] some materials have a set "assigned value". Some examples include computers and most audio-visual equipment (projectors, radios, televisions, music players, etc.). The suggested cost to write these items down as is anywhere between $5–$10. Still other materials are simply "exempt" from cost. This includes batteries and power cords, footwear, tables and chairs. All of these materials, even the exempt, must be listed on the "cost form". The judges check this list to make sure that the team is within the cost limit and following the appropriate assigned values and exemptions.

Style

Style is a component of long-term where teams are judged on specific elements of their skit. There are five elements scored in style. Often, two of these elements are specified in the problem, the other two are then "free choice of team" elements, and the fifth is a score of how well the other elements contribute to the performance. The pre-specified elements are related to the problem in some way; they are typically something to do with the appearance of a vehicle, costume, or prop. The free choice items may be anything the team wishes as long as they are not already scored as part of the long-term solution. Each element is scored from 1-10, accounting for 50 points of the overall score.

Scoring

Each team is given a score out of 350 points: 200 from Long-term, 100 from Spontaneous, and 50 from Style. Style is scored from 1-10 in each of the five categories, and the Long-term and Spontaneous problems are scored according to each problem's individual rules. The scores awarded are then scaled within each problem and division based upon the highest score achieved by any team in each of the three scoring categories. So, for instance, the team scoring highest in Long-term in a particular problem and division receives 200 points, and the scores for the other teams in that problem and division are scaled proportionately. A team ranking first in its problem and division in all three elements of the competition would thus receive a "perfect" score of 350 points, regardless of the actual raw scores assigned by the judges.

Awards for Creativity

OMER's Award

OMER’s Award is named for the Odyssey of the Mind raccoon mascot, OMER, in recognition of individuals or teams who demonstrate outstanding sportsmanship, exemplary behavior, or exceptional talent. Recipients of this award may be coaches, team members, parents, officials or anyone else that tournament officials or directors feel exhibit these traits. The award is often given out to teams that overcome a debilitating challenge to put on a successful performance during competition. This includes a missing team member, set failure, and forgetting lines. This award is not intended to reward creativity.[7] Generally, this award is only given if a team or individual has truly earned it. Sometimes, it may not even be given at all.

Ranatra Fusca Creativity Award

The Ranatra Fusca Creativity Award represents the essence of the Odyssey of the Mind. It is presented to teams or individuals who exhibit exceptional creativity, either through some aspect of their problem solution, or an extraordinary idea beyond the problem solution. A successful problem solution is not a criterion for winning the award; rather, the award is a way to acknowledge and encourage creative thinking and risk-taking.[8] Teams that earn this award at the state/province/country level are eligible to advance to world finals. The name comes from a type of insect Renatra fusca which can walk on water and served as the inspiration for a particularly creative, but unsuccessful, solution to a problem in the early days of the program.[9]

The 2011 winners are as follows:

Mill River Union HS - Pr 1, Div III - Mill River Union HS for taking great risk in designing a highly creative and mechanically complex machine with many individual parts.

Osrodek Psychoedukacji Damb - Pr 1, Div II - Osrodek Psychoedukacji Damb for demonstrating exceptional creativity and risk-taking in the design of its mousemobile. The team created a sophisticated method to recharge mousetrap energy while in motion.

Moraga Rotary Club, Team A - Pr 2, Div III - Moraga Rotary Club Team A for showing phenomenal creativity and risk-taking during a hands-on spontaneous problem. They created an extremely humorous skit to go along with its solution even though none was required. A team member credited the success of the team to coaches Pin Pin Wong, Natalee Fairbanks, TV personality Oprah Winfrey, and the makers of the perfume "Pure Seduction".

Upper St. Clair High School - Pr 3, Div III - Upper St. Claire HS for captivating audiences through its highly creative scenery that allowed the main character to travel seamlessly around the world during its performance.

Moon Elementary School, Team A - Pr 3, Div I- Moon Elementary School, Team A for utilizing recycled goods throughout its entire solution. Each element of its performance was created beautifully -- and all with "trash" items!


