1 of 23

COACH CAFɒ TRAINING�11/12/2022��

2 of 23

SPONTANEOUS MATTERS

3 of 23

VERBAL SPONTANEOUS PROBLEMS

Require verbal responses. They may incorporate improvisation or dramatization. Teams are scored for common and creative responses. 

Example: Your problem is to name an animal and a task that you could use that animal to do. For example, you might say, "Use a giraffe to knock apples out of a tree.

4 of 23

FAST VERBAL PRACTICE EXAMPLES

  • NAME THINGS THAT ARE BLUE…

THE SKY...A SAD PERSON…BLUE’S CLUES…

  • NAME THINGS THAT ARE QUICK…

LIGHTNING MCQUEEN…QUICKSAND…’THE HARE’…

  • NAME THINGS THAT ARE TALL…

LONG’ JOHN SILVER’S…SEQUOIA TREE…LEBRON JAMES WEARING STILTS…

  • NAME THINGS THAT ARE SHORT…

SHORT STOP…WHO WEARS SHORT SHORTS?…MARTAIN SHORT…

5 of 23

FAST VERBAL PRACTICE EXAMPLES

  • NAME DIFFERENT HOMES…

SHERLOCK…AN IGLOO…MY BASEMENT, IF YOU ASK THE MICE DOWN THERE…

  • NAME THINGS THAT HAVE TO DO WITH SPRING OR SPRINGS...

SPRING AHEAD, FALL BACK…COLORADO SPRINGS…AAAACHOOO, ALLERGIES…

  • NAME THINGS A ROCK WOULD SAY...

SHALE’ WE DANCE?... ONE DAY, SOMEONE CAME, ABDUCTED MY NEIGHBOR, BOB. HE CAME BACK WITH PRETTY COLORS AND NOW EVERYONE STOPS TO TAKE PHOTOS OF HIM…

  • NAME THINGS THAT REPEAT…

HISTORY…THE SUN RISING…ODYSSEY SPONTANEOUS PROBLEMS...

6 of 23

VERBAL/HANDS-ON SPONTANEOUS PROBLEMS

Requires teams to create a tangible solution and include some type of verbal component, for example, creating a story about the solution. Teams are scored for both the tangible solution and the verbal presentation.

Example: There is a comb in front of you. Your problem is to pick up the object and say something about how the object could be used, or improvise with it. Humorous responses: Hold it under your nose and say, "Groucho Marx"

7 of 23

FAST VERBAL HANDS-ON PRACTICE

THIS IS NOT A SPATULA. WHAT IS IT?

  • A PROSTHESIS BILL FOR A PLATAPUS…
  • TO ORGANIZE COMPUTER CORDS…
  • USED TO PAN FOR GOLD…

8 of 23

HANDS-ON SPONTANEOUS PROBLEMS

Requires teams to physically create a tangible solution. Each hands-on problem has its own specific scoring categories. 

  • Building
    • Hold weight
    • Height
    • Create Something
  • Signaling/Communication

  • Transporting Objects
  • Hitting a Target
  • Problems may be more than one part (two or three part solutions)

9 of 23

HANDS ON – QUICK MATERIAL MODIFICATIONS �(PIPE CLEANERS)

  • Can materials be altered? Cut, bend, double up
  • Put inside a straw to strengthen
  • Connect
  • Extensions
  • Braid for strength
  • What else????

10 of 23

HANDS ON – QUICK MATERIAL MODIFICATIONS �(TWIST TIES)

  • Secure items together
  • Decorations
  • Poke holes
  • Braid or make a chain
  • What else????

11 of 23

HANDS ON – QUICK MATERIAL MODIFICATIONS �(STRAWS)

  • Use as a track
  • Blow through them to propel something
  • Help cushion a structure (such as an egg)
  • Cut up if needed smaller
  • Put on fingers
  • Part of a slingshot or cannon
  • Connect to form bridge or something else
  • What else?

12 of 23

HANDS ON – GENERAL TIPS (TEAM MEMBER ROLES)

  • Reader of the Problem
  • Manager of Materials
  • Time Watcher
  • Project Manager
  • Builders
  • Practice team members at each role

13 of 23

HANDS ON – GENERAL TIPS

  • Don’t touch anything until ready to solve the problem
  • Listen carefully as the problem is read by the Judge
    • Can team members talk during any part of the problem
    • Can materials be altered – if not told no, then they can
  • Listen as the problem is read or reread by team
  • Examine any point values given for specific parts of the solution ( 2 points for every inch, 2 points for every ping pong ball used v. tennis ball, etc…)
  • Ask clarifying questions if needed (can we cross this line; can we talk during this or that time; how much time is left – if no timekeeper)

Teamwork is essential (problem could have bonus points for teamwork)

    • Agree on solutions
    • Pick a theme
    • Decide if you want something scored at a certain point (if you think a solution is about to fail, etc.)

