The quintessential (ideal) mentoring experience for the mechanical side goes something like:
“I show & teach by doing the first part, We do the 2nd part together, You do the 3rd & 4th parts while I watch”.
What’s hilarious to me is that if all 4 parts go on the robot, there is still a subset of people who would have a problem with that student experience.
The difference between that mechanical experience and code is … well, nothing.
It seems to me that the reason some teams have more mentor-built or mentor-coded items lies with how much the different mentors push their students. The mentors who push more owe it to their students to follow through and guide the students to success. There may be more “showing” than students “doing” in some cases because the mentor didn’t fully-understand the impact of what he or she told the student. What kind of mentor would I be if I told my students “Based upon my experience, you should do X,Y & Z complicated thing. Google it.” and left them to their own devices? In the “real world” that type of thing leads to failure most of the time. It’s also un-inspiring, would result in a terribly-performing robot (un-inspiring), and seems to be the antithesis of FIRST’s mentoring guidelines.
How hard should mentors be allowed to push their students in order for the team to gain a competitive advantage? The answer, IMO, is succinctly outlined in post #5 above.
From what I’ve observed, the teams demanding to have a “more level” playing field with less mentor involvement are usually those who don’t have mentors to push them or the mentors they do have are unable to follow through on how hard they push.