The 2010 winners are as follows:

Halstead HS Halstead, Kansas - Pr 1, Div III - This team's highly creative and risktaking vehicle was made completely out of old bikes and utilized compressed air to set an arm and claw in motion. It picked up and removed the obstacles that were in its path. The operator controls moved the claw and arm up, down, and grabbed objects from its set of air controls.

Oakton HS Oak Hill, Virginia - Pr 1 & Pr 4, Div III - This team showed exceptional creativity in developing a vehicle that is capable of walking forwards, backwards, and turned on its axis using its 12 feet and legs. The linkage system that made the vehicle move in circles and walk was the personification of creativity. Also, the single arm-like claw could perform tasks as delicate as placing the structure on the tester and strong enough to pick up and throw an inflated inner tube. The team also used the vehicle in Column Structure and Nature Trail'R - with both sets of judges nominating it. You can find blueprints of similar walking vehicles on the internet.

III Liceum Ogolnoksztalcace, Gdynia - Pr 3, Div III - The teams inventive musical device showed great creativity. It was an oversized pencil that created musical devices and amplified the sounds produced by its creations. These musical maestros also built an electromagnetic Theremin that made music based on the movement of the team's bodies. These innovative musical instruments were truly discovered treasures..

Upper St. Clair High School, Pittsburgh, Pennsylvania - Pr 3, Div III - The amazing 3-D pop-up scenery and props - complete with a live mermaid swimming under the sea and a theatersized spinning chime - made for an outstandingly creative and risky performance. The mermaid was a team member suspended by a harness held by two team members - it gave a magical appearance of swimming that was strikingly realistic. The combination of technical and theatrical devices went above and beyond the required elements of the problem and truly enhanced the team's solution. Team members included Paul Austin, Riyana Bilimoria, Bridget Hubbard, Abby Massaro, Molly Patterson, Peter Rosati, Rachel Simmons. Coaches were Reid Simmons and Gwen Patterson. The team also won 1st place for Pr 3, Div III.

Greater Atlanta Christian School- Norcross Georgia - Pr 1, Div I - This team's performance was highly innovative with an undersea adventure and a "live" broadcast. The unique idea of presenting a shadow puppet broadcast simultaneously with the live performance truly enhanced the total effect. Hand shadows and articulated puppets appeared in stunning variety - all performed expertly. This is ultimate creativity in Odyssey performance.

Other Information

  • When founded, the program was known as "Olympics of the Mind." In the early 1980s, the International Olympic Committee enforced violations of its trademarked "Olympic" name, and forced the program to change its name. The new name selected was "Odyssey of the Mind" to fit the "OM" acronym in use at the time.
  • After debate over the for profit nature of Creative Competitions, the controlling corporation for Odyssey of the Mind Inc., a non-profit organization Destination ImagiNation was created by members of the Odyssey of the Mind Inc. board of directors. These are the two largest programs of their type with both offering over 30 years of experience in the preparation of divergent, open-ended activities for students of all ages and cultures.

References

  1. ^ Western New England College press release, March 4, 1999
  2. ^ Learn More link on the Odyssey of the Mind website
  3. ^ Odyssey of the Mind Program Guide 2007-08, p. 17
  4. ^ "Learn More!". Creative Competitions, Inc.. http://www.odysseyofthemind.com/learn_more.php. Retrieved 16 November 2011. 
  5. ^ "Practice Problems". Creative Competitions, Inc.. http://www.odysseyofthemind.com/practice/default_cat.php?Id=2. Retrieved 16 November 2011. 
  6. ^ Odyssey of the Mind Program Guide, p 46 (p 48 of PDF)
  7. ^ Odyssey of the Mind Program Guide, p 35 (p 35 of PDF)
  8. ^ Odyssey of the Mind Program Guide, p 34 (p 34 of PDF)
  9. ^ Pennsylvania State Association Website

External links

Associations for Canadian provinces

Associations for U.S. states

International Associations

Resources for Spontaneous Problems


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