Está en la página 1de 10

2015-2016

FINE
ARTS
GET A CLUE
DESTINATION IMAGINATION CHALLENGES ARE DESIGNED AS A FUN AND ENGAGING SYSTEM OF LEARNING

to teach creativity, the creative


process, and interpersonal and
management skills, and help students achieve their highest potential. Each Challenge participant will
gain knowledge and experience in
areas including creative and critical
thinking, project management,
team building, conflict resolution,

STEM, perseverance, and a completion mindsetthe very skills


needed to thrive in any chosen
career. Instant Challenge plays an
integral role in helping students
achieve this goal, and accounts for
25% of a teams overall score at
tournaments. But no one starts off
being an Instant Challenge genius.

LEARNING O U TCO M E S

For many, the ability to think critically and creatively on ones feet in
a short period of time takes a lot
of practice. Our Roadmap resource
includes a variety of Instant Challenges for teams to practice in
order to improve their quick, creative, and critical thinking skills.

P O I N T S O F I N TE RE S T
Present a mystery story set
on Earth in a team-chosen
time period before 1990.

Mystery Story Writing


Research Historical Periods
Effective Storytelling

Discover, live on stage,


which of three suspect characters is responsible for the
mystery.

Staging Techniques
Theater Arts Skills
Technical Design Process

Include a TechniClue that


helps solve the mystery.

Budget Management
Presentation Skills

Present in the style of traverse staging.

Project Management
Creative and Critical Thinking

Create and present two


Team Choice Elements that
show off the teams interests, skills, areas of strength,
and talents.

Teamwork
Interpersonal Skills
Perseverance
Self-Directed Learning
Digital Literacy
Citizenship Skills

2 0 1 5 - 1 6 P ROGRAM MATERIA LS

FINE A RTS CH A LLENGE C: GET A CLUE

<

55

>

CHALLENGE OVERVIEW
GET A CLUE

TE AM BUDGET

T I M E LI M I T

The total value of the


materials used may not
exceed $150US.

The team must complete the


Presentation (including setup) in
8 minutes or less.

APP ROACHIN G TH IS CH AL L E N GE
This Challenge can be solved on many levels, ranging from the simple to the complex. We recognize that there are many
different ways to be creative. Please approach this Challenge in the true spirit of Destination Imagination: try foremost
to solve the Challenge. If you find the intent or any of the details of the Challenge unclear, we encourage you to ask for
a Clarification. (See the Rules of the Road.) Rememberif it doesnt say you cant, then you can. However, if it says you
must perform specific requirements, then those requirements have to be met.

T EAM NUMB ER
Teams and individuals using these Program Materials must hold a 2015-2016 Team Number. The Destination Imagination
Team Number is a license to compete in sanctioned tournaments and/or to use the Program Materials for educational
purposes within your team, school, group, or organization. Online access to Program Materials for teams who have
purchased Team Numbers is on DestinationImagination.org.
My 2015-16 Team Number is:
___ ___ ___ - ___ ___ ___ ___ ___
My team is planning to compete in a sanctioned tournament.
I have registered for that tournament with the:
Regional Director or

Affiliate Director

T EAMS

T E A M M A N AG E R

In order to successfully solve this Challenge,


teams must read and follow:

Team Managers are strongly encouraged to read


and use:

Team Challenge
A. The Central Challenge (240 points)

Roadmap

B. Team Choice Elements (60 points)

Travel Guide for Teams


(available online after Jan. 1, 2016)

C. Presentation Site

Destination Imagination blog

D. Reward Points

facebook.com/destinationimagination

Rules of the Road

twitter.com/idodi

Published Clarifications
(online at DestinationImagination.org)

instagram.com/boxandball

The information in these materials is binding


on all teams.

<

56

>

2 0 1 5 DE ST INAT ION IMAGINAT ION, INC.

