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Odyssey of the Mind, often called OM (although the official acronym is OotM, since "OM" has been otherwise copyrighted), 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 answers to a problem they have not seen before; this is the spontaneous competition.

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

History

The Odyssey of the Mind program was co-founded by Dr. Theodore Gourley and Dr. C. Samuel Micklus in 1978 at Glassboro State College (now Rowan Universitymarker) in Glassboro, New Jerseymarker. That first competition, known as "Olympics of the Mind", involved teams from 28 New Jersey schools. The program is now international, with teams from Australia, Belgiummarker, Canadamarker, Chinamarker, Germanymarker, Hong Kongmarker, Hungarymarker, Indiamarker, Italymarker, Japanmarker, Kazakhstanmarker, Koreamarker, Lithuaniamarker, Luxembourgmarker, Malaysiamarker, Mexicomarker, Moldovamarker, the Netherlandsmarker, Polandmarker, Russiamarker, Siberiamarker, Singaporemarker, Slovakiamarker, the United Kingdommarker, Uzbekistanmarker, and West Africa regularly competing in addition to teams from the United Statesmarker..

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 3-5 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.

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.

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. Earning a visit to WF is a great privilege for any Odyssey of the Mind Team.

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

The 2007-2008 World Finals were held May 31-June 3, 2008 at the University of Maryland marker.

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

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

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.

Throughout the three competition days, the team will present their long term solution once and complete one spontaneous problem. The rest of the time is filled with fun activities, opportunities to observe other teams, and a chance to meet other competitors from around the world.

2009-2010 Problems

Problem 1: Nature Trail'RDivisions I, II, III , & IVThis problem requires teams to design, build and drive a human-powered vehicle and camper that will go on a camping trip. When the vehicle arrives at the Campground, the camper will be disconnected and the vehicle will travel on a team-created Nature Trail. On the Nature Trail, the vehicle will overcome an obstacle, clean up the environment, encounter wildlife, and undergo a repair. The performance will include a character that is in or near the camper that explains the experience as part of its role. Sponsored by NASA.Cost limit: $145 USD.

Problem 2: Return to The Gift of FlightDivisions I, II, & IIITeams will make and operate a series of aircraft that will complete a variety of flight plans. The flight plans include flying straight, making a target spin, traveling slowly, dropping something into a target, touching down and taking off, and a mass launch of multiple aircraft. The aircraft in the solution will be made of a variety of materials and will have a variety of power sources. The testing of the aircraft will be presented in a team-created performance that will include a character that serves as a creative "air traffic controller."Cost limit: $145 USD.

Problem 3: Discovered TreasuresDivisions I, II, III & IVTeams will create and present an original performance that includes the portrayal of the discovery of two archaeological treasures. One portrayal will be a team-created version of the discovery of an actual historical treasure. The other portrayal will be the team's depiction of a modern sculpture or structure that exists today but is discovered in the future. The performance will include an artistic representation of the two discovered treasures and characters that are part of the discovery teams.Cost limit: $125 USD.

Problem 4: Column StructureDivisions I, II, III & IVThe problem is to design and build balsa wood columns that will function together to balance and support as much weight as possible. The columns must not be connected to each other in any way. The team will test its Column Structure by placing weights onto it. The team will add weight until its Column Structure breaks or time ends. Bonus score will be awarded for the number of columns used. The team will incorporate the testing of its columns in an original team-created performance.Cost limit: $145 USD.

Problem 5: Food CourtDivisions I, II, III & IVThe problem is to create and present a humorous performance where a food item is accused of being unhealthy and must defend itself among its food peers. All characters are food items and will include "the accused," "the accuser," a jury that is not portrayed by team members, and additional team-created characters. The jury will reveal its decision to the audience.Cost limit: $125 USD.

Primary: Surprise PartyGrades K-2The team is to create and present a humorous performance that includes a Surprise Party for a team-created character. The theme of the party is a surprise because it is being given for something that is not normally celebrated. Partygoers will give three gifts that help symbolize the theme of the party. The performance will also include an original party "noisemaker" that makes an unusual sound instead of a loud sound.Cost limit: $125 USD.

Sources

http://www.odysseyofthemind.com/materials/2010problems.php

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, 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.

Spontaneous problems

The Spontaneous problems are the part of the competition that encourage quick, off-the-top-of-your-head thinking. While up all team members may enter the spontaneous room, only five team members can actually participate in spontaneous. Spontaneous problems fall into three categories:

  • Verbal problems involve responses to a question, statement, or picture; team members' responses are scored on wittiness and creativity (With common responses receiving one point and creative or humorous responses receiving greater amounts, depending on the problem.). Usually, team members have one or two minutes to think of responses and then two or three minutes to give the responses. The order of responses is often random or sequential. Recent problems have also involved a limit to the total number of responses. (Each team member is given a set of colored cards and must turn in a card when they give a response. When they are out of cards, they are out of chances to respond.)
  • Verbal hands-on problems are similar to verbal problems, but they usually involve manipulating a physical object in some way. This may include using an object as a prop, or taking clay or aluminum foil and making characters, which then participate in a story made up by the team members. Scoring is based on team work and creativity of responses.
  • Hands-on problems rely almost entirely on the manipulation of physical objects; these problems usually take longer than verbal problems, and team members may sometimes only be able to communicate non-verbally. Scoring is based on team work, creativity, and problem-specific goals.


Although an Odyssey team can consist of up to seven members, only five can participate in the Spontaneous problem. Team members that do not participate must either leave the competition room or stay in the room without communicating with the rest of the team in any way. The team members usually decide in advance who will participate in the different types of Spontaneous problems; after the judge announces which of the three types a team will be given, the other teammates will leave or stay as the case may be.

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 ofindividuals or teams who demonstrate outstanding sportsmanship, exemplary behavior, orexceptional talent. Recipients of this award may be coaches, team members, parents, officials oranyone else that tournament officials or directors feel exhibit these traits. This award is notintended to reward creativity. Generally, a handful of these awards are given out at each competition.

Ranatra Fusca Creativity Award

The Ranatra Fusca Creativity Award represents the essence of the Odyssey of the Mind. It ispresented to teams or individuals who exhibit exceptional creativity, either through some aspectof their problem solution, or an extraordinary idea beyond the problem solution. A successfulproblem solution is not a criterion for winning the award; rather, the award is a way toacknowledge and encourage creative thinking and risk-taking. 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.

Naming

  • When founded, the program was known as "Olympics of the Mind." In the early 1980s, the International Olympic Committeemarker 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.


  • Though the program is often called "OM," this use has been discouraged as the result of a trademark-related lawsuit with OM Association, Inc.


References



External links



Associations for Canadian provinces



Associations for U.S. states





International Associations



Resources for Spontaneous Problems




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