|
Drills
|
Verbals
|
Hands-On
|
Hybrids
|
|
Hands-On Problems
First... a challenge!
- While experimenting with structure-building
materials, Matt's
team found a way to hold up more than 50 nails
(about 1.5" long, with heads about 1 cm
diameter) at least five inches above the table,
with only eight pieces of dry spaghetti and a
sheet of sticky Avery labels. Can you?
And now... an answer!
Between the Bricks by Lee Semel
- Summary: The team will build a structure
as tall as possible. The structure may touch only
the vertical surfaces of two bricks.
- Equipment: Two bricks, each with one
side (a long side perpendicular to the floor)
painted black. Materials to build a structure. A
competition area 3 feet by 3 feet. Materials to
build a structure: drinking straws, toothpicks,
clay, sandpaper, string, index cards, adhesive
labels.
- Problem: You will have
8 minutes to design, build, and test a structure
that spans a gap between two bricks. The
strucutre may touch only the black surfaces of
the bricks, not the floor, or any other side of
the bricks. You may move the bricks within the
competition area, but may not turn them.
- Scoring: Height of the structure times
the distance spanned. If the structure touches
the floor or any side of the bricks other than
the painted sides, must be fixed before being
scored.
- Variation: Attach a block to the black
surfaces of the bricks so that there is a minimum
distance that must be spanned.
One City Block by Lee Semel
- Builders in cities have to squeeze the most space
out of a small area of ground.
- Mark off a 3 inch by 3 inch square on the table
top. Your problem is to build a structure that
supports as much weight as possible at least
5" high, and can only touch the table inside
the square.
- Score for weight and height of the highest
weight.
Earthquake! by Lee
Semel
- Equipment: 40 index cards, 10 strands
spaghetti, ball of clay, four labels, 10 nails,
shoebox, heavy can or ball, ramp, electrical tape
to mark the floor.
- Setup: Place the ramp on the floor, mark
its position and tape it down. Make two marks
with the tape 5 and 10 inches away from the ramp.
- Problem: You must build a structure, using
the shoebox as the base, which can withstand an
"earthquake" generated by rolling the
can down the ramp and it hitting the box. No part
of the structure may touch the floor, no part of
the shoebox can be attached to the floor, and the
can and ramp cannot be modified. You have 4
minutes to build a structure on the box, after
which the box must be placed at the 10 inch line,
and the judge will roll the can. 1 point for each
inch of height remaining after impact. You then
have 2 minutes to repair and modify the
structure, after which the shoebox will be placed
at the 5 inch line, and the can rolled. 2 points
for each inch of height remaining after impact.
- Variation: Try to make the structure
support nails or marbles at least 5 inches above
the top of the box. Then roll the can, and score
based on how many remain after impact.
Bridge Building by Lee
Semel
- Equipment: 40 index cards, 10 strands
spaghetti, 4 gum labels, clay, nails
- Setup: Mark off two 6x6 squares with the
masking tape, 6 inches apart.
- Problem: You must connect the squares with
a bridge at least 5.5 inches off the table top
(i.e. greater than the height of an index card).
The structure may only touch the table inside the
squares. The structure must support nails.
- Scoring: For each nail supported ABOVE A
SQUARE, 1 point. For each nail supported ON THE
BRIDGE, BETWEEN THE SQUARES, 4 points. The lowest
point of a nail must be 5 inches (1 index card
height) off the table to count for score. You get
8 minutes to build and add nails.
- Variation: Try to support marbles instead.
Or give points based on the height of the highest
nail.
No Man's Land by Lee
Semel
- Equipment: Masking tape (to mark the
floor), any small heavy object to be supported by
a structure, ruler, index cards, Scotch tape
(12"), paper cups (4), straws, spaghetti,
other materials to make a structure
- Setup: Mark a 6" by 6" square
inside a 32" by 32" square. This means
that each side of the smaller square is 13 inches
from the edge of the larger square. Put the
object in the center square.
- Problem: You must build a structure that
supports the object. The structure must be
entirely within the smaller square. The larger
square is the boundary of "No Man's
Land". No part of your body or clothing may
cross this boundary; only the materials given to
you may pass through. The object to be
supported may never leave the larger square.
- Scoring: You have eight minutes to build
the structure. For each inch the object is raised
off the ground, you receive 10 points. For each
time the boundary of No Man's Land is violated by
a team member, lose 30 points. For each time the
object to be supported leaves the center square,
lose 15 points. If the object should leave No
Man's Land, lose 50 points.
