Welcome to Delaware County IU 24 Challenge® Tournament Overview

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Presentation transcript:

Welcome to Delaware County IU 24 Challenge® Tournament Overview Welcome to our tutorial for schools participating in the Delaware County 24 Challenge Tournament. The purpose of the PowerPoint is to give you all an overview of how our tournament will run so you can: Practice with your students so that are ready for our tournament Make sure you understand how our event will be run Plan you school based events to mirror our events

Agenda Time Event 8:30 – 9:20 am Registration, Snacks, & Proctor Training 9:20 – 9:30 am Introductions, Tournament Overview 9:30 – 9:50 am Round 1 10 min break to follow 10:05 – 10:25 am Round 2 10:40 – 10:50 am Round 3 (Semi-Finals) 11:05 – 11:15 am Round 4 (Finals) 11:20 – 11:30 am Set for Awards Ceremony 11:30 – 11:45 am Awards, Concluding Remarks 11:45 – 12:30 pm Lunch Please make sure you arrive between 8:30 and 9:20 so we can start on time. Proctor training is schedule to happen before the event. From 9:20 to 9:30 we plan to review the rules with students using segments of the PowerPoint before we start round 1. Students should bring their own snacks and lunches. The event will conclude by 12:30.

Students are seated 3 or 4 to a table Tournament Rules Students are seated 3 or 4 to a table Now let’s review the basic tournament rules: We will give table assignments from rounds 1 & 2, students will move between round 1 and 2. We will play each round with the FULL deck. We will remove 2, 2--‐dot cards for tables of 3. (It is staisically even this way)

Fingers must begin on the blue area of the tournament mat. Tournament Play Fingers must begin on the blue area of the tournament mat.

Rule 1: Proctors put cards in play one at a time in the center of the tournament mat. Proctors must place the cards so that all the students see the card at the same time. Cupping the cards in your hand until they are released is highly recommended. More details will be in the proctor training. Proctors must hide the deck against their chest or under the table. Proctor training: We will review the importance of cupping cards versus placing cards.

Rule 2: Students may touch the card with 1, 2, or 3 fingers to begin answering. Slapping the card results in a penalty. More on penalty flags later.

Rule 3: Proctors determines who touched the card first. It will be the proctor’s job to judiciously select who touched first if there are multiply ties. The goal is to solve as many cards as possible each round.

Rule 4: Students must: State LAST STEP FIRST within 3 seconds Complete 3-step solution within 15 seconds Must end solution with same last step. A student can make corrections within the allotted time period until the solution is “fixed” by saying equals “24”. Participant must state the last step of the solution within 3 seconds. Participant must complete the solution within 15 seconds (all 3 steps). If the table stares for more than 15 seconds with no tap then the card is removed and put back in the deck. The proctor will move onto the next card.

Sample Single Digit Card

Keep Calm and Math 24 On! A student can make corrections within allotted time period until the solution is “fixed” by saying equals “24”.

Points 1 Dot Card – 1 point 2 Dot Card – 2 points Proctors will tally the totals at the end of each round. Students may add their scores, proctors should do a double check.

Why is a Penalty Flag Given Student: Did not announce the last-step within 3 seconds. Cannot complete the solution in 15 seconds. Offered a solution that is incorrect. Touched card with more than 3 fingers. Touched proctors hand before it is withdrawn from the card. We will use stick notes for penalty flags. There are really only 5 ways to get a penalty.

Penalty Flags Everyone starts each “new” round with “0” penalty flags. Allowed up to 3 Penalty Flags After 3rd penalty flag, participants keep points earned up until the point of the 3rd penalty flag. Students cannot earn more points during that round after the 3rd penalty flag. If the person with 3 penalty flags finishes the round with the most points, they can still win the round.

After a Penalty Flag In the event that a penalty flag is issued, the current card will go back into the deck to be played at a later time in the round. If all but one student penalty’s out the last one still gets to play. If one student gives the wrong solution and gets a penalty flag, the card gets put back in the deck randomly for future play.

Scoring Players write their score for Rounds 1 and 2 with a double check from the proctor. End of Round 2: Proctor collect and subtotal all scores for their table. Scorecards are turned in for ranking semifinalist/silver medalists. Rounds 3 and 4 are Face-Off rounds, scores from previous rounds do not carry forward.

Medals Semifinalist earn silver medals. Finalist earn gold medals. Table winners earn bronze medals. Each grade band has their own set of medals

Reminders Players hold on to their scorecards between Round 1 & 2. At the end of Round 2, Proctors collect and subtotal all scores for their table.

Round 1 Single Digit Cards 20 minute round 10 minute break Students must hold on to their scorecard when they move to next table assignment.

Round 2 Double Digit Cards 20 minute round Top players in each grade-group become semi-finalist. 10 minute break Proctors will collect and subtotal the scores for Rounds 1&2. Round 2 begins to identify some of the medalists for our tournament. At the end of this round proctors tally scores for students at their table We collect score cards and rank them While we are ranking there is a 10 minute break and snack Then we come back and announce the semifinalists who also earn silver medals and we return the cards to everyone. (5 minutes)

Round 3 All participants play Round 3 Top scorers are in Semi-Final Round 3 Remaining players compete in General Round 3 for bronze medal. Round 3 is a Face--‐Off – scores revert to ZERO – score from this round is the only score that counts. Semi-finalists are competing for a seat at the finalists table – top winner at each table earns that seat and a gold medal. All others in the general round are competing for a bronze medal, table winners earn the bronze medals Depending on numbers at the table – champions may need to move to make sure there are 3 or 4 at each table before we start We will seat champions by spreading out the rankings in the semi finalists tables. i.e. #1 will be at 1st table #2 will be at 2nd table #3 at third table and so on.

Round 3 – continued All players’ scores now revert to “0”. Round 3 uses Variable Cards. Semi-Final player with top score at table advances to Final Round 4. Top Score at General Round 3 table earns a bronze medal.

Variable Cards New cards introduced this year! Rounds 3 and 4 will use variable cards. Solving Variable cards: Find one number to combine with the 3 numbers on right and left to come up with 24. No penalty flags for not doing the last step first 2 Penalty flags only in this round Schools participating should practice using these cards, buy yourself a deck. Make sure you check out the discounted prices available through Suntex (30% off).

Round 4 Finalist scores revert to “0”. Top scorer at Finals Table is the Grade-Level Tournament Champion

Final Round We will have two proctors placing cards for this round. They will place their cards next to each other on the table as shown above at the same time. How To Solve: 2 variable cards next to each other Students need to find 1 whole number between 1 and 9 that will solve three of the four wheels. The they need to give the solution Of course these cards will take some practice so buy your supplies and start practicing. States will follow this process!

Every participant is a CHAMPION!

LET THE GAMES BEGIN!!