Sie sind auf Seite 1von 11

Science Camp

2019
Physics Olympics
Engineering Challenge

“AGRIN
1. Each subcamp will be required to send ten (10) members
each to compete in the two events, Engineering Challenge
and Physics Olympics.
2. It will be the discretion of the subcamp as to who will be
competing in the challenges.
3. The two events will occur simultaneously on the second day
of the Science Camp 2019.
4. After each challenge or game, this rulebook will be given to
the assigned facilitator to know their subcamp’s score.
5. In the Engineering Challenge, each subcamp will be com-
pleting four (4) different challenges each with relation with
engineering.
6. After the given time, a panel of judges shall rate the challeng-
es duly accomplished by the teams per subcamp. The deci-
sion of the judges shall be final and irrevocable.
7. In the Physics Olympics, all participants are to play games in
relation to Physics in a single elimination format, which will
determine whether they will compete in the finals.
8. Each subcamp shall compete with another subcamp within
their respective camps.
9. The score of the top three (3) scorers of each camp will be
tallied with the other camps. The top four (4) of the nine (9)
qualifiers will advance to the finals.
10. Any injuries shall not be held responsible by the club and fa-
cilitators.
7:30—10:30 | Rube Goldberg
10:30—11:00 | Judging of “Rube Goldberg” Gymnasium

8:00—9:00 | Blowin’ in the Wind 16 Ping-Pong Balls, 16 Plastic Cups

9:00—9:30 | Judging of “Blowin’ in the Wind”


Participants are to fill each cup with one Ping-Pong ball within
9:00—10:00 | Water Rocket Launching three (3) minutes.
10:00—10:30 | Judging of “Water Rocket Launching”

10:00—11:30 | Building Bucket Towers


 Each subcamp must have one representative. Teams with no repre-
11:00—11:30 | Judging of “Blowin’ in the Wind” sentative shall be disqualified.
 Each player will be given three minutes.
8:00—11:30 | Physics Olympics (simultaneous challenges)  Each player will be given 16 Ping-Pong balls.

 Players must make the Ping-Pong balls bounce off a table that is one-
half meter apart. Throwing the ball directly to the cup nulls the score.

 If he/she fails to land the ball in the cup, the facilitators may help in
pick-ing up the balls.

 A player’s turn will end once he/she fills the 16 cups or once he/she
 runs out of time.
 Each cup filled will be counted as one point.

 Bonus points will be added if a player makes a line (e.g. vertical, horizon-
tal, diagonal) of filled cups.

The participant with the GREATEST SCORE wins the


game.
Facilitator’s
Activity Score
Gymnasium Signature

Water Rocket

Challenge
Volleyball, Pail/Bin, Timer Launching

Blowin’ in the
Participants are to shoot the volleyball inside the pail without
Wind
knocking the pail over.

Engineering
Building Bucket
Towers

 Each subcamp must have one representative. Teams with no repre-


sentative shall be disqualified.
Rube Goldberg
 The player will stand before a line which is 3 meters away from the pail.
 Players will be given two minutes to get the volleyball inside the pail.
 Slow Bike
 Players can only the hit the ball using the only their hands, or simply by
serving the ball. They can only score whenever they can get the ball in- Linear Ac-
side the pail.

Physics Olympics
 celerator
 Each time a player shoot a ball, one point will be added to the total
points of the player.
 Tug of War
 If the player manages to shoot the ball but accidentally stepped over the
line, the player’s score will be nulled.
Darts 101
The participant with the GREATEST SCORE wins the
Volleyball Bo-
game.
nanza

Water Pong
For every Engineering Challenge (excluding the Rube Gold-berg):
Gymnasium — Dance Room
25 points — 1st place
20 points — 2nd place Dart Board, Dart Pins
15 points — 3rd place
10 points — 4th place Participants are to be the first players to reduce their initial
score to zero.
For every Physics Olympics game:
30 points — 1st place
25 points — 2nd place
 Participants start with a score of 301 and takes three (3) turns to throw
20 points — 3rd place
(3) three darts.

15 points — 4th place  The score or each turn is calculated and deducted from the player’s
total points.

Rube Goldberg:  If the player reduces the score below zero, the excess points will be
add-ed back. For example, you have five (5) remaining points and you
50 points — 1st place
 hit a seven (7), you will then have two (2) remaining points.
40 points — 2nd place  After their final turn, the remaining score will be recorded.
30 points — 3rd place
The participant with the SCORE NEAREST TO ZERO wins
The participation of each subcamp will be given five (5) points.
the game.
Top 9 Top 9 Top 9

Gymnasium

Name Name Name Name Name Name


Cloth

Top 9 Top 9 Top 9


Participants are to pull the cloth from the grasp of the oppo-
nents or to be able to drag the center of the cloth to the players’ line

Name Name Name Name Name Name

 Each subcamp must have five representatives. Teams with less than Top 9 Top 9 Top 9
five players must decide if they will still play or not. Teams without
repre-sentative will be disqualified.

 The two groups will stand behind two opposing lines that shall be drawn Name Name Name Name Name Name
using a chalk.

 Members are not allowed to wrap or tie the rope around their hands for
 safety measures. (The score of the top nine will be tallied in order to determine the top four)
 The center of the cloth will be marked by a small cloth.
 Once the game starts, the groups must pull the cloth into their team line.

Winner 1 Winner 2 Champion
 If the cloth were pulled from the grasp of the opponent or if the center of
the cloth went past the team line, that team will be held as the winner.

