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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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