FUSD Tournament of Technology Handbook

Tournament Overview

On Saturday, March 21st, 2020, students, coaches, and parents will come together at Ahwahnee Middle School to participate in the thirteenth annual Tournament of Technology. Students will compete in 14 inspiring events designed to encourage students to work together as they apply their technology interests and skills in engaging and challenging ways.

During the day of competition, there will be onsite events and student presentations of previously created projects, live robotics competitions, technology displays and a variety of other venues in which to participate.

The Tournament Mission is to:

  • Engage students with a variety of innovative technologies to help develop the 4 C’s of 21stCentury learning: Collaboration, Communication, Critical Thinking, and Creativity.
  • Prepare teachers and students for the implementation of the Common Core Standards.
  • Help teachers throughout the district infuse technology into their classrooms to enhance the learning environment of our students.

The Tournament Core Values:

  • Meaningful Value: Ensuring that the work we are creating is meaningful and useful
  • Collaboration: Working with one another to accomplish and create something that encompasses our TOT Core Values
  • Integrity: Utilizing strong moral principles when it comes to decision-making
  • Valuing Diversity: Acknowledging the differences between people and seeing those differences as a valued asset
  • Avoiding Plagiarism: Preventing plagiarism by teaching students the correct way to interpret, quote, and cite to produce their own version of the text they are researching

Scoring And Divisions

Each school may enter up to 5 teams into each event. Each team can participate in 4 events max. All teams will be considered for individual awards for each event, however, only the best two teams from each school will be counted for the overall team sweepstakes.

The first-place team in each event will be awarded 10pts for their school, 2nd= 8pts, 3rd=6pts, 4th= 4pts, 5th=2pts, and 6th place will earn 1 point. Again, only the top two teams from each school will be considered for overall team scores and the other teams from that school will be removed from the rankings. Points from each event will be added together for overall team scores.

There will be two divisions to make the tournament more equitable for schools participating with fewer teams. Divisions will be based on the total number of events each team participates in per school (Example below):

School A 10 Teams: Total Events per team
  5 Teams are participating in 3 events each 15
  3 Teams are participating in 4 events each 12
  2 Teams are participating in 2 events each 4
  Total Events for School A 31

Divisions will be split based on the median of all school totals. The highest totals above the median will be placed in Division 1 and the lowest totals below the median will be placed in Division 2. A school may opt to bump up to Division 1 if they choose. Awards and trophies will be passed out for each division.

Additionally, the tournament will be split into 4 categories: Robotics, Video, Design, and Coding. There will be team trophies awarded for each category, as well as the overall tournament.

TOURNAMENT TIMELINE:

Date

Event

Location

Time

 September 12, 2019

 Initial Coordinators meeting

 SID Lab at Bitwise- Rm 219

 3:45 PM

 October 9, 2019

 Initial Coaches Meeting

 SID Lab at Bitwise- Rm 219

 3:45 PM

 January 15, 2020

 2nd Coaches Meeting

 SID Lab at Bitwise- Rm 219

 3:45 PM

 January 15, 2020

 Registration/Project Submission Opens

 TOT App

 6:00 AM

 March 4, 2020

 T-Shirt Registration Closes

 TOT App

 11:59 PM

 March 6, 2020

 Project Submission Deadline & Team  Registration Closes

 TOT App

 10:00 PM

 March 7 – March 12, 2020

 Design Document Judging Event

 TOT App

 March 11th @ 11:59 PM

 March 16, 2020

 Final Coaches meeting

 SID Lab at Bitwise- Rm 219

 3:45 PM

 March 21, 2020

 Competition Day

 Hoover High School

 7:00 AM-3:00 PM


Events Overview

Coding Category:

App Development: Teams of 2-4 students will design and program a multi-screen app prototype that addresses a need/problem relevant to today’s youth. Students will create a proposal with a “paper prototype” of their app. Teams will then create a working prototype of their app using code.org’s App Lab. At the tournament, students will present their app to a panel of judges in a shark tank style event.

Design Category:

3D Derby: Teams of 2-4 students will use a 3D modeling program to design a car and then print it with a 3D printer. Teams will then race their cars at the tournament to see which car is the fastest.

3D Bridge Design: Teams of 2-4 students will use a 3D modeling program to design a bridge and then print it with a 3D printer. Teams will then test their bridges at the tournament to see which has the best weight to load ratio.

3D Useful Object: Teams of 2-3 students will design, prototype and print a useful object with the Makerbot 3D printers.

