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Combined Scouts and Guides Telematch 2009 Notes for participants

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Combined Scouts and Guides Telematch

2009Notes for participants

Contents Page

Overall In-charge/ Event Details / Objectives…………………………………………………………………………… Page 3

Groupings………………………………………………………………………………………………………………………………… Page 4

Groupings of Teams 5 and 6……………………………………………………………………..……………………………… Page 5

Overall Timeline……………………………………………………………………………………………………….……………… Page 6

Overall Game Rules……………………………………………………………………………………………………….………… Page 7

Team Identity………………………………………………………………………………………………………………………….. Page 8

Scavenger Hunt……………………………………………………………………………………………..………………………… Page 9

Water War………………………………………………………………………………………………………..…………………… Page 10

Table Soccer…………………………………………………………………………………………………………..……………… Page 11

Performance……………………………………………………………………………………………………………………..…… Page 13

Relay Race……………………………………………………………………………………………………………………………… Page 14

Gladiators ………………………………………………..…………………………………………………………………………… Page 16

Scoring System………………………………………………………………………………………………….…………………… Page 18

Logistics……………………………………………………………………………………………………………………….………… Page 19

List of Players in Each Game…………………………………………………………………………………………………… Page 20

Scoring Criteria for Team Identity………………………………………………………………………………..………… Page 24

Scoring Criteria for Performance……………………………………………………………………………………….…… Page 25

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Objectives

To allow both the scouts and guides to experience working with people outside of their CCA To foster bonding between the scouts and guides To have fun

Groupings

Participants will be divided into 4 teams, of which 3 teams will consist of scouts and guides, while the last team will consist of ventures, YALs and YULs. The scouts and guides will be split based on patrols.

Team 1 Team 2 Team 3

Eagle (S) Lion (S) Owl (S)

Rayfish (S) Seahorse (S)

Dove / P1 (G) 15 Orchid / P2 (G) 16 Sparrow / P3 (G) 16

Kingfisher / P5 (G) 17 Ixora / P6 (G) 15 Oriole / P7 (G) 16

Team 4 Team 5* Team 6*

Tiger (S) Ventures Ventures 2

YALs / YULs YALs / YULs 2

Sunflower / P8 (G) 16

Jasmine / P4 (G) 18

Page | 3

Overall Timeline

Time Activity Remarks0830 – 0900 Reporting Administration Attendance to be taken

0900 – 1000 Scavenger Hunt

1000 – 1100 Water war

1100 - 1200 Table Soccer

1200 – 1300 Lunch

1300 – 1400 Performance

1400 – 1500 Relay Race

1500 – 1615 Gladiator

1615 – 1700 Clear-up / Buffer Sec 4 scouts to go for venture’s talk

1700 – 1730 Debrief/Dismissal

1800 All activities must end

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Overall Game Rules

1. Participants are to participate in the games in a fair and honourable way.2. Participants are to uphold the good name of scouting and guiding at all times.3. Participants are to abide to the game masters’ instructions during game play.4. Participants are to view safety as the first priority during all game play.5. Participants are to inform their team leaders of their whereabouts at all times6. Participants are expected to keep to the school code of conduct7. Participants are encouraged to perform all tasks assigned to them diligently8. Participants are to adhere to the dress code except under special circumstances

Page | 5

Team Identity

Each team will be required to come up with a number of things as a form of team identity. They include:

Team Name Team Identity Flag

These three items are mandatory, but the teams can prepare more if they deem it necessary, with the only restricting being that the identity does not go against the school Code of Conduct (e.g. spraying of hair etc).

The team identity and flag will be graded accordingly (refer to Annex 5 for the criteria), as well as any extra identify prepared.

Although not compulsory, teams are encouraged to come up with cheers or songs for their own teams. They will not be judged explicitly, but it will be reflected under marks for “Team Spirit”.

Page | 6

Scavenger Hunt

Objective of Game

- To find as many items on the list as possible in the given amount of time

Facilitation

- Each team will be split into 4 smaller teams, with the nature of the theme being: information gathering, item-finding, photos and impossible

- There will be no limits to the number of people in each team

Instructions

- Participants will not know the items to be obtained beforehand- Once the signal is shown, they will be given the list of items* to be obtained- Participants are allowed to comb the whole school and outside of the school, so long as it

does not have any impact on other people- Participants can use any safe method necessary to obtain the items- Once the time is up, they are expected to be at the reporting venue- Marks will be deducted for tardiness

*Refer to annex 6 for the list of items

Scoring

- One mark will be awarded for each item found from the information gathering, item-finding and random group

