Team Elements



Team members. Kids ages 9-14 with
typically 6-10 kids per team. A minimum of 4 is recommended.
Coach. Responsible for registering the team, obtaining the LEGO MINDSTORMS kit, having access to a personal computer
(PC or Mac), organizing the practices and finding a practice space, getting the team to
and through the competition. Coaches do not need technical expertise but must be willing
to acquire some basic knowledge of the programming environment and LEGO robot design (see Coaching 101). Extensive technical assistance will be available
through mentors, manuals, and this web site.
Identify a Coach
Coaches can be teachers, parent
volunteers, or technology professionals. Greatest success happens when all of the above combine their specific skills to
generate the richest experience. Don't worry if you're not a "techie". Successful FLL teams have been coached by
non-technical folks. Remember, success is not
defined by how many trophies you win.
Mentor. Technical advisor.
Scientist, engineer, or technical professional from local industry. Assigned to the team
upon request. For more information, visit the ASME New Orleans Section web site.
Team Operational Profile
The selection of a coach will be a
determining factor in defining the team operational profile. Teams operate under several categories. They can
be associated with a school, managed by school personnel; or they can exist as an
independent club operated by Scout Troops, Park and Recreation volunteers, or a group of
interested neighbors.
School Team: School teams can operate as
co-curricular or extra-curricular activity; or a combination of both. Following are
scenarios that can be adopted.
After school
profile: Students meet after school for practices. Practice times/days vary
according to defined goals. A general standard here is two days a week to start, working
to three or four days a week as the deadline nears, with each practice lasting 1.5 to 2
hours. This is probably the most common method for first-year teams.
During
school/daily profile: Students have a 45 minute project period written into the
normal school day.
During
school/weekly profile: Students are taken out of their normal class one day a
week for a project period of 2 to 4 hours.
Club Team: Many schools allow outside clubs to
operate during the school day following the scenarios listed above. If this is the case,
it may be advantageous to adopt the school time as practice time. If the club is totally
independent of the school the after school practice profile will fit the best
Practice Venue
An adequate practice venue is contingent
upon having access to the necessary computer hardware and the space to build and test the
robot. Eventually, each team will want to set up a practice field to give your team a
chance to test actual project performance. The practice field can be as simple as clearing
an area on the floor and placing any challenge components within the space, or as
elaborate as a full competition table. Some teams have found it advantageous to share
access to a practice field with other teams in the area.
Team Size
Team size is a function of resources and
the team operational profile. There are 4 main areas that team members can work on:
programming, design, building, and hypothesis. These requirements can be fulfilled with as
few as 4 kids or as many as the coach is willing/able to work with.
A maximum of 10 team members can
participate on tournament day. However, if you have the resources, a large number of
kids can be accommodated. A computer lab and site license for the MindStorms software can
put 20 kids on programming at the same time. With a team of volunteers, multiple
Exploration Stations can be set up with 2 to 3 students per station. If you
are overwhelmed with students interested in the program and have adequate funding and
coaching resources, you can consider forming multiple teams. With only one kit, a team of
thirty students is still possible but you may have to limit the building and programming
to a core group of students and engage the others in development of the hypothesis and
team identity (promotions, fund-raising, T-shirt design, etc.). In all cases, your
organizational design goes a long way in answering the question of how many students to
involve.