Minecraft Game Design: Teams of 2-4 students will design and program a 5-minute video game that is both fun and challenging using Microsoft’s Minecraft Education Edition.

Web Design: Teams of 2-4 students will create an interactive website design. The website should explain a topic relevant to their school culture and climate.

Robotics Category:

VEX/Lego Robotics- Battle Bots: Teams of 2-4 students will create a robot, using either Lego MindStorms or Vex kits. There is no weight limit for these robots. On the day of competition teams will compete in one on one challenges and advance through a tournament bracket to the final rounds.

VEX/Lego Robotics - Search & Rescue: Teams of 2-4 students will create an original robot prior to the tournament day. On the day of competition, they will attempt to rescue figures from a course using only a video feed from their robot.

VEX/Lego Robotics - Robot C Challenge: Teams of 2-4 students will create a robot, using either LEGO Mindstorms or Vex IQ. On the day of competition, they will write Robot C line code that will allow the robot to navigate a course that will be revealed at the event.

VEX/Lego Robotics - Soccer Bots: Teams of 2-3 students will create a robot that can navigate a blind maze using a live video feed and then find 3 randomly placed objects, remove them from the maze, and drop them into the safety target zone. Students’ robots may be made from LEGO Mindstorms or VEX IQ kits.  Students may use rubber bands or tape to modify their claw for more grip.

Video Category:

NOTE: On the day of competition, all Video events will have a separate Live Challenge.

Video Production - PSA: Teams of 2-4 students will produce a digital video public service announcement (PSA). A PSA airs to benefit the general public, to improve the society we live in and frame the best hope for our lives today and our children’s lives tomorrow.

Video Production - Advertisement: Teams of 2-4 students will collaborate with a local business owner to produce a digital video advertisement. Ads should be sensitive to the purpose and targeted to specific demographic.

Video Production – Documentary: Teams of 2-4 students will research and produce a documentary on an issue, topic, or person of importance.

Video Production - Blockbuster: In this event your team of 2 - 4 students will produce a 5-minute action, drama, or comedy blockbuster. Videos should be original with creative storylines and strive to keep the viewer engaged for the full length of the video.


Design Doc And Live Challenge

All events have a Pre-Submission and LIVE Challenge:

Minecraft, Coding, Website, and Video Event Teams:

Projects will be pre-submitted online by March 6, 2020, and all teams will compete in a LIVE challenge on the Main Event day.

Design Documents:

All Robotics Events, 3D Derby and 3D Bridge Design:

These teams must complete a Design Document outlining the process of designing and testing their project. There will be four main sections: Research, Specifications, Programming and Testing. Design Documents must be converted to a PDF file before uploading to the TOT site no later than 10:00 pm, March 6, 2020.

The Design Document requirements account for 30% of the total score. Sample Design Documents and Event Support files can be found on the Tournament of Technology App Events Page.

Live Challenges:

All Video Events, Minecraft, Web Design:

These teams will all have LIVE Challenges to compete in on the day of the tournament. The LIVE Challenge emphasizes students’ abilities to collaborate, cooperate, be creative and to perform! In the LIVE Challenge, technology simply serves as a tool; something to help student teams with the creation of a dynamic performance or presentation.

Teams will not be made aware of what their specific challenge will be until the actual time of their competition on the day of the tournament. They will be given a limited time period to plan, create and present their solution. LIVE CHALLENGES will account for 30% of the total score. Practice LIVE Challenges can be found on the Tournament of Technology App Events Page.


Coaches Roles And Responsabilities

The coaches’ role in the main events is to provide opportunities for students to practice the skills needed to successfully complete each task and to then guide them through the production of each project. It is the coach’s responsibility to assure that all copyright rules are followed and that each project is entirely and originally produced by the students. The coach is also responsible for submitting the projects to the TOT site by 10:00 pm on March 6, 2020.

The coaches’ role in the live challenges is to prepare students for their live competitions on the day of the tournament by providing them opportunities to practice the skills they will need to be successful and giving feedback. Almost all of the live challenges focus on the 4 C’s of 21st Century learning: Collaboration, Communication, Critical Thinking, and Creativity while also connecting in some way to the Main Event.

*NOTE: Coaches will also need to be aware that students competing in multiple events may potentially face scheduling conflicts. Students should be limited to participate in 4 events. It is the coach’s responsibility to review the schedules prior to the day of the tournament and contact tournament coordinators if there are any problems.


Copy Right Requirements

Entries must adhere to all applicable copyright laws.