- The photo group will obtain the marks shown in the list for each photo obtained- The overall scoring would be based on the points system (refer to the scoring system)- A team will be awarded 15% worth of bonus points if they have completed the entire list for

impossible- However the maximum attainable score for this game is 100%- 5% of the overall marks will be deducted for every minute late or part thereof- The winner is the team that has scored the most points

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Water War

To be updated

Page | 8

Table Soccer

Objective of Game

- To score as many goals as possible

Layout

Page | 9

G

O

A

L

Legend:

Tripod with excaliburs to ensure safety

Raffia strings

G

O

A

L

Facilitation

- There will be 3 playing fields, and two teams will occupy one playing field- Each team will send out 16 players, 12 to be playing and 4 to be substitutes- Each game will last for 20 min, with a 2 min interval time- Change of players will only be allowed during the interval

Instructions

- There will be 2 halves played, each lasting 7 min- Players are to attempt to score as many goals as possible- Rules of the game would be much like soccer (e.g. no handball etc)- If a team scores, they will earn a point and there will be a change of possession.- Players will be bounded at the hands by a main connecting raffia - Only movement of legs and slight movement of the body will be allowed in the game- The team that has score the most points at the end of one match wins the match

Scoring

- The team that has won the most matches will be the overall champion- In the event that two or more teams won an equal number of matches, the net goal

difference will be taken into account and the team with the highest positive goal difference will be ranked higher

- In the event that the net goal difference is the same, the number of goals scored and the number of goals let in would be taken into account

- The overall scoring would be based on the ranking system (refer to the scoring system)

Page | 10

Performance

Objective

- To create their own version of algorithm dance and showcase it to the rest of the scouts and guides

- To have fun

Facilitation

- Team 1 will perform first, followed by team 2, team 3, team 4, team 5 and finally team 6- The teams have 1 min for preparation, 5 min for performance, and 1 min for change-over to

the next team- Teams are expected to show an individual march first, with the meaning explained, before a

group dance

Scoring

- The scoring will be based on Annex 8, with the scores being determined by the judges- The score will be converted to 100% for the overall score sheet

- The team with the highest score will be the winner of this segment

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Relay Race

Introduction

The concept of relay race is not a new one and is certainly not exclusive to scouts and guides. In fact, the most popular application of this concept would be the TV series “The Amazing Race”.

In this activity, we will conduct our own version of a relay race, which will involve scouts and guides knowledge or skills to complete certain challenges.

Objective of Game

- To complete all the challenges and be the first to plant their team flag in the finishing line

Layout

Note: X marks the finish point of the relay race

Facilitation

- Each team will be broken up into smaller teams- Each of the smaller team is to contain a mixture of scouts and guides- Each of the smaller team will be participating in one challenge- The active team (the team that is currently doing the challenge) will be holding on to the

team flag

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CHALLENGE1

CHALLENGE2

CHALLENGE3

CHALLENGE4

CHALLENGE5

X

Instructions

- Each small team are to be ready at the locations of the challenges they are supposed to complete

- The nature of the challenges will not be made known to the team beforehand- The teams at the start point will be given the signal to start their challenge- The teams will be informed of their challenges via slips of paper from the game masters- The only exception is station 1, where the game master will explain the challenge before the

start of the race- Once they are finished with their challenge, the whole team is expected to race over to the

next challenge point to pass on the flag- The teams at the other challenge points can only begin their challenges when they receive

the flag from the team that has completed the previous challenge- After the team has completed the last challenge, a lone runner from each team will be sent

to the end point where he or she will have to plant the team’s flag

Scoring

- The winner is the first team whose flag is planted- The scoring of this game will be based on ranking (refer to the scoring system for more

details)

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Gladiator

Objective of Game

- To cross the balance beam obstacle as many times as possible to score a point- To defeat the opponent’s team members as much as possible

Facilitation

- Two teams will be in one playing field- Teams will be randomly matched up against one another

Instructions

- Each team will send out 1 participant at any one time- The participant is to cross the first 2 obstacles- After crossing the obstacles, the participant will be at the battle zone- The participant is free to cross over if there is no one in his or her way (i.e. the enemy is still

crossing the obstacle, or has failed the obstacle)- However, if the enemy is on the canteen table when the participant has not finished crossing

the battle zone, they will commence battle- The winner will go on to land on a ground sheet- After landing on the groundsheet, the participant can grab a manila rope to score a point

and return to his or her base via land- The second participant can be sent out after the first participant has failed in any one

challenge or has landed on the groundsheet

Obstacles

Obstacle 1- Obstacle 1 involves a balance beam- Participants are to cross the balance beam using any method, so long as no part of their

body touches the ground

Obstacle 2- Obstacle 2 is a stepping stone challenge- Participants are to jump from chair to chair without moving the chairs and touching the

ground

Page | 14

Rules

- Participants cannot touch the ground unless otherwise specified- Participants will not be able to score points for their teams if a body part of theirs touch the

ground

Rules of battle

- Participants will be given a pillow each- They are to attempt to push each other off the balance beam- The first to fall (hit the pool) will be unable to continue- The participant is disqualified if he or she lets go of the pillow- In the event of a tie, both parties will be unable to continue

