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Re: The 6 Week Build Season and 'Mentor Burnout'
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The biggest point I'm going to keep restating is that removing the build window will allow a lot more time to help teams get better. More pre-event practice sessions, pre-event inspections and time to get help with problems. A huge subset of teams just plain need more time to work on their robot before it can be something that runs well at competition. |
Re: The 6 Week Build Season and 'Mentor Burnout'
You are right that there's a difference between the teams trying to become functional and teams trying to compete with the best.
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Re: The 6 Week Build Season and 'Mentor Burnout'
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The problem here is this: [2 week build] A team that fields an nonmoving robot among a field of barely-working robots will be uninspired [6 week build] A team that fields a moving robot among a field of mostly-working robots will be uninspired [4 month build] A team that fields a pretty decent robot among a field of 2013-einstein-level robots will be uninspired. Teams that field relatively bad robots will not be happy. No matter the build length, someone will have a zero-and-N record, and those people will leave unhappy. What we currently build would look amazing to a bizarro FIRST that has a 3-week build season, but yet there are still unhappy teams. Similarly, what a 4-month-FIRST would build would look alien to us in terms of quality, but there'd still be teams that were unsuccessful. And burned out mentors. So we know this: -Low-performing teams will probably remain low-performing and still come away thinking the top 2/3s of teams are cheating/adult-built/insane. -Mid-tier teams will probably kill their mentors and students chasing their dreams of being elite for 4 months instead of 6 weeks. -Elite teams will either kill their mentors and students, or will have the luxury of working a bit less intensely thanks to excellent ingenuity or sponsor support. |
Re: The 6 Week Build Season and 'Mentor Burnout'
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I'm pretty sure there is a limit to how much adding more time does for the already good teams. For example if you gave teams 6 years to build an FRC robot I don't think they would be that much better than many of the robots we saw this year. The option of spending a huge amount of time trying to win is already there. I probably spent more time in my shop than nearly anyone in FRC (about 11 hours a day for almost all of build season and a large part of competition season, however very little of my time was spent working on the robot). How does giving mid-tier teams less work (not having to build a practice bot) make their jobs harder? Assuming that low performing teams will remain low performing is just awful. Most of those teams just don't know better and giving more time for veterans to help them will open their eyes to what they are capable of. Also, what qualifies a team as Einstein level? I think this year out of all them shows just what can be done by raising the level of competition. How many of the Einstein teams this year were traditional powerhouses? (I think only 2 had won it all before and for most of them it was their first trip.) Powerhouse teams didn't get that way by some sort of magic or right, they worked hard just like all the teams that were on Einstein this year. What I'm trying to say is that a pretty decent robot has a shot at winning against Einstein calabar robots, the gap isn't that big. However the gap from really bad to descent is pretty large and very noticeable to people watching our events. |
Re: The 6 Week Build Season and 'Mentor Burnout'
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First, having a milestone during an extended build season would not only give teams more time to identify and address issues, but also prepare students for the real world where, as I understand it, milestones in design projects are the norm. I recognize that most logical milestones, such as a preliminary inspection, would be hard to implement. However, if one was developed, I feel that it could be very beneficial. Second, using rules tests as a barrier to entry isn't anything new in student design competitions. I joined a Formula SAE team this year (Go GFR, btw), where rules tests are part of the process of applying to competitions. I feel that this would be easier to implement, though there would need to be penalties in place for late completion/failing to complete the test. However, the penalties also couldn't prevent teams from competing. A rules test could even serve as the milestone described above. Just some thoughts I had. |
Re: The 6 Week Build Season and 'Mentor Burnout'
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This tread is a little too serious. Well a more piratical solution we used this year was: we talked to an inspector who mentors a neighboring team. he pointed out our shooter needed a shield. Saved us some time on thursday. |
Re: The 6 Week Build Season and 'Mentor Burnout'
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Re: The 6 Week Build Season and 'Mentor Burnout'
Much of this thread focusses on the smaller part of the issue:
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Re: The 6 Week Build Season and 'Mentor Burnout'