D ESTINATIONIMA GINATION.OR G

A. CENTRAL CHALLENGE
GET A CLUE: 240 POINTS

1. The Intent of the Challenge: To solve this Challenge, the team will research a team-chosen time period before
1990. The team will then create and theatrically present a Mystery Story set on Earth during that time period. The
Mystery Story must include three Suspect Characters and a TechniClue that helps solve the mystery. The team will
learn the identity of the Mystery Maker, the character who did it, live on stage during the Presentation. The team
will present the Mystery Story using Traverse Staging and without tournament-supplied electricity.
2. The Mystery Story: Who did it? What caused that? Its a mystery! Suspenseful moments, puzzling events and
thrilling plots captivate mystery audiences everywhere. In this Challenge, your team will create its very own Mystery
Story.
a. For this Challenge, a Mystery Story is a story that includes a situation that is secret, unknown, or unexplainable
and the search to discover who or what is responsible for it.
b. The team will research a team-chosen time period before 1990. This time period may be as specific or as broad
as the team chooses. The Mystery Story must be set in this team-chosen time period and all events in the story
must take place before January 1, 1990.
c. The Mystery Story must be set on Earth during the team-chosen time period. The setting must be located in a
place that can be identified on a current or past map of Earth.
d. The team will earn points for:
i. Creativity of the Mystery Story. (D.1.a) A Mystery Story is more creative when there is an original development of the storyline, including the plot, clues, solution, characters and ending.
ii. Clear and effective storytelling. (D.1.b) This means that the Mystery Story has a beginning, middle and
end, and is presented in a way that is easy to follow and understand.
iii. Effective theatrical portrayal of the team-chosen time period. (D.1.c) This means how well all aspects of
the teams Presentation, such as story, scenery, costumes, make-up, hairstyles, etc., reflect the team-chosen
time period before 1990. If the team does not portray a time period before 1990, it will receive no points
for D.1.c.
3. The Suspect Characters and the Mystery Maker: From suspects to sidekicks, shocking reveals to cliffhangers, a
good mystery keeps its characters and audience guessing until the end. In this Challenge, the ending will not only
be a surprise to the Appraisers and audience, but also to your team!
a. The Mystery Story must include three team-created Suspect Characters. During the Presentation, one of the
Suspect Characters will be revealed as the Mystery Maker. The Mystery Maker is the character responsible for
the secret, unknown, or unexplainable situation.
b. The team members will not know which of the Suspect Characters is the Mystery Maker until they open an envelope, live on stage, during the Presentation. Therefore, the team must be prepared to present an ending
appropriate for each of the three Suspect Characters. For more information on how the envelope is chosen, see
A.3.g.
c. The team may open the envelope containing the identity of the Mystery Maker at any point during its 8-minute
Presentation time. It should be evident and obvious to the Appraisers that the team has opened the envelope.
d. Before the envelope is opened, the events of the Mystery Story must point to all three Suspect Characters as
the potential Mystery Maker. The team will earn points for how well the events in the Mystery Story point to all
three Suspect Characters as the potential Mystery Maker. (D.2.a) Only events from the Mystery Story that happen
before the team opens the envelope will be considered for scoring in D.2.a.