Scoring

- Participants will score 1 point for every manila rope collected- The team that has obtained the maximum amount of points (50) wins- If the time limit is up, the team that scored more points win- The overall number of wins will be taken into account for ranking purposes- The team with the most overall number of wins will be the winner- Score will be based on ranking system (Refer to ‘Scoring System’ for more details)

Page | 15

Scoring System

Each game will be awarded up to a maximum of 100 points. If the game is won through ranking, the points awarded will be as follows:

First: 100 pointsSecond: 90 pointsThird: 80 pointsFourth: 70 pointsFifth: 60 pointsSixth: 50 points

If the game is won by points, the number of points obtained in the game will be converted to 100% and the score out of 100% will be taken for the overall scoring. For example:

If team A scores 142 / 240 points in the game, his score for the game in the overall scoring would be:

142/240 x 100% = 59.2

In the event that a team willingly gives up playing / finishing a game, that team will be awarded 0 marks for the game.

The team identity and flag can be awarded up to a maximum of 50 points each. Teams can also earn up to a maximum of 20 bonus points for any extra identity or tasks completed in the course of the telematch. No marks will be awarded for an uncompleted identity or flag.

The maximum score that can be attained is 720. The team that has the highest score at the end of the telematch will be the winner.

Page | 16

Logistics

- Team identity x as many as necessary- Team flag- Cup x 1 per participant- Bow x 1- Arrow x 1- Poncho x 1 per participant- First-aid kit x 1

Page | 17

List of players in each game

Scavenger Hunt

Item Finding Information Gathering Builders Impossible

Page | 18

Water War

Group A Group B

Page | 19

* Defenders are to be noted in the list

Table Soccer

Game 1 Game 2

Page | 20

* The substitutes are to be noted

Relay Race

Challenge point 1 Challenge point 2 Challenge point 3 Challenge point 4 Challenge point 5

Page | 21

*Note: Team I/Cs are to indicate the end point challenger.

Scoring Criteria for Team Identity

Approaching Expectations

Meeting Expectations

ExceedsExpectations

Identity [50] Identity shows little efforts and does little to bring out uniqueness of the team. [0 – 17]

Identity is well-thought out, though not outstanding. It is able to represent or bring out the unique points of the team [ 18 – 37]

Identity shows creativity and is well-designed. It is able to represent and bring out the unique points of the team. [37 – 50]

Flag [50] Flag shows little efforts and meaning. Symbols are not well thought out and the flag does little to represent the team. [0 – 17]

Flag is well-thought out, and designed meaningfully to some extent. Some of the symbols are well-explained and it is somewhat able to represent the team [ 18 – 37]

Flag shows creativity and is meaningfully designed. The symbols are well-explained and it is able to represent the team very well. [37 – 50]

Bonus Item [10]

Bonus item shows little thought and effort. It does little to add a sense of identity to the team. [0 - 3]

Bonus item shows innovation and is well-crafted. It is somewhat able to add a sense of identity to the team [4 - 7]

Bonus item shows great innovation and is well-crafted. It is able to add a sense of identity into the team. [8 – 10]

Page | 22

Scoring Criteria for Performance

Criteria Approaching Expectations

Meeting Expectations

ExceedsExpectations

Creativity [20] Performance is dull and uncreative. Choreography shows little thought. [0 – 6]

Performance is well thought but not outstanding. Choreography shows some thought. [7 – 13]

Performance is creative, and shows much thought in choreography. [14 – 20]

Meaning [10] The steps have little meaning behind them. There is little or no link to the steps and meanings. [0 – 3]

Some of the steps have meaning. The steps and meaning are linked and an attempt to show a story/objective can be seen. [4 – 7]

The steps have meaning behind them, like the original Algorithm March. The steps and meanings are well-linked and a story/objective can be formed through the march. [8-10]

Co-ordination [20]

A lack of coordination is generally shown. People are out of step with each other and there is little understanding in the team on what to do [0 – 6]

There is a general coordination and synchronization among the team. People are generally in step with each other. [7 – 13]

Everyone is well coordinated and synchronized. There is no one out of step and everyone shows clear understanding about what to do.[14 – 20]

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