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BTW, on the rules test and penalties: I suggest that if implemented, a team that averages above X% by a certain date gets to keep working on their competition robot. A team that averages below Y% (which is some reasonable amount below X%) must stay in the bag for an additional Z time, potentially up until their event. Teams in between X and Y must bag their robot, but if they reach X% within N attempts following bag day they may unbag immediately. Of course, the implementation of said test is a bit of a challenge, as is the enforcement of penalties. |
Re: The 6 Week Build Season and 'Mentor Burnout'
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The following representation is, in my opinion, how I think it might play out, going by your metrics: Quote:
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I think teams are far more inspired by being able to accomplish building robots fully capable of competing and playing the game, than just simply being inspired by how well they did. The latter might set a very bleak picture of FRC. If we were to assume inspiration based on success, then I think improvement in FRC would be very staggnant, and we would be lacking many up-and-coming teams. Fundamentally, teams, and individuals, drive to improve would be lost. Why do some of us here think that 6 weeks, a somewhat arbitrarily set time, is the perfect length for build season? I think the 6 weeks is the reason for much burnout, not a limit being set to prevent more. |
Re: The 6 Week Build Season and 'Mentor Burnout'
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Err...I think I've forgotten how this sub-topic connects to the thread title. Put me down for what Jim and Chris said. I also agree with Taylor's paths of inspiration. We've never been 0-N exactly, but we went 2-9 at Pittsburgh 2007, with similar results elsewhere 07-08. We moved-ish mostly, in a direction or two. The most inspiring years of our team's history. I can trace it directly to our swerve drive, and in fact to every banner we've ever achieved. I just wish we'd had the opportunity to iterate more back then and receive more team mentorship to get better faster. The team is 9 years old and our first winning season was 2011. (thanks MOE!) We're now happy to be a mid-level team eagerly--but manageably--chasing the elites for 4 solid months of the year. |
Re: The 6 Week Build Season and 'Mentor Burnout'
Perhaps I may be a little biased being where we're from.
Since participating in FIRST in the 2000 season, and from personal observations, I think the #1 reason new/fairly new teams quit is because of money. Many grants and/or regionals have startup funds to get teams going. After that, the real struggle begins on addressing sustainability, as opposed to mentor retention and being "not-inspired" as the primary reasons. I personally like the 6 week build season. It teaches a lot of life lessons and skills for everyone on the team. However, I am not opposed to eliminating Bag/Tag and allowing for continuous improvement throughout the season. Less time and less resources building a practice bot. |
Re: The 6 Week Build Season and 'Mentor Burnout'
I see a lot of posters tossing around the word 'inspiration' as if it blusters an argument. The assumption of "something that could add inspiration being inherently good for FIRST" is not a healthy one. Remember what inspires students more than any other part of the FIRST program: Mentors/teachers/coaches/parents/people. I really don't care if additional time to the build season inspires these kids - I want to know if this additional time actually solves the problem of mentor burnout so our mentors can continue to be the main source of leadership, innovation and inspiration for students.
And I think the answer is pretty basic: We don't know. As some of the mentors have already posted, if the build season does become extended they will feel hurt even more to keep up with the added time demands. On the other hand, other mentors say the additional time will increase their flexibility. So ultimately we won't know the true effect on ourselves and our teams if the build period is extended. I think the worst part about this issue is that changing it will anger a lot of people but not changing it keeps a lot of people angry. The true answer is for FIRST to choose in what direction the program wants to take. If FIRST doesn't want to alter the system then that's fine with me. If FIRST does change I may not like it but I'll still do everything I can for my team and the problem because I believe in the program. Otherwise I really have no answers to solve the problem of mentor burnout - except one: Is FIRST really the program for you? |
Re: The 6 Week Build Season and 'Mentor Burnout'
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FRC is too expensive, I think most of us agree. Comparted to a mainstream sport, the enrollment fees are many times higher. This is not something that we have been able to change (yet). |
Re: The 6 Week Build Season and 'Mentor Burnout'
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2815's long been a two-events-and-go-from-there team. Right now, that means six hotel nights (check in Wednesday night, check out Saturday), four days with a bus, and $9,000 in registration. We will write grants until our hands wear out, sweat and freeze selling programs at USC football games, cohost SCRIW (I don't walk the next day), and so on and so forth to be able to pull that off. Okay, so being able to watch the game after we wrap up sales is kinda fun...and we wouldn't put on SCRIW if we didn't think it was worth it...but you get the idea. It's hard! Were we in Michigan, we're down to two hotel nights (if that), four bus days (if that), and $5,000 in registration. If our area had the team population (and density) to pull districts off, I'd be jumping on that train quickly! |
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