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Officials' Responsibilities
I. Academic Games Readers Information: This
information should be given out to all readers and a
copy taped to the reader's desk.
Pick up the rounds of questions early enough so you
can preread them. There are 60 questions and on the
average you will only use 45 so you can eliminate
the ones you are not comfortable with reading.
Say "Toss up question for 5 points" or "bonus
question for 2 points before reading the question.
Say either "correct for ___ points" or "incorrect".
Don't waffle. It is appropriate to ask for a more
specific answer with an answer such as "King Henry",
if the answer is King Henry VI but this should not
happen often. Also, it gives an unfair advantage if
you say, "Close but not quite" or if your body
language gives clues. Stoic is best.
If a question has been answered incorrectly by both
teams, give the correct answer.
The timer is the second opinion if you need to
consult on an answer's "correctness" in which case,
do not say "correct" or "incorrect" until after you
reach a decision.
Point to or say the name of the team who buzzes in
first.
If there is a question about the score, stop the
game (timer) and get it right.
Move the game at a steady, fast pace. Be loud.
Before beginning, make sure both sides have paper
and pencils. Make sure all the buzzers work. Make
sure the scorer is ready to go.
Label the questions "T" for toss up or "B" for bonus
as you read for it helps you keep track.
You will need a writing utensil of your own during
the round.
CHALLENGES: If a team wishes to challenge an answer
or question, the challenge must be made immediately
following the question, NOT at the end of the round.
On the information sheet attached to the question
package, you should note the challenge, the answer
given and whether the opposing team was awarded five
points for that question as well as the two points
for the bonus question. The reader must continue
with the round as soon as possible. All challenges
must be reported by the reader as soon as possible
and examined by the Academic Games Coordinator
At the end of each round, you will record the score
on the competition score package and the scorekeeper
and your will place your signatures next to the
score. You will then turn the score sheet and
question package for the round into the Academic
Games "Control Center."
At the end of the competition, the reader will
record the score on the competition score sheet and
the timer should place his/her signature on the
sheet verifying that the score is recorded
correctly.
II. Academic Games Readers Script: This information
should be given out to all readers and a copy taped
to the reader's desk.
Reader Script:
(Amend this as you like but make sure you cover the
main ideas during the first morning)
Welcome. This is round number _______ with (team
name) vs (team name).
Let's check our system. Let's have each person press
his/her button.
Team captain for each team, please raise your hand.
There are toss up questions worth five points and
bonus questions worth two points. If a toss up
question is incorrectly answered, the other team
automatically has 15 seconds to answer.
An interrupted toss up question bill be completely
read for the opposing team if the first team
incorrectly answers.
The answer must be started before the time limit.
An answer must be given in its entirety before the
end of the round signal. Nothing spoken after the
signal will be accepted.
A reminder to the audience: You are not allowed to
help the players in any way. Applauding and talking
are not appropriate. Please respect the competitors'
need for concentrating.
Best of luck to both teams; here we go.
III. Academic Games Timer/Judge Responsibilities:
This information should be given out to all timers
and a copy taped to the timer's desk.
You will have two clocks. A 15 minute clock and a
stop watch for the 7 & 15 second clock. You have to
time both.
Start the timer for the 15-minute event when the
Reader requests it.
Start the fifteen second stop watch when a team
buzzes in.
During the questioning period, students have 15
seconds to respond once they press their buzzer.
Call "time" loudly and assertively when fifteen
seconds runs out.
If no team buzzes in after the question is read,
start the stop watch. If 7 seconds comes and no one
buzzes in, call "time" and move the reader on.
You judge whether an answer is started before "time"
is called.
In addition to the timing responsibilities, the
reader may ask you for a second opinion on a
response to an answer. The reader makes the final
decision.
The last answer of the entire round must be finished
before the 15 minute clock rings indicating the end
of the round.
When the 15 minute clock rings, call out "round
over".
Stop the 15 minute clock if there is a challenge or
score dispute that is taking more than a reasonable
amount of time.
If a question is repeated at a team's request, the
time it takes to re-read it comes from their 15
seconds.
When a team interrupts a question and gets it wrong,
the other team will read the entire question without
the time coming from their 15 second clock.
At the end of the competition, the reader will
record the score on the competition score sheet and
the timer should place his/her signature on the
sheet verifying that the score is recorded
correctly.
IV. Scorekeeper Responsibilities: This information
should be given out to all scorekeepers and a copy
taped to the chalkboard.
1. It is your responsibility to put the team names
on the chalkboard and to keep accurate score during
the 15-minute event.
2. The reader will decide on the accuracy of the
response to each question and tell you how to record
it.
3. You should keep a running total on the board, and
should NOT erase any points until the reader has
recorded the scores. Toss-up questions are worth 5
points and bonus questions are worth 2 points. No
points are deducted from the team that answers a
question incorrectly.
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