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Location | |
---|---|
Area served | US, Canada, and 30 other countries |
Products | Educational Programs that teach 21st century skills |
Members | 1 million alumni |
Owner | 501(c)(3) |
Key people | Michele Tuck-Ponder |
Revenue | $10 million |
Employees | 30 |
Volunteers | 38,000 [1] |
Formerly called | OM Association, Inc. |
Destination Imagination (DI) is a volunteer-led, educational non-profit organization that teaches "21st century" skills and STEM (Science, Technology, Engineering and Mathematics) principles to kindergarten through university level students by collaborative problem solving challenges.
Founded in 1999, Destination Imagination emerged as the result of a dispute between splinter factions within the Odyssey of the Mind Organization, which was founded in 1978 as a creative problem solving competition at Glassboro State College in New Jersey. On September 24, 1999, Odyssey of the Mind Association, Inc. (the non-profit group responsible for holding international creative-thinking competitions), and Creative Competitions, Inc. (the company holding intellectual property of support materials), reached an agreement wherein Creative Competitions would retain intellectual property rights and both organizations would sponsor separate creative competitions. During the dispute, some Odyssey volunteers formed another problem-solving organization, Destination Imagination, because they feared the legal dispute would hold up the year's competition. Destination Imagination subsequently merged with OM Association "to help unify [its] volunteers and make (our group) the pre-eminent world-class problem-solving program for students," according to then-OM Association Executive Director Robert Purifico. [2]
The standards-based challenges have both long and short-term components. In August of each year, Destination Imagination releases seven new challenges, pertaining to different subject matter areas that a team must solve. Teams then have until the date of their first tournament to work on the challenges. All challenges include a presentation portion, rehearsed or on the spot. The types of team challenges include technical, scientific, fine arts, improvisational, structural, service learning, and early learning challenges.[ citation needed ]
Each year, Destination Imagination releases seven challenges geared to specific learning objectives. These challenges are then solved by teams.
The Technical Challenge requires teams to build equipment, such as vehicles, in order to solve their challenge. They must also include a performance, in a specific form or about a general topic supplied with the challenge. In addition, the challenge requires teams to create specific elements unique to the team that will count as Team Choice Elements. The team will be evaluated on their creativity and originality, the quality, workmanship and effort, and the integration of the elements into the presentation. Normally, Team Choice Elements account for 15% of a team's score. The Team Choice Element can be anything that the team chooses, as long as it is not a scoring element.[ citation needed ]
The Scientific Challenge requires teams to do research on a specific aspect of science, and then create a performance based on it. Sometimes, there is also a specific requirement to build a certain kind of prop or costume. In addition, the challenge requires teams to create two specific elements unique to the team that will count as Team Choice Elements. The team will be evaluated on the creativity and originality, the quality, workmanship and effort, and the integration of the element into the presentation. Normally, Team Choice Elements account for 15% of a team's score. The Team Choice Element can be anything that the team chooses, as long as it is not a scoring element.
The Fine Arts Challenge requires teams to create and act out a performance that demonstrates some theatrical technique. It may be to use a certain method of presentation or to make a certain type of prop. In addition, the challenge requires teams to create two specific elements unique to the team that will count as Team Choice Elements. The team will be evaluated on the creativity and originality, the quality, workmanship and effort, and the integration of the element into the presentation. Normally, Team Choice Elements account for 15% of a team's score. The Team Choice Element can be anything that the team chooses, as long as it is not a scoring element.
The Improvisational Challenge requires teams to think on their feet and create a skit within a short window of time, and then present it. There is usually a theme, of some sort, as well as a prop requirement that requires teams to create or incorporate different props. The team will also be evaluated for teamwork in this challenge.
The Engineering Challenge requires teams to create a structure, with material and weight requirements, as well as an accompanying performance that has to do with some aspect of the structure. The structures are scored using a weight held ratio (WHR), where the weight held at the tournament is divided over the weight of the structure, to create a fair comparison of team structures. Some years, there have been additional elements that the team had to incorporate into their structures, such as holding golf balls. By performing these extra tasks, the team may receive additional weight held credit. In addition, the challenge requires teams to create two specific elements unique to the team that will count as Team Choice Elements. The team will be evaluated on the creativity and originality, the quality, workmanship and effort, and the integration of the element into the presentation. Normally, Team Choice Elements account for 15% of a team's score. The Team Choice Element can be anything that the team chooses, as long as it is not a scoring element.
The Service Learning Challenge, also known as projectOUTREACH, requires teams to do a service project that benefits their community, and then create a performance to present at the tournament. The challenge always has a theme that the team has to incorporate into their skit, or the way they carry out their project. For some program seasons, the challenge requires teams to create two specific elements unique to the team that will count as Team Choice Elements. The team will be evaluated on the creativity and originality, the quality, workmanship and effort, and the integration of the element into the presentation. Normally, Team Choice Elements account for 15% of a team's score. The Team Choice Element can be anything that the team chooses, as long as it is not a scoring element.
For kids 4-to-7 years of age, Destination Imagination offers the Rising Stars! for Early Learners Challenge. The challenge encourages kids to be creative and is noncompetitive, which allows kids to play and experiment with their solutions without pressure. The children can also partake in the showcase option, which allows them to present their solutions at a tournament.
Once entering the restricted Instant Challenge area, teams are directed to a holding room where they turn in paperwork, and take the Instant Challenge Promise, which states, "We promise not to talk about ANYTHING that we see, hear, do or say in this room UNTIL AFTER GLOBAL FINALS. If we are heard or are found to have shared this Challenge with anyone, we will be disqualified from the Tournament. However, we can talk about it privately among our team and Team Manager(s)." [4] After taking the promise, the team is directed to an Instant Challenge room, where they complete the Instant Challenge. Once the Instant Challenge is complete, teams are either taken to a "chill-out" room, or released from the Instant Challenge Area. In a "chill-out" room, teams may quietly discuss the Instant Challenge among themselves and their team manager.
