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Rules Test
Every year I make a 50 question multiple choice test that our students take. The goal is to make sure our students really really really know the rules inside and out. It is very challenging so We allow students to take it over once each day and take notes during it. This test covers heights of game elements, scores, and other game specific rules. We require our drive team and pit crew to get a 100% and other students to get a 90. I do not want to publish it here as that would be too easy for my students but feel free to message me and I will give you the test and or answer key. DO other teams do something similar?
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Re: Rules Test
We haven't in the past, but it sounds like a great idea! We were planning to do a similar test regarding our robot design and details for our "pit voice", which is a student who is posted in (or just in front of) the pit to answer questions from scouts and other inquisitive folks.
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Re: Rules Test
We are giving our Game Test today. 35 questions. Everyone takes it. We have robotics as a class, so it counts towards their grade. The Drive team takes a more in depth test that is specific to Game rules, Fouls, etc..
PM me if want ours. |
Re: Rules Test
We have a similar test:
Each rule (or sub-rule) is at least one question. This occasionally means very complicated rules may have a few questions associated with them, but every game rule is covered. A typical question may propose a scenario and ask about any rules consequence (if any), or or ask how many points some configuration is worth. The test is free-response, no blanks or multiple choice. Anyone on the team can take the test as many times as they want. To be considered eligible for the drive team, students must score 90% or higher. Tests are returned to students with just the question marked incorrect, and no explanation of which part of their response was incorrect - they need to figure it out by re-reading the rules or consulting with their peers. Once they score >90%, we take that as an indicator that they really have studied in depth, but just slipped up a little, and go over all the wrong answers in detail to make sure they have 100% mastery of the game. I think our test does a good job of producing drive team candidates who have an excellent grasp of the rules of the game, but it is intimidating for people who want to get a sense of how well they know the rules. In general, the only students who take the test intend to become drive team candidates, but I think everybody could stand to learn the rules better. I think having two tests actually might make sense for our team - one "lighter" test that goes over basic mechanics and common scenarios, and our in-depth test for the drive team. |
Re: Rules Test
We just have those interested in/on drive team take it, and you have to get an 80% or higher in order to be on drive team.
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Re: Rules Test
We do something similar for our drive team, but it happens later in the season. Do it too early, and you test for knowledge of rules that end up changing later!
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Re: Rules Test
Great idea! I like that is makes the team accountable and they are more likely to keep up with the rule updates.
Thanks! |
Re: Rules Test
Every year, 610 has a rules quiz that students write before anything else, and this ensures that they all have a fair grasp of the game and what its all about, as well as general rules and dimensions.
Ours is about 31 pages. |
Re: Rules Test
We are giving the test on Tuesday to kids who want to be on the drive team.... It's the first step in our tryouts. We will then get the top several kids to start practicing driving immediately with old robots. (Almost our entire drive team from last year graduated).... We will largely pull them off build teams so that they can focus on driving, strategy, rules, etc.
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Re: Rules Test
2 years ago we did just a driver written test. Last year we required everyone to take a general game rules test and the drivers later took an additional, more in-depth test. The test(s) only had a few multiple choice answers so students actually have to know what the answer is. However this does make grading more time consuming. We will be giving our test somewhere around week 3/4.
For the drivers test last year we had situations that the student would have to analyze and write out a description of what to do. (For example: What if [function x] failed, what would you do?). The theory of that was good however I felt that we didn't make time a factor so you could sit there for a while and think out an answer. I'm trying to come up with something better for this year. |
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Re: Rules Test
Our team has two game-specific tests each year.
The first is this upcoming Saturday, which covers the game rules at a moderate level. After our 6-week build is up, we give another test to the students going over everything on the robot, from component names to gear ratios. This familiarizes the team with all aspects of the robot, regardless as to whether they worked in that area or not. We have found that they're both really useful :) |
Re: Rules Test
By 31 pages, I meant 31 slides.
We use clickers on a multiple-choice Powerpoint quiz. |
Re: Rules Test
I would love it if you published this. My sub-team has, in the past, been in charge of knowing the rules (we are given veto power because we have to integrate everything) and this would help quite a bit.
I never actually thought of quizzing the team; I usually work with one or two other guys on building a rule "cheat sheet". |
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