Buried Treasure by Lee
Semel
- Equipment: 64 index cards, an object to
mark the position of the "treasure
hunter", paper, toothpicks, straws, tape,
foil, etc.
- Setup: Mark and arrange the 64 index cards
on the floor as shown below. Turn the cards face
down.
3 |
|
|
|
|
|
|
|
|
25 |
30 |
-5 |
1 |
-3 |
10 |
15 |
3 |
1 |
-10 |
3 |
-20 |
-15 |
3 |
5 |
3 |
-30 |
-5 |
-40 |
-5 |
1 |
5 |
5 |
15 |
3 |
5 |
-25 |
50 |
-10 |
5 |
10 |
-5 |
3 |
-1 |
5 |
10 |
-50 |
-30 |
-25 |
10 |
5 |
3 |
1 |
-5 |
5 |
5 |
20 |
1 |
-3 |
3 |
5 |
-5 |
-1 |
1 |
3 |
10 |
10 |
5 |
10 |
-10 |
-3 |
Start |
|
|
|
|
|
|
|
|
25 |
- Problem: Each card represents a position
on a desert island. Some of them have valuable
treasure, marked with positive point values.
Others have hazards, marked with negative point
values. You're going to go on a treasure hunt,
trying to find the good cards and avoiding the
bad ones.
- You will divide the team into two groups, of any
size you choose. One group will leave the room.
The cards will be turned face up, and the group
in the room will use these materials to mark the
terrain, so that after the cards are flipped face
down, the second group, the "treasure
hunters", can find the valuable spaces and
avoid the harmful ones. It is illegal to alter
the cards themselves in any way, such as writing
on them or taping them, or to change their
positions. No language may be used in marking the
terrain, though the group members may talk
amongst themselves.
When the first group is
done, or when time expires, it will flip the
cards face down and leave the room. The second
group will enter, and will hunt for the treasure.
They will place a marker on "Start",
and may move it to any adjacent card, turning
that card over and earning the number of points
shown. Diagonal moves are allowed, but no
backtracking. If you get stuck, you must stop.
The process may be repeated until the team
decides to stop, or until time expires.
- Timing: The first group will have 6
minutes to plan a strategy and mark the cards.
The second group will have four minutes to hunt
for treasure.
- Scoring: The team's score will be the sum
of the numbers on the cards turned up by the
treasure hunters.
This Problem Takes Balls (And Batteries, and Soup
Cans) by Lee Semel
- Equipment: A marble, a foam ball, a C
battery, a tennis ball, a volleyball, a full soup
can, a soccer ball, materials to make a bridge
(paper, index cards, tape, string, spaghetti,
marshmallows, etc.)
- Setup: Set up two tables 9" apart.
- Problem: In this problem you have to build
a structure that bridges the two tables. No part
of your bridge may descend below the plane of the
table tops, and the total length of your
construction must be less than 18". Once
you've built your bridge, we will see how strong
it is by propelling various objects across it.
From a line two feet away from the hole, you will
roll objects across the bridge. Each successful
roll will earn you points. No part of your body,
clothing, etc. may cross the plane of this line
during a roll. If your bridge breaks, TOO BAD!
YOU LOSE! A roll is defined as such: an object
traverses the bridge such that whenever it is two
feet or less from the closer side of the hole,
the table or bridge is supporting the object's
weight. (The object may not be thrown, for
instance.) You may attach parts to the objects.
- Timing: You have six minutes to build and
test your bridge. You have two minutes to roll
objects for score.
- Scoring: Once your two minutes begins, you
may choose to roll any object, as many times as
you want, in any order, from either direction
across the bridge, until time is up or the bridge
can no longer support an object. Scoring is as
follows:
- Team member crosses a line two feet away
from the chasm, -15
Foam ball traverses the bridge, +1
Marble traverses the bridge, +2
Battery traverses the bridge, +3
Tennis ball traverses the bridge, +4
Volleyball traverses the bridge, +5
Soccer ball traverses the bridge, +7
Soup can traverses the bridge, +10
Improper roll (not touching at all
times), no score
This Problem Also Takes Balls (And Batteries, and Soup
Cans) by Lee Semel
- Equipment: A marble, a foam ball, a C
battery, a tennis ball, a volleyball, a full soup
can, a soccer ball, materials to make structures
(paper, index cards, tape, string, spaghetti,
marshmallows, etc.)