Fair use guidelines must be followed. Section 107 of the 1976 Copyright Act

(http://www.copyright.gov/title17/92chap1.html#107) establishes limitations on the exclusive rights of copyright holders, termed “Fair Use.”

These factors to be considered when determining fair use are:

  • The purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes,
  • The nature of the copyrighted work,
  • The amount and substantiality of the portion used in relation to the copyrighted work as a whole, the effect of the use upon the potential market for or value of the copyrighted work.

With today's legal system and laws governing copyright there are no “bright line rules” that can be quoted for copyright violations. Some examples of CLEAR copyright violations would include:

  • A student uses a MP3 audio file of a song he downloaded at home using KaZaa (a peer-to peer file sharing client) and includes it as background music in his school group’s video project.
  • A student uses the Disney logo of Mickey Mouse and alters it slightly for their multimedia project’s introductory page, using part of the school mascot as well as the Disney logo in a combined, new image collage.
  • Students use video footage of other students in class and at their homes, but fail to obtain signed permission slips from the participating students and their parents to use the video clips in a school project submitted for state competition and possible publication online.
  • Students use several video clips from commercial DVDs owned by students and rented from a local video store in their cooperative video project.

All copyrighted works used in projects must include documented permission from the copyright owner.

The Copyright for Fair Use for Teachers will serve as a “rule of thumb” guide.

Examples of documented permission include:

  • Signed letters.
  • E-mails.

Copies of web sites and/or other publications giving a blanket waiver to use the copyrighted material.


Copy Right Guidelines
Copyright and Fair Use Guidelines for Teachers

TECHNOLOGY & LEARNING

This chart was designed to inform teachers of what they may do under the law. Feel free to make copies for teachers in your school or district or download a PDF version at www.techlearning.com. More detailed information about fair use guidelines and copyright resources is available at www.halldavidson.net.
Medium Specifics What You Can Do The Fine Print
Printed Material (short)
  • Poem less than 250 words; 250-word excerpt of poem greater than 250 words
  • Articles, stories, or essays less than 2,500 words
  • Excerpt from a longer work (10 percent of work or 1,000 words, whichever is less)
  • One chart, picture, diagram, or cartoon per book or per periodical issue
  • Two pages (maximum) from an illustrated work less than 2,500 words, e.g., a children’s book
  • Teachers may make multiple copies for classroom use and incorporate into multimedia for teaching classes.
  • Teachers may make multiple copies for classroom use and incorporate into multimedia for teaching classes.
Printed Material (archives)
  • An entire work
  • Portions of a work
  • A work in which the existing format has become obsolete, e.g., a document stored on a Wang computer
  • A librarian may make up to three copies “solely for the purpose of replacement of a copy that is damaged, deteriorating, lost, or stolen.”
  • Copies must contain copyright information.
  • Archiving rights are designed to allow libraries to share with other libraries one- of-a-kind and out-of-print books.
Illustrations and Photographs
  • Photograph
  • Illustration
  • Collections of photographs
  • Collections of illustrations
  • Single works may be used in their entirety, but no more than five images by a single artist or photographer may be used.
  • From a collection, not more than 15 images or 10 percent (whichever is less) may be used.
  • Although older illustrations may be in the public domain and don’t need permission to be used, sometimes they’re part of a copyright collection. Copyright ownership information is available at www.loc.gov or www.mpa.org.
Video (for viewing)
  • Videotapes (purchased)
  • Videotapes (rented)
  • DVDs
  • Laserdiscs
  • Teachers may use these materials in the classroom.
  • Copies may be made for archival purposes or to replace lost, damaged, or stolen
    copies.
  • The material must be legitimately acquired.
  • Material must be used in a classroom or nonprofit environment “dedicated to face- to-face instruction.”
  • Use should be instructional, not for entertainment or reward.
  • Copying OK only if replacements are unavailable at a fair price or in a viable format.
Video (for integration into multimedia or video projects)
  • Videotapes
  • DVDs
  • Laserdiscs
  • Multimedia encyclopedias
  • QuickTime Movies
  • Video clips from the Internet
  • Students “may use portions of lawfully acquired copyright works in their academic multimedia,” defined as 10 percent or three minutes (whichever is less) of “motion media.”
  • The material must be legitimately acquired: a legal copy (not bootleg) or home recording.
  • Copyright works included in multimedia projects must give proper attribution to copyright holder.
Music (for integration into multimedia or video projects)
  • Records
  • Cassette tapes
  • CDs
  • Audio clips on the Web
  • Up to 10 percent of a copyright musical composition may be reproduced, performed, and displayed as part of a multimedia program produced by an educator or students.
  • A maximum of 30 seconds per musical composition may be used.
  • Multimedia program must have an educational purpose.
Computer Software
  • Software (purchased)
  • Software (licensed)
  • Library may lend software to patrons.
  • Software may be installed on multiple machines, and distributed to users via a network.
  • Software may be installed at home and at school.
  • Libraries may make copies for archival use or to replace lost, damaged, or stolen copies if software is unavailable at a fair price or in a viable format.
  • Only one machine at a time may use the program.
  • The number of simultaneous users must not exceed the number of licenses; and the number of machines being used must never exceed the number licensed. A network license may be required for multiple users.
  • Take aggressive action to monitor that copying is not taking place (unless for archival purposes).
Internet
  • Internet connections World Wide Web