Team solutions are assessed at a regional tournament, an affiliate (state, province or country) tournament or Global Finals. Every year, local volunteers help run over 200 Destination Imagination tournaments around the world.
At the tournament, Destination Imagination teams will solve two types of Challenges: Team Challenges and Instant Challenges. Teams will perform their Challenge solutions to a group of Appraisers. Destination Imagination Appraisers are local volunteers who have been trained to assess the Challenges.
Destination Imagination teams that advance past regional, state, and country tournaments are invited to participate in Global Finals. (Note: When global finals are held in the US, US teams bypass country tournaments and go straight to global finals. Not all countries host a regional or state competition.) Global Finals is the culminating event of every Destination Imagination season.
In October 2012, Destination Imagination established the STEM & Literacy Pathways for Early Learners (Pathways) for children 3 – 6 years of age. Using fun and engaging activities for school and at home, Pathways provides children with a jump start in literacy and Science, Technology, Engineering and Mathematics ("STEM") concepts, while promoting critical and creative thinking skills.[ citation needed ]
Creativity is a phenomenon whereby something somehow new and somehow valuable is formed. The created item may be intangible or a physical object.
Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members.
Scenic design is the creation of theatrical, as well as film or television scenery. Scenic designers come from a variety of artistic backgrounds, but in recent years, are mostly trained professionals, holding a B.F.A. or M.F.A. degrees in theater arts. Scenic designers design sets and scenery that aim to support the overall artistic goals of the production. There has been a consideration that scenic design is also production design; however, more accurately, it is a part of the visual production of a film or television.
The creative industries refers to a range of economic activities which are concerned with the generation or exploitation of knowledge and information. They may variously also be referred to as the cultural industries (especially in Europe or the creative economy, and most recently they have been denominated as the Orange Economy in Latin America and the Caribbean.
Odyssey of the Mind, abbreviated OM or OotM, is a creative problem-solving program involving students from kindergarten through college. Team members work together at length to solve a predefined long-term problem and present their solution to the problem at a competition. They must also participate in the spontaneous portion of the competition by generating solutions to a problem they have not seen before. While the long-term problem solution often takes many months to complete and involves various elements of theatrical performance, construction and design, the spontaneous portion occurs on the day of the competition.
Synectics is a problem solving methodology that stimulates thought processes of which the subject may be unaware. This method was developed by George M. Prince and William J.J. Gordon, originating in the Arthur D. Little Invention Design Unit in the 1950s.
The Tournament of Minds (ToM) is a school competition program available throughout Australia, New Zealand, South Africa, Hong Kong, Thailand, India, Cambodia, Indonesia and Singapore. The competition is most prominent in Australia, but is slowly expanding to other countries. The program runs through the third school term, commonly commencing in the first week back at school.
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Paulding Middle School was originally the first high school built in the area in 1906. Decades later, the school became the lower school that fed into the new high school. Currently, the school is one of three middle schools in the Lucia Mar Unified School District teaching about 625 students in grades 7 and 8. Paulding has been designated a California Distinguished School four times
Feist Publications, Inc., v. Rural Telephone Service Co., 499 U.S. 340 (1991), was a decision by the Supreme Court of the United States establishing that information alone without a minimum of original creativity cannot be protected by copyright. In the case appealed, Feist had copied information from Rural's telephone listings to include in its own, after Rural had refused to license the information. Rural sued for copyright infringement. The Court ruled that information contained in Rural's phone directory was not copyrightable and that therefore no infringement existed.
Convergent thinking is a term coined by Joy Paul Guilford as the opposite of divergent thinking. It generally means the ability to give the "correct" answer to standard questions that do not require significant creativity, for instance in most tasks in school and on standardized multiple-choice tests for intelligence.
Assemblage refers to a text "built primarily and explicitly from existing texts to solve a writing or communication problem in a new context". The concept was first proposed by Johndan Johnson-Eilola and Stuart Selber in the journal Computers & Composition in 2007. The notion of assemblages builds on remix and remix practices, which blur distinctions between invented and borrowed work. This idea predates modernism, with the quote by Edgar Allan Poe, "There is no greater mistake than the supposition that a true originality is a mere matter of impulse or inspiration. To originate, is carefully, patiently, and understandingly to combine."
The All-Earth Ecobot Challenge is a competition that occurs yearly for students throughout Texas in grades 5-8 that started in 2009. It encourages students to be creative, learn more about robots, learn about the environment and how to help protect it, and prepares them for future jobs. The Ecobot Challenge uses various Lego pieces, Lego NXT sets, and PowerPoint.
Future Problem Solving Program International (FPSPI), originally known as Future Problem Solving Program (FPSP), and often abbreviated to FPS, is a non-profit educational program that organizes academic competitions in which students apply critical thinking and problem-solving skills to hypothetical future situations. The program looks at current technological, geopolitical, and societal trends and projects those trends 20–30 years into the future in order to train students to develop solutions to the challenges they may face as adults. FPSPI was founded by creativity researcher Ellis Paul Torrance in 1974. Today, thousands of students from over 20 countries participate in the program each year. Most FPSPI components are open to students who are in the equivalent of the U.S. grade level range of 4 through 12.
Imagination Express is an educational series of interactive storybook generator video games developed by Edmark, and announced on November 14, 1994. The titles in the series include Destination: Castle, Destination: Neighborhood, Destination: Rain Forest, Destination: Ocean, Destination: Pyramids, and Destination: Time Trip, USA.
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