2 0 1 5 - 1 6 P ROGRAM MATERIA LS

FINE A RTS CH A LLENGE C: GET A CLUE

<

57

>

A. CENTRAL CHALLENGE
GET A CLUE: 240 POINTS

e. After the envelope is opened, the teams presentation of the rest of the Mystery Story must point to the identity
of the Mystery Maker that is in the envelope. The team will earn points for the creative integration of the Mystery
Makers identity into the events of the Mystery Story after the envelope is opened. (D.2.b) Creative integration
means that the elements of the Presentation point to the identity of the Mystery Maker in a creative and novel
way. Only events from the Mystery Story that happen after the team opens the envelope will be considered for
scoring in D.2.b.
f. The Mystery Story may include more than three suspects. However, only the three Suspect Characters listed on
the Tournament Data Form and Suspect Character pieces of paper, found at the end of this Challenge, can be
the potential Mystery Maker and earn points.
g. Tournament Procedures:
i. The Suspect Character pieces of paper are located on page 2 of the Tournament Data Form. Each piece
of paper must name a different team-created Suspect Character. In the Prep Area, an Appraiser will cut the
three Suspect Character pieces of paper from the Tournament Data Form, place each one into an individual envelope and give the envelopes to the Timekeeper/Announcer.
ii. In the Launch Area, the Timekeeper/Announcer will introduce the team to the Appraisers and the audience.
Immediately after the teams introduction, the Timekeeper/Announcer will have one team member select
one envelope.
iii. The Timekeeper/Announcer will place the selected envelope in the 1ft x 1ft (30.5cm x 30.5cm) taped square
in the Presentation Area. (Please see the Diagram in Section 5 of this Challenge.) At this point, the Timekeeper/Announcer will tell the team that its 8-minute Presentation time may begin.
iv. The team members must not remove the envelope from the taped area until they wish to open it.
4. The TechniClue: Dusting for fingerprints, searching surveillance footage, carbon dating an artifact -sometimes
technology plays an important role in discovering clues in an investigation. The teams Mystery Story must include a
TechniClue.
a. The Mystery Story will include a TechniClue as part of the search to discover the identity of the Mystery Maker.
The TechniClue is a clue that will either function using Technical Methods or be revealed using Technical Methods.
On page 2 of the Tournament Data Form, the team should describe the Technical Methods used in the TechniClue.
b. The TechniClue may be presented at any time during the teams 8-minute Presentation time.
c. The team will earn points for the integration of the TechniClue into the Mystery Story. (D.3.a) Integration means
that the TechniClue plays an important part in the Mystery Story and helps in solving the mystery.
d. The team will earn points for Technical Innovation of the methods used in the TechniClue. (D.3.b) For this Challenge,
Technical Innovation refers to a new, unique, original, or creative way to carry out or accomplish a task using
Technical Methods. Technical Methods refers to the use of principles in fields such as chemistry, computer science,
electricity, hydraulics, mathematics, mechanical engineering, physics, or structural engineering. Other technical
fields are also acceptable.
e. The team will also earn points for Technical Design of the TechniClue. (D.3.c) For this Challenge, Technical Design
is the result of a plan for carrying out or accomplishing a task. A well-designed TechniClue shows careful planning,
and it performs its task using effective, efficient, and reliable technical methods.
f. If the TechniClue fails to operate as planned, the team can still earn points for Technical Innovation and Technical
Design. However, the points for Technical Design may be lower.

<

58

>

2 0 1 5 DE ST INAT ION IMAGINAT ION, INC.

D ESTINATIONIMA GINATION.OR G

A. CENTRAL CHALLENGE
GET A CLUE: 240 POINTS

g. The team may include more than one clue in the Mystery Story. However, only the TechniClue listed on the Tournament Data Form will earn points for integration into the story, Technical Design and Technical Innovation.
5. Traverse Staging: Just as solving a mystery requires viewing the scene from multiple angles, the Appraisers and
audience will be viewing the teams Presentation from two opposite sides. The team will present in the style of
Traverse Staging. Traverse Staging is a type of theatrical staging where the audience sits facing each other on two
opposite sides of the Presentation Area. This type of staging is also known as alley staging or corridor staging.
a. The Appraisers and audience will be on two opposite sides of the Presentation Area. The Presentation Area will
have a fixed width of 8ft (2.44m) between the two sides of the Appraisers and audience. The length of the Presentation Area will be at least 10ft (3.05m) but may be longer if the Presentation Site allows.
Traverse Staging
AUDIENCE & APPRAISERS

LAUNCH
AREA

1 ft.

PRESENTATION
AREA

8 ft.

1 ft.

4 ft.

AUDIENCE & APPRAISERS

b. The Launch Area may be on the right or left side of the Presentation Area. This will depend on each Presentation
Site. At some tournaments, the Launch Area may overlap the Presentation Area.
c. In Traverse Staging, the placement of actors and set pieces, known as blocking and staging, is important because
the audience is watching from two opposite sides. The team will earn points for effective blocking and staging in
the style of Traverse Staging. (D.4.a)
d. In Traverse Staging, theater companies must be careful when designing the scenery and set pieces, so that all
audience members have a good view of the action on stage. The team will earn points for the effective design of
set pieces for Traverse Staging. (D.4.b)
e. Due to the special setup of this Challenge, the team will NOT be permitted to use electrical outlets at the Presentation Site. The team may use batteries and other team-provided power sources, as long as the power source
is safe. See the Safety section in the Rules of the Road.
6. Team Identification Sign: The team should provide a free-standing Identification Sign (ID Sign) of approximately
2ft x 3ft (0.6m x 0.9m) displaying its Team Name, Team Number, School/Organization (if different from Team Name),
and Level. It cannot be used as a scoring element. See Team Identification Sign section in Rules of the Road for
further information.