- Problem: Build a structure or structures
that support these objects as high above the
table top as possible. The objects may be part of
the structures.
- Timing: You have eight minutes to build
your structures.
- Scoring: Measurements are taken from
lowest point of the objects. If a ball falls
before the judge gets to measure it, TOO BAD! For
each inch above five, score as follows:
- Foam ball, +1
Marble, +1
Battery, +2
Tennis, +2
Volleyball, +3
Soccer ball, +4
Soup can, +5
Over the Edge by Lee
Semel
- Equipment: Materials to make a structure
(paper, index cards, tape, string, spaghetti,
marshmallows, etc.), uniform weights (nails,
marbles, coins), ruler
- Problem: Build a structure that extends
off the end of the table and supports weight. The
structure must be no wider than 5", and only
1/3 of its length may be on the table. The other
2/3 must extend over the edge of the table.
- Timing: You have eight minutes to build
your structure and add weight.
- Scoring: For each inch the structure
extends off the table, earn 10 points. For each
weight it holds (on the part over the table),
earn 1/2 point. For each weight it holds on the
part extending off the table, earn three points.
For each 1/4" or fraction thereof of excess
width, lose 15 points. For each 1/4" or
fraction thereof of excess length above the 1/3
permitted, lose 15 points. (If the structure is
10" long, and 4" is on the table, there
is an excess of 4-10/3 inches, or 2/3 of an inch,
for a penalty of 45 points.) All lengths are
measured in the horizontal plane of the table, so
if the structure sags, a loss of length is
incurred.
Structure Store by Lee
Semel
- Equipment: Materials to make a structure
(paper, index cards, tape, string, spaghetti,
marshmallows, etc.), uniform weights (nails,
marbles, coins). Divide the materials and the
weights into five groups, each with a different
set of some (but not all) of the materials, in
different amounts.
- Problem: You will build a structure that
holds as much weight as possible, as high as
possible above the base. There are various
materials to build the structure with, divided
into five groups. To build your structure, you
may 'buy' two groups of materials from the store,
and you may use only these materials in your
structure. Luckily, this store has a liberal
return policy: you may, once during the problem,
return one of your selections in its entirety,
in exchange for a new group of materials. Barring
this one return, all 'sales' are final.
- Timing: You have six minutes to build your
structure and add weight.
- Scoring: Measure the height of the
bottom-most weight, earn ten points per inch.
Earn one point per weight.
Rubber Band Stretch Structure by Lee Semel
- Equipment: Materials to make a structure
(paper, index cards, tape, string, spaghetti,
marshmallows, etc.). Rubber bands.
- Setup: Mark a square of interior
dimensions three inches by three inches.
- Problem: You will build a structure that
holds rubber bands outstretched. No part of the
structure may adhere or be attached to the table.
The base of the structure will be no bigger than
three inches by three inches.
- Timing: You have six minutes to build your
structure and add rubber bands.
- Scoring: Take the sum of the lengths of
the outstretched rubber bands, and subtract from
this the equivalent length of the same number of
unstretched rubber bands. For instance, if there
are five rubber bands stretched to a total of 45
inches, and unstretched one such rubber band is
only four inches around, the score is 45 - 4x5 =
20 points. (Rubber bands may be stretched in any
direction or more than one direction. Take the
approximate lengths all the way around the band,
rounding up to the nearest 1/16th inch for each
direction.) If the structure fails to hold or a
rubber band snaps, TOO BAD!
Telephone
- Equipment: Choose 5 unusual objects. Make
a set of index cards, each with the names of 1,
2, or 3 of the objects, in any order. Repetitions
on the cards are allowed.
- Setup: Arrange 5 chairs in a circle, backs
facing the center. The first chair should be
within reach of the cards, the last within reach
of the objects. A judge should be stationed at
each end of the semicircle.
- Problem: You must devise a nonverbal
communications system to communicate the name and
order of the objects on the cards. Each of you
will sit in a chair. The person near the cards
will flip a card and communicate the objects it
names to the next person. The second person will
communicate them to the third person, and so on.
The last person will pick up the objects and show
them to the judge, in order.
- Scoring: You get 1 point for each object
correctly picked up by the last person. After the
first team member communicates the card's
contents, someone should give the card to the
scoring judge.
