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-   -   Kick-Off Worksheets (http://www.chiefdelphi.com/forums/showthread.php?t=131663)

crollison 22-12-2014 10:34

Kick-Off Worksheets
 
Anybody have any worksheets or guides to help guide team members through brainstorming on Kickoff day? We've had a problem in the past of nobody spending enough time on the manual and I know there are many teams that spend the entire first day going through the manual and brainstorming. I'm looking for some paperwork to help us work through that.

Thanks for sharing!.

K-Dawg157 22-12-2014 10:45

Re: Kick-Off Worksheets
 
My team doesn't have paperwork per-say for kickoff day, but we have a test that students must take in order to be on pit-team, meaning they can come on the sleep-aways and be in the pit with the team. The test is very difficult, and requires the students to read the manual to really understand the game. ::rtm::

Just a suggestion, and this can also help with students being able to answer questions for judges while in the pit.

Cyberphil 22-12-2014 12:05

Re: Kick-Off Worksheets
 
In my opinion, the first few days should consist of reading through the manual, understanding the game and the constraints, posing any questions that may need further clarification (from Mentors or FIRST), and digesting all of the information for that day.

In all honesty, robot design should not be discussed really at all until mid to late week 1 (again, this is my own opinion, so do not take this to heart).

In terms of paperwork, I cannot necessarily help you out, but I can recommend you create some incentive to read the manual thoroughly, such as creating a test the night of kickoff for students to take first thing in the next days meeting, and the person with the highest test scores get something in return.

After taking the test, go through each answer and explain what the answer was and where to find it in the manual. This will also get students acquainted with navigating through the manual as well.

It is difficult to get students to follow the engineering process, but when you do, great things happen.

Gregor 22-12-2014 12:05

Re: Kick-Off Worksheets
 
Here's a thread from last year on some general kickoff strategies.

http://www.chiefdelphi.com/forums/sh...d.php?t=123247

The_ShamWOW88 22-12-2014 12:09

Re: Kick-Off Worksheets
 
The most important thing immediately after kick-off is to have the team read and understand the manual. If they don't, any discussion regarding design or game strategy won't make much sense.

sanddrag 22-12-2014 13:14

Re: Kick-Off Worksheets
 
Quote:

Originally Posted by The_ShamWOW88 (Post 1415854)
The most important thing immediately after kick-off is to have the team read and understand the manual.

I thought the most important thing right after kickoff was to have a credit card and a solid internet connection handy to buy all the game pieces before they sell out.

seg9585 22-12-2014 15:22

Re: Kick-Off Worksheets
 
Yes, the list of To-Do items for kickoff day is as follows:

1. Read the rules. All of them.
2. Generate trade study charts and brainstorm game strategy approaches, including order-of-magnitude scoring estimations
3. Inventory entire KoP, contact FIRST with any missing parts if applicable.
4. Configure the entire new Control System and mount to a dev board
5. Generate a list of materials to prototype with and build field elements with, and must-have parts to buy (either from hardware store or AM), purchase parts the next day

Harman341 22-12-2014 15:36

Re: Kick-Off Worksheets
 
On kickoff day, we have at least 5 separate brainstorming parties where 3-10 people go to someone's house and brainstorm, so we all look the manual to address questions that come up. If you have kids in groups like that they'll probably have a good grasp of the game.

Cyberphil 22-12-2014 15:42

Re: Kick-Off Worksheets
 
Quote:

Originally Posted by Harman341 (Post 1415917)
On kickoff day, we have at least 5 separate brainstorming parties where 3-10 people go to someone's house and brainstorm, so we all look the manual to address questions that come up. If you have kids in groups like that they'll probably have a good grasp of the game.

Quick question, is this strategy brainstorming, or design brainstorming? Cybersonics did a similar thing a few years back, but it was purely strategy discussion brainstorming as well as reading and understanding the manual.

Harman341 22-12-2014 15:55

Re: Kick-Off Worksheets
 
Both, I had one at my house last year and we talked a lot about whether we would want to catch, and how important assists would be, but then after we came up with some shooter/intake ideas. The idea is just to have somewhat refined, but diverse ideas for the full team strategy&design brainstorming meeting.

MrForbes 22-12-2014 16:03

Re: Kick-Off Worksheets
 
There are lots of ways to get started. We try to first understand the rules of the game, then talk about how to play the game. After we have a good idea of what we want the robot to be able to do, then we go over the robot rules to see what is allowed, and brainstorm robot design ideas.

Cyberphil 22-12-2014 16:10

Re: Kick-Off Worksheets
 
Quote:

Originally Posted by Harman341 (Post 1415920)
Both, I had one at my house last year and we talked a lot about whether we would want to catch, and how important assists would be, but then after we came up with some shooter/intake ideas. The idea is just to have somewhat refined, but diverse ideas for the full team strategy&design brainstorming meeting.

I see. We tried not to get into design in our early post-kickoff meetings. We brainstormed designs and, "Decided," as a team, so our meetings consisted mostly of strategy discussions. Interesting to hear what other teams do.

seg9585 22-12-2014 17:28

Re: Kick-Off Worksheets
 
Quote:

Originally Posted by Cyberphil (Post 1415924)
I see. We tried not to get into design in our early post-kickoff meetings. We brainstormed designs and, "Decided," as a team, so our meetings consisted mostly of strategy discussions. Interesting to hear what other teams do.

While it's not the first thing you should discuss, brainstorming robot designs (via rough sketches) based on the strategy designs discussed can help constrain the problem (for example, could we even build something capable of achieving all desired functions given robot dimensions and weight).

Also, I like the students to think about mechanism design ideas before the "Robot in 3 days" reveal videos come out. Once that happens it seems like creativity becomes more restricted

MooreteP 22-12-2014 17:34

Re: Kick-Off Worksheets
 
We break our students into small groups and ask them to calculate the maximum number of points possible in a match.
This requires team members to look carefully at the game rules, scoring values, multipliers and time constraints.

Then we ask them to analyze the game pieces/field features and how we can manipulate/overcome them.
This requires team members to start thinking about the mechanical systems.

Then we ask them to rank the attributes that they think will be most desirable for the Robot. This helps to establish priorities.

Then we watch Ri3d. :rolleyes:

The_ShamWOW88 22-12-2014 21:00

Re: Kick-Off Worksheets
 
Quote:

Originally Posted by sanddrag (Post 1415867)
I thought the most important thing right after kickoff was to have a credit card and a solid internet connection handy to buy all the game pieces before they sell out.

ok...then read all the rules ;)


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