Odyssey of the Mind

Odyssey of the Mind is an annual international creative problem-solving competition open to students in kindergarten through college. Students work together to help create, develop and build their solutions to one of several problems. They develop self-confidence and cooperation and learn how to evaluate their ideas, and make final decisions. Odyssey of the Mind is building contraptions, painting props, writing scripts, making decisions, taking risks and having fun with creativity. Students work 1-2 hours a week (or more) in teams of 5-7 members, learning self-confidence, evaluating ideas and solving one of five given problems. No adult assistance is permitted in this process. A parent coach is required; however, the adult coach's responsibility is primarily to keep the team on task, guide the team through the rules of competition, and ask questions to keep the team thinking in the right direction (and probably serve a few cookies and snacks).

DO TEAMS COMPETE?

Yes, all teams will attend the Regional Odyssey of the Mind Meet on Saturday, March 8 to perform their solutions. This is a day of excitement and pride! However, the emphasis in Odyssey of the Mind is on the process, not the product, and every team that successfully solves the problem is a winner. Students learn that scores can be subjective, but skills they learn and the self-confidence they gain are absolute and last a lifetime!

WHAT DOES ODYSSEY OF THE MIND COST?

Each team member will be asked to contribute about
$30 to offset the cost of supplies and registration fees. The exact amount will be determined by the coach and the specific problem. (The Regional and State boards of Odyssey of the Mind are non-profit organizations: registration fees cover only costs of materials and the meet.)

HOW DO TEAMS COMPETE?

Teams present long-term problem solutions for score at the Regional Meet. Most problems are allocated 8 minutes for the entire presentation. Part of the solution must include "Style" - the use of music, dance, costumes, etc., to present the solution in a unique way. A second portion, called a spontaneous problem, of the competition takes place later or earlier the same day: the team enters a room with no audience, only judges, and is given 3-5 minutes to solve a brief verbal or construction problem they have never seen before. First place winners continue on to State Competition and then perhaps even to the World Finals.

Emphasis in Odyssey of the Mind is not on being 1st, however, so much as it is on doing your best and solving the problem in a creative way. Students are always very proud of their solutions and enjoy showing them off at the meet.

WHAT ROLE DO ADULTS PLAY?

Without adults, there would be no Odyssey of the Mind program. Each team of 5-7 members needs a parent coach. Parents coach each team (1-2 coaches per team), providing guidance, moral support, and a place to work and store props. HOWEVER, ONE OF THE MAJOR PREMISES OF ODYSSEY OF THE MIND IS THAT THE STUDENTS MUST DO EVERY STEP OF PROBLEM-SOLVING THEMSELVES, FROM PLANNING TO EXECUTION. Adults may not paint one letter, sew one stitch or provide one idea for solutions! Coaches primarily serve as cheerleaders, facilitators, and clean-up crew Coaches may also help the team interpret the rules and teach (or find someone else to teach) the team basic skills, such as sewing or woodworking. Each team must also provide a judge and one other volunteer to help with the regional competition in March. Training for coaches is provided by the region in the fall.

WHAT KINDS OF PROBLEMS ARE THERE?

Each year the problems are different, but there is always one vehicle or technical problem, one problem that is a "classics" drama, one problem that is a performance problem for younger students, one problem that involves building a structure of balsa wood designed to hold maximum weight, and one problem that requires an invention of some sort.

WHY PARTICIPATE?

Odyssey of the Mind objectives include (but are not limited to) the following goals:

· Develop creative thinking abilities
· Increase student's ability to apply known principles and to face "hands-on" situations
· Improve communication skills while working as part of a team
· Learn how to use the creative problem solving process
· Develop and utilize skills of ALL team members
· Develop and use local resources and research skills
· Exercise and use the higher order thinking and critical thinking skills, especially analysis, synthesis and evaluation
· Have fun while learning all of these very important skills

What are the problems this year?

© All problems copyright Creative Competitions, Inc. -- 2002

Problem Synopsis for 2008-2009

 

Problem Synopsis/Indicate Preference on Line (1,2,3,..)
Indicate your child's top 5 preferences below using the rating scale of 1-5 with 1 being their top preference. Since there can be only 7 members on one team and each team needs at least 1 parent coach, your child may not receive his/her first choice.

Problem 1: Earth Trek - This problem requires teams to design and build a small vehicle that will visit four locations. The locations will be different places within one or more team-determined environments. Each time the vehicle leaves a location it will look different in appearance, and after leaving one of the locations it will appear to be a group of vehicles that are traveling together. The team's performance will incorporate the visits to the locations, the environments, and the changes in appearance of the vehicle. Cost limit: $145 USD.

Problem 2: Teach Yer Creature - Teams will create a humorous performance about a mechanical creature that acts like a real mammal or bird and learns lessons. The creature will act like the real animal by performing tasks the way it would, including traveling, eating, and turning its head. It will be taught two lessons by a Creature Teacher and will "accidentally" learn a behavior by observing others. During the performance the creature will surprise the audience by demonstrating the "accidental" behavior it learned. Cost limit: $145 USD.

Problem 3: The Lost Labor of Heracles - Teams will create and present an original performance about the ancient Greek hero Heracles. In Greek Mythology, King Eurytheus ordered Heracles to perform 12 labors. The team will reenact Heracles performing one of the 12 labors, as well as a Lost Labor--a team-created thirteenth labor forgotten in history. The performance will also include a god or goddess from Greek Mythology, an original mythological creature that plays a role in the Lost Labor, and the team's version of why the Lost Labor was forgotten in history. Cost limit: $125 USD.

Problem 4: Shock Waves - The problem is to design and build a structure out of balsa wood and glue that will balance and support as much weight as possible while absorbing shockwaves. The team will test its structure by placing weights onto it. During specific intervals the team will place one or two spacers on the top weight and will then place a weight on them. The team will remove the spacers so the top weight falls onto the stack causing a shockwave. The team will add weight until its structure breaks or time ends. The team will also create and use an original method to place its structure onto the tester and will incorporate the testing of the structure into a performance. Cost limit: $140 USD.

Problem 5: Superstition - The problem is to create and present a performance that includes two documented superstitions, an original superstition created by the team, and the events that caused the original superstition to come to be. The performance will also include a funny narrator, a costume that is worn by two or more team members at the same time, and a stage set. During the performance the same stage set items will be used to change from one setting to another. Cost limit: $125 USD.

Primary: Candy Factory - Grades K-2 Only - In this problem teams will create and present a performance about a Candy Maker and her/his factory. The twist is that the primary ingredient for each type of candy has to be something that is healthy. The team will create a setting that looks like the inside of its candy factory and have five samples of candies. During the performance the Candy Maker will present the candies to customers and explain how each is made.Cost limit: $125 USD.


My child's name My child's teacher

Phone number


Please return this form to Andrew Buchheit by Friday, September 12.
If you have any additional questions, please call Mr. Buchheit at 703-753-7741

All problems have an 8-minute time limit.


To visit the National Odyssey of the Mind site click here.

To visit the State Odyssey of the Mind site click here.

To visit the Regional Odyssey of the Mind site click here.

To return to the Bristow Run Home page click here.