 

  • Images may be downloaded for student projects and teacher lessons.
  • Sound files and video may be downloaded for use in multimedia projects (see portion restrictions above).
  • Resources from the Web may not be reposted onto the Internet without permission. However, links to legitimate resources can be posted.
  • Any resources you download must have been legitimately acquired by the Website.
Televisions
  • Broadcast (e.g., ABC, NBC, CBS, UPN, PBS, and local stations)
  • Cable (e.g., CNN,MTV, HBO)
  • Videotapes made of broadcast and cable TV programs
  • Broadcasts or tapes made from broadcast may be used for instruction.
  • Cable channel programs may be used with permission. Many programs may be retained by teachers for years— see Cable in the Classroom (www.ciconline.org) for details.
  • Schools are allowed to retain broadcast tapes for a minimum of 10 school days. (Enlightened rights holders,such as PBS’s ReadingRainbow, allow for much more.)
  • Cable programs are technically not covered by the same guidelines as broadcast television.
Sources: United States Copyright Office Circular 21; Sections 107, 108, and 110 of the Copyright Act (1976) and subsequent amendments, including the Digital Millennium Copyright Act; Fair Use Guidelines for Educational Multimedia; cable systems (and their associations); and Copyright Policy and Guidelines for California’s School Districts, California Department of Education. Note: Representatives of the institutions and associations who helped to draw up many of the above guidelines wrote a letter to Congress dated March 19,1976,stating: “There may be instances in which copying that does not fall within the guidelines stated [above] may nonetheless be permitted under the criterion of fair use.”

 


Internet Safety Forms

The Internet permission forms are necessary for us to allow student work to be published on the web.  These forms are located on the IT website under the Students > Acceptable Use Policy link.  Direct links to the documents are provided below for your convenience.

English: https://www.fresnou.org/dept/it/Documents/studentwebEnglish.pdf

Spanish:  https://www.fresnou.org/dept/it/Documents/studentwebSpanish.pdf

Hmong:  https://www.fresnou.org/dept/it/Documents/studentwebHmong.pdf

Khmer: https://www.fresnou.org/dept/it/Documents/studentwebKhmer.pdf

Lao:  https://www.fresnou.org/dept/it/Documents/studentwebLao.pdf


Sample Parent Letter

Date

Dear Parent or Guardian,

I am pleased to inform you that your child has been selected to compete as a member of the 2020 Technology Team for ___________ School.  The tournament events provide students with new opportunities to excel in school by developing technology literacy and problem-solving skills.

As a member of the team, your child will be participating in one or two of the events below at the Thirteeth Annual, Fresno Unified School District, Tournament of Technology to be held Saturday, March 21, 2020 at Hoover High School.

Teams are preparing for competition day in a number of ways, including making projects such as videos, LEGO robotic vehicles, Minecraft Worlds, and 3D printed cars to name a few; and by practicing with technology tools including programming and video applications for competitions that day.  This year students will also compete in a live challenge that will require teams to engage in quick, creative, and critical thinking.  At stake, are awards in each event and an overall school championship trophy.

You are invited to come to watch the robotics competitions, car races, and bridge testing during the morning as well as to attend the awards ceremony that afternoon. 

Thank you for your support.

 Event

 Session /Time

 3D Derby Races

 

 3D Bridge Design

 

 Minecraft Game Design

 

 Website Design

 

 Coding - App Development

 

 Robotics – Battle Bots

 

 Robotics – Robot C Challenge

 

 Robotics – Soccer Bots

 

 Robotics – Search & Rescue

 

 Video - Advertisement

 

 Video - Blockbuster

 

 Video - Documentary

 

 Video - PSA