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Unread 05-04-2005, 09:10
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Coach/Faculty Advisor
AKA: Greg King
FRC #1014 (Dublin Robotics aka "Bad Robots")
Team Role: Teacher
 
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Re: When do mentors go too far?

I have hesitated to post in this thread, or any of the others like it, because I don't want to confuse my preferences with "what is right." That said, here are a couple of observations.

The purpose of FIRST is to inspire students to study science and technology. There are a LOT of ways to do that. Don't make the mistake of assuming that the way your team does it is "the right way" just because you like it.

If students really aren't doing any of the real work on the robot, they are not being inspired as well as they could be. Sorry for the blanket statement, but it isn't just opinion. It is a well established fact in educational research. Students will realize that they are spectators rather than participants in FIRST. But don't make the mistake of assuming this is what is going on by observing a team for a couple of minutes at a competition.

I am betting that a lot of the teams who seem like they have a completely engineer built robot don't really. I also bet there are a lot of teams where the students don't really have substantive involvement in the design and building process.

This doesn't mean that a 100% student built robot is the best either. You don't learn as much doing everything on your own as you do when you learn from a professional. A mentor should be guiding the students to be able to do more. Mentors should be offering their professional guidance.

Don't use the "you can't learn engineering in 6 weeks" as an excuse to let students not do/learn anything. You can learn a LOT in 6 weeks. (Particularly 6 weeks of FIRST with perhaps 20 hours or more in a week spent working on the robot.)

Don't be afraid of mistakes. A mentor should point out problems with a design or idea. That is part of learning. But don't think that the mentors should do everything just because they will do it better. Mistakes are powerful learning tools.

One of the most effective ways to inspire is to give students involvement from the start. This should be seen as a central duty of mentors. Involve the students. Challenge them. Ask them questions. Make them defend their answers. Students should learn through their involvement. When students learn more and start to do more work they will feel they have earned something. This is a key to inspiration.

The post below is an example of the philosophy I would, as a teacher and team advisor, look for in a mentor:

Quote:
Much as my development-engineer's ego wants to push its own ideas, I have to say that my team made me very proud this year by telling me and the other mentors to step aside, and let them design and build THEIR robot.

They've done pretty well this year: regional Chairman's Award at St. Louis and semi-finalist at Buckeye.

I'm for inspiration, and for teamwork between mentors and students, too. But my experience is that nothing gives mentors more satisfaction than seeing students pick up the challenge and go with their own ideas.

[All that said, I won't stop pushing my own ideas next year.]
The mentor-student relationship has the potential to be a powerful influence on the student. (and the mentor) However your team operates, remember that fact. The satisfaction a mentor gets from watching students gain confidence and assert themselves is tremendous.
 


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