- Timing: You have 2 minutes to devise a
system, during which all team members may talk
and examine the objects, and 3 minutes to perform
for score.
Brake Test
- Equipment: A ramp, tape measure, various
parts with which to construct small vehicles (be
creative!), weights (nails or coins)
- Setup: Unroll the tape measure to a length
of 72 inches, and place the end against a wall.
Set up the ramp at the other end.
- Problem: The team must construct two
vehicles using the materials provided. When time
ends, the judges will release each vehicle from
the top of the ramp, and score them based on
distance traveled. The vehicles must stop before
hitting the wall.
- Timing: The team has eight minutes to
construct and test the vehicles.
- Scoring: Take measurements from the front
of each vehicle. For each vehicle, one point per
inch past the ramp. If the vehicle hits the wall,
subtract 24 points, and 6 points for each inch it
bounces back. All measurements should be made in
the direction of the tape measure only (i.e. if
the vehicle veers off to the side, extend a line
across to the tape measure.) Score 1-15 points
for how well the team works together, and 1-15
points for the creativity of each vehicle.
Three Peanut Stories submitted by Dr. Peter M.
Silvaggio
- Equipment: 50 round toothpicks, 1 to 2 oz.
clay, 4 pieces of cardboard (4" square), 12
oz. plastic cup, bag of peanuts in the shell
- Problem: Build a three-story structure
with the cardboard between the
"floors". A story must be at least 1/2
a toothpick high. After time expires, place the
cup on the top story. Each team member, in turn,
adds a peanut (only incidental touching allowed).
The team gets to eat all the peanuts the
structure will hold.
- Timing: You have one minute of discussion,
three minutes of construction time. No limit to
peanut time.
- Scoring: Peanuts held & eaten.
- Variation: The team only gets to eat the
peanuts in the cup if the structure does not
collapse. The structure must stand for 15
seconds. When one team member stops adding
peanuts, the team is done.
Tower of Foam submitted by Dr. Peter M.
Silvaggio
- Equipment: 50 straws with wrappers, can of
shaving cream
- Setup: Place materials on a table covered
with a plastic garbage bag.
- Problem: Build a structure as tall as
possible.
- Timing: One minute to discuss, three
minutes to build.
- Comment: An excellent recruiting example.
Balloon Propulsion submitted by Lon Badgett
- Synopsis: Using only propulsion from
balloons, propel as much cargo as far as possible
down a 20" length of taut fishing line.
- Equipment: Two deflated 8" balloons,
about a foot of duct tape, and 10 cargo objects
such as: six to twelve inches of bendable copper
wire, five paper clips, one ounce of soft clay,
two straws, and a ping-pong ball.
- Setup: Tie 20 lb. or higher fishing line
at waist level between two posts at least 20 feet
apart. Attach a two-inch piece of tape one foot
from one end of the line.
- Problem: You will be given ten cargo
objects, some tape, and two balloons. Using only
the balloons as a source of propulsion, you must
propel as much cargo as far as you can along the
fishing line. You will have five minutes to
practice and five minutes more to complete your
solution. Talking is allowed at any time. You may
experiment with the balloons in any way you wish,
but you will receive only two balloons total. If
you damage or destroy a balloon in practice, it
will not be replaced. The fishing line has been
marked with a piece of tape about one foot from
the starting point. You may not alter, retrieve,
touch, or disturb the line or any cargo hanging
on it beyond this marker. You may retrieve cargo
or balloons that come off the line and use them
again.
- Scoring: Ten points per foot per object
transported. For example, three objects propelled
more than five feet but less than six feet would
be 3 (objects) x 5 (full feet) x 10 points = 150
points. Objects must remain attached to or
suspended from the line to count for score. 500
point bonus for traveling the entire length of
the line and hitting the other end.
- Penalties: Touching the line or cargo past
the marker, 100 points.
- Note to Coaches: Explore the possibility
of taking one or more penalties on purpose to
achieve a higher score. Explore the elastic
qualities of the balloon (rubber band?) as an
alternative to the propulsion method. Explore
which objects may be sent as cargo and which are
risky. Discuss the five minute experimental stage
for clues about team interaction. This problem
can also be run by two teams on opposite ends of
a fishing line. You can also add extra points for
solutions under 1 minute, 2 minutes, etc.
|