 The time of finishing the game will be recorded in order to determine the
top groups.
Top 1 Top 2 Top 3 Top 4 Winner 1 Winner 2

The group with the FASTEST TIME to finish the game will Semi-finals Finals
be ranked first.
Outside Gymnasium Samsung Smart Classroom

1.5L Bottle, Folders/Cardboards, Water, Cork Stopper, GLX Explorer, Motion Sensor
Tape, Pump, Launcher, Altitude Measurer

Participants are to walk with a uniform acceleration of 0.5m/


Teams are to construct a water rocket that will be launched in
over a linear distance of 4 meters.
an upward trajectory.

 Each subcamp must have one representative. Teams with no repre-


 Each subcamp must have 1 representative. The teams will be formed sentative shall be disqualified..
by joining the representative of a subcamp with its allied subcamp.  Each participant is given 2 trials. The trial with the more accurate

 Teams are given the following materials: 1.5L bottle, folders, tape, recording will be the final.
and cork.

 Teams are given one hour to construct their rocket. After one
The participant with the NEAREST ACCELERATION
hour, teams must prepare the rockets for launching.
to 0.5m/ wins the game.
 It is to the team’s discretion how they are going to utilize the materi-
als and how much water you are going to fill it with.
 Rockets should only be built with the materials provided. The use of ma-
terials other than the given materials will automatically be DISQUALI-
FIED.
 In the given hour, teams MAY test their rockets using the launcher. But
after 1 hour, testing of the rockets will be banned for the launching of
the rockets will commence.
Parking lot between Boys and Girls Dormitories Gymnasium

Bicycle, masking tape 4 Paper Cups, 4 Paper Plates, 10m Nylon String, Scissors, 1

Plastic Straw, 3m Duct Tape, 2 Folders

Participants are to ride a bike with the slowest pace.


Teams are to design and build a device that harness an air cur-

rent in order to move along a 10m string.

 Each subcamp must have one representative. Teams with no repre-


sentative shall be disqualified.
 One bike shall be utilized by all the contestants, each taking turns in it.  Each subcamp will form a group of three members.

 A starting point shall be made and a track shall be followed by the partici-  Teams will be given the materials listed above.
pant up to the finish line to complete the activity.  Teams will be given 1 hour to design and build the device.
 
 After crossing the starting point, the whole duration of the travel shall be  During the actual test, the team must insert the string inside the
timed until the finish line plastic straw, attached to the straw is the device that they fabricated.
 
 In case that the participant goes out of the tracks or touches the lines of  A hair blower would be placed at the starting point of the string, where
the track, he/she will have a time penalty of –5 seconds. the device is located. The hair blower will be turned on for ten seconds

 In case that the participant falls out of the bike or touches the ground in order to provide an air current. The air from the blower mustn’t be
ground while riding the bike, each fall/touch shall be accounted to a time ob-structed.

penalty of –3 seconds.  Each team is given a maximum of three runs for the challenge. Each run

 No assistant shall be allowed in guiding the participant to complete the would be only 10 seconds long. Each run would start when the blower is
track.  turned on, and would end when the blower is turned off.
 The highest score of the three runs will be accepted as the final score.

The participant with the LONGEST TIME wins the game.


The device that TRAVELS THE FARTHEST in the string
wins the competition. Only the top four (4) devices will be acknowledged.
minimum requirement, the team will be awarded 25 points for
every 100 grams per 3 seconds.

Gymnasium

60 Plastic Straws, 5m Masking Tape, 2m String, Paper Cup

Teams are to build a tower comprised of a “bucket” that is


placed at the center of the tower and is able to support weights.

 Each subcamp will form a group of three members.


 Teams are given with the following materials listed above.
 Teams are given with one hour to design and build their tower.

 Teams can do anything to the materials given to them (e.g. cut the plastic
 straws).
 Teams may or may not exhaust the given materials.

 Each team must build a tower using only the given materials. Teams shall
use any materials aside from the given will be automatically DISQUALI-
FIED.

 Teams can test the strength of their tower by putting THEIR OWN
WEIGHTS but time consumed for testing will be deducted from the giv-en
time (1 hour). If the towers collapse while testing, no additional time will
be given.

 Each team is highly encouraged to expound their inner creativity to de-
sign and build a bucket tower.

Each tower must hold at least 100 grams for at least 3

seconds to earn 10 points. If a tower collapses before the target weight and
time be reached, the team will earn zero points. Once the Tower passed the
Gymnasium

Laboratory Jack, Dynamic Cart, Ramp, Slinky Spring, Marbles,


Ping-Pong balls, 1m Yarn

Teams are to construct a series of events using different struc-

tures and materials and create a domino effect that trigger another event until it
ultimately achieves the final goal, TO WATER A PLANT.

 In this activity, there will be 3 participating teams. Each subcamp must have 2
 representative in the activity, forming a team with twelve mem-bers.
 Teams will be given 3 hours to design and build the machine.

 Teams will be given the materials stated above but the teams have the freedom to
use any materials from their alliance to use in constructing the machine

 Teams should be able to make a Rube Goldberg Machine that must have at least
ten (10) events excluding the final event which is watering of a plant.

 An event will be referred to as an application of any physics concept so that it
should change direction and transfer force or motion by any means to another
event to create a domino effect.

 Teams can test their machine before the final testing. If the machine gets damaged,
no additional time will be given.

Das könnte Ihnen auch gefallen