2 0 1 5 - 1 6 P ROGRAM MATER IA LS

FINE A RTS CH A LLENGE C: GET A CLUE

<

59

>

B. TEAM CHOICE ELEMENTS


GET A CLUE: 60 POINTS

In addition to the above requirements, the team must present TWO creations called Team Choice Elements that show
off the teams interests, skills, areas of strength, and talents. The team may create anything it wishes for Team Choice
Elements including props, music, technical gadgets, costumes, physical actions, etc.
1. The team must present both Team Choice Elements as part of the 8-minute Presentation and each Team Choice
Element should have a meaningful connection to the teams Central Challenge solution. Each Team Choice Element
should be described briefly on the Tournament Data Form found at the end of this Challenge.
2. A Team Choice Element may not be a specific item that is required in the Central Challenge that is already being
evaluated. A Team Choice Element MAY be a single unique PART of a required item, as long as it can be evaluated
as a stand-alone item. Both Team Choice Elements may be presented at the same time ONLY IF both can be easily
identified and scored separately. Examples of these can be found in Rules of the Road.
3. Each Team Choice Element will be evaluated in three ways: for the creativity and originality of the Team Choice
Element, and for the quality, workmanship, or effort that is evident and integration into the Presentation. Evaluation
of Team Choice Elements is subjective.

C. PRESENTATION AREA
1. Floor Surface: Destination Imagination strongly suggests that the Presentation Area be a large space with a hard
floor such as wood, linoleum, concrete or very short-napped carpet. The team should be prepared to deal with a
variety of floor surfaces.
2. Area Size: The Appraisers and audience will be on two (2) sides of the Presentation Area. The Presentation Area will
have a fixed width of 8ft (2.44m) between the two sides of the audience. The length of the Presentation Area will be
at least 10ft (3.05m). See Section A.5.
3. Electrical Power: Due to the special setup of this Challenge, the team will NOT be permitted to use electrical
outlets at the Presentation Site. The team may use batteries and other team-provided power sources, as long as the
power source is safe. See the Safety section in the Rules of the Road.

<

60

>

2 0 1 5 DE ST INAT ION IMAGINAT ION, INC .

D ESTINATIONIMA GINATION.OR G

D. REWARD POINTS
GET A CLUE

ELEMENT

POINTS

DETAIL

Central Challenge

Up to 240

1. The Mystery Story

Up to 90

A.2

a. Creativity of the Mystery Story

Up to 30

A.2.d.i

b. Clear and effective storytelling

Up to 30

A.2.d.ii

c. Effective theatrical portrayal of the team-chosen time period

Up to 30

A.2.d.iii

Up to 40

A.3

Up to 20

A.3.d

Up to 20

A.3.e

2. The Suspect Characters and the Mystery Maker


a. How well the events in the Mystery Story point to all three Suspect
Characters as the potential Mystery Maker

b. Creative integration of the Mystery Makers identity into the events


of the Mystery Story
3. The TechniClue

Up to 60

A.4

a. Integration of the TechniClue into the Mystery Story

Up to 20

A.4.c

b. Technical Innovation of the methods used in the TechniClue

Up to 20

A.4.d

c. Technical Design of the TechniClue

Up to 20

A.4.e

Up to 50

A.5

a. Effective blocking and staging in the style of Traverse Staging

Up to 25

A.5.c

b. Effective design of set pieces for Traverse Staging

Up to 25

A.5.d

Team Choice Elements

Up to 60

1. Team Choice Element 1

Up to 30

B.3

Up to 10
Up to 10
Up to 10

B.3
B.3
B.3

Up to 30

B.3

Up to 10
Up to 10
Up to 10

B.3
B.3
B.3

4. Traverse Staging

a. Creativity and originality


b. Quality, workmanship, or effort that is evident
c. Integration into the Presentation
2. Team Choice Element 2

TRAVERSE
STAGING

20%

PUTTI NG IT
ALL TO GETH ER

C ENTRA L
CH ALLENGE
SC OR ING

a. Creativity and originality


b. Quality, workmanship, or effort that is evident
c. Integration into the Presentation

THE MYSTERY
STORY

38%
THE TECHNICLUE

25%
17%

THE SUSPECT
CHARACTERS
AND THE
MYSTERY MAKER

2 0 1 5 - 1 6 P ROGRAM MATER IA LS

INSTANT
CHALLENGE

25%

TEAM CHOICE
ELEMENTS

15%
CENTRAL
CHALLENGE

60%

FINE A RTS CH A LLENGE C: GET A CLUE

<

61

>

TOURNAMENT DATA FORM


GET A CLUE: PAGE 1 OF 3

Team Name:

Team Number: ___ ___ ___ - ___ ___ ___ ___ ___

School/Organization:

Level: EL

ML

SL

UL

To our teams and Team Managers: Help your Appraisers identify the required elements of your Challenge solution so
they can award you all of the points you have earned. Please fill out this 3-page form completely and neatly. For Elementary Level teams only: Team Managers MAY fill out the form, writing out the words dictated by the team.