14 of 23

BRAINSTORM PRACTICE

WORD TRAIN: ADD ON TO WORD ‘PIZZA’

PIZZA PIE

PIE SLICE

SLICE’D’ BREAD

BREAD AND BUTTER

BUTTER BALL

TENNIS BALL

TABLE TENNIS

TABLE SALT

SALT-N-PEPA

PEPPERCORN

CORN ON THE COB

COBBLESTONE

STONE SOUP

‘SOUP’ER BOWL

BOWLING PIN

SAFETY PIN

SAFETY PATROL

PAW PATROL

‘PAW’N STAR

NORTH STAR

NORTH POLE

ROLLY ‘POLE’Y

PIZZA ROLL

PIZZA PIE…

15 of 23

BRAINSTORM TIPS

    • No criticism – withhold judgment of ideas. Ideas are not evaluated during the brainstorming process. A critical remark or laughter from another person stops the free flow of ideas.
    • Quality is desired. The larger the number of ideas, the greater the chances of reaching the best solution.
    • The wilder the better. Asking for far-reaching ideas encourages group members to expand and be imaginative.
    • Hitchhiking/Piggybacking is encouraged. Team members should be encouraged to combine or modify ideas of others. This leads to the improvement of ideas.

16 of 23

EVEN MORE…

  • Redo problems over and over
  • Participate in Spontaneous Fun Day
  • Visit our website (WPAODYSSEY.ORG) for links to more problems – Under the COACHES TAB

Q&A?

17 of 23

TIPS FROM A JUDGE’S PERSPECTIVE

18 of 23

WHAT A JUDGE SEES!

When entering the competition room (for all types of problems):

  • Greet the judges and be enthusiastic! We love smiles - even ones behind a mask!
  • Be confident - you have practiced - you got this!
  • Go to your seats/area quickly.
  • If you haven’t been told - ask what type of problem you will be doing - it shows initiative!
  • Your coaches will not be in the room with you (they will be able to wait in the holding room) but don’t be nervous. You will amaze the judges with your creativity!
  • No cell phones or electronics are permitted in the competition room.

19 of 23

WHAT A JUDGE SEES!

During the competition…

  • Listen! Pay close attention to the judges as they read the problem.
  • Read copies of the problems carefully. If they are not there - ask!
  • Ask questions if you don’t understand something. Look for loopholes. ”If the problem doesn’t say you can’t do it, assume you can!”
  • Look around the room for word triggers.
  • Have 5 preselected words ready to go and try to use them in your solution.
  • For hands-on, look at the materials and discuss how they can be used in different ways first.
  • Be positive!

20 of 23

WHAT A JUDGE SEES!

During the competition…

  • Take it a step further - add sound effects, gestures, facial expressions, brief explanations, act it out!
  • Never argue with the judges!
  • Speak loudly and clearly! If you are permitted to talk with each other during the problem, it is very important for the team members to avoid whispering as this puts the judges at a disadvantage and the team may not receive the score they deserve.
  • Avoid yelling/screaming
  • Take risks! Not sure it will work or if it is a creative response - try it anyways!
  • Expect the unexpected!

21 of 23

WHAT A JUDGE SEES!

Scoring…

  • Quality vs. quantity - Speed not as important as quality creative responses.
  • Understand the scoring (especially in hands-on problems)
  • No penalties in spontaneous, but if you are giving inappropriate or repeated responses, it will cause the judges to ask for another response or to repeat the response, using valuable response time.
  • Silly does not equal humorous!
  • Creative scoring is subjective - judges are very open minded, but remember your “audience”. We might not “get” your pop culture references, inside jokes, or silly responses.
  • Teamwork and creativity points could be the deciding factor in top scores!

22 of 23

WHAT A JUDGE SEES!

Practice, Practice, Practice!

  • Practice at every meeting, practice all types of problems, practice at home!
  • Respect all ideas, expect cooperation, highlight team member skills
  • Choose leadership and team roles (team captain, timekeeper, problem reader, etc.)
  • Be positive and encourage each other!
  • Resolve conflicts quickly and divide tasks equitably.
  • Debrief! There is no outside assistance in spontaneous. Give direct feedback and discuss “What did we do well”, “What could we do differently”. Explain your practice scores.

23 of 23

WHAT THE JUDGE SEES!

You be the judge!

  • Ask team members to share their favorite response (that isn’t their own!) to build teamwork and confidence!
  • Team members can create their own spontaneous problems for their team to do!
  • Team members can take turns being a judge during spontaneous practice!
  • Invite family members to act as “guest” judges during a practice!
  • HAVE FUN!!