PART ONE: RE QU IRE D PA P E RW O R K


At the tournament Presentation Site, the Prep Area Appraiser will ask for your teams forms. A complete checklist of the required
forms is below. None of the forms listed below can be used as a scoring item.

Your team needs:


Five copies of the completed PAGE ONE and PAGE TWO of the Tournament Data Form. This is PAGE ONE of the
form.
One Copy of the completed PAGE THREE of the Tournament Data Form. This page helps your team reflect on how you
experienced the creative process.
Two Copies of the completed Declaration of Independence. Blank copies of this form can be found in the Rules of the
Road. One copy of this form is for Team Challenge, the other copy is for you to take to Instant Challenge.
One Copy of the completed Expense Report. This form can be found in the Rules of the Road. Be sure to bring copies of
your receipts in case you are asked for them, but it is not necessary to attach them to the form.
One Copy of Team Clarifications issued to your team.
Team Identification Sign: This will tell the Appraisers and the audience who you are. It should list your Team Name, Team
Number, School/Organization (if different from Team Name), and Level. It cannot be scored. See the Rules of the Road for
more information.
Published Clarifications: You need to be sure you are aware of the Published Clarifications for this Challenge available at
DestinationImagination.org

PART TWO: BRIE F DE SCRIP TIO N O F T EA M C H O I C E E LEM E N T S


Team Choice Element 1: What is your Team Choice Element?



Please write a brief description of your Team Choice Element. Make sure that Appraisers know exactly what you want
them to evaluate. What would you like them to know about the Team Choice Element?









Team Choice Element 2: What is your Team Choice Element?



Please write a brief description of your Team Choice Element. Make sure that Appraisers know exactly what you want
them to evaluate. What would you like them to know about the Team Choice Element?








<

62

>

2 0 1 5 DE ST INAT ION IMAGINAT ION, INC.

D ESTINATIONIMA GINATION.OR G

TOURNAMENT DATA FORM


GET A CLUE: PAGE 2 OF 3

Team Name:

School/Organization:

Team Number: ___ ___ ___ - ___ ___ ___ ___ ___

Level: EL

ML

SL

UL

PART THREE
This Challenge asks the team to supply the following information to help the Appraisers evaluate your solution.
1. Identify and describe the three (3) Suspect Characters.

2. Briefly describe the Mystery Story. Be sure to include how the events of the Mystery Story point to the three Suspect
Characters as the potential Mystery Maker.

3. What is the team-chosen time period before 1990? How is it portrayed in your Presentation?

4. Identify and describe the TechniClue. Describe the Technical Methods used by the TechniClue.

5. Identify each Suspect Character on the Suspect Character pieces of paper below.
Suspect Character #1

Suspect Character #2

Suspect Character #3

2 0 1 5 - 1 6 P ROGRAM MATER IA LS

FINE A RTS CH A LLENGE C: GET A CLUE

<

63

>

TOURNAMENT DATA FORM


GET A CLUE: PAGE 3 OF 3

Team Name:

Team Number: ___ ___ ___ - ___ ___ ___ ___ ___

School/Organization:

Level: EL

ML

SL

UL

PART FOUR
THE CREATIVE PROCESS: Reflect on how your team experienced each stage of the creative process as you solved the
Team Challenge:
1. RECOGNIZE: Understanding all the issues or points of the Challenge:

2. IMAGINE: Using your imagination to explore new ideas about possible solutions to the Challenge:

3. INITIATE and COLLABORATE: Taking risks and going beyond the minimum as you commit to a solution. Working in a
collaborative way. Listening to all team ideas before judging them:

4. ASSESS: Assessing the solution as it is being created and after it is finished:

5. EVALUATE: Reflecting on the experience, thinking about what was learned, celebrating the teams journey
and accomplishments:

<

64

>

2 0 1 5 DE ST INAT ION IMAGINAT ION, INC .

D ESTINATIONIMA GINATION.OR G

También podría gustarte