The BEST Teams
Only one team per school can participate; the school determines student
eligibility. There is no limit on the number of students that can
participate. Students who want to participate but don't want to do
robotics can handle publicity, design the team logo, design T-shirts,
or perform an infinite number of other jobs.
The BEST COMPETITION
Robotics - Each team designs and builds a radio-controlled machine to accomplish
defined tasks in a game-type format. Six weeks before the competition,
the teams gather for Kick Off Day in early September at local hub
sites where they receive identical kits of equipment (motors, r/c
unit, batteries, etc.) and raw materials from which to build their
machines, and a detailed set of game rules. The machines they build
cannot weigh more than 24 pounds, must fit within a 24-inch cube,
and must be built only from the raw materials supplied to them by
the local hub.
The BEST Award - Teams that compete in this optional competition write are
judged on the following: a Project Engineering Notebook; an oral presentation;
an educational display or exhibit; a judges interview; spirit and sportsmanship;
and robot performance. Winning the BEST Award is considered the highest achievement any
team in the competition can accomplish.
Matches - In the robotics competition, four teams compete against each other
in a series of 3-minute, round robin matches in a preliminary round. Each team gets to compete
in a minimum of five matches. In a match, the robots "race" to determine which robot scores the
most points performing certain tasks. The top scoring teams at the end of the preliminary round
advance to a championship round.
The BEST Mentors
Industry and academic coaches act as mentors for the students, encouraging
and guiding them as they design and build their robots. In the BEST
process, students remain the primary decision-makers and builders.
The BEST Hubs
Teams are organized geographically into "Hubs" consisting
of at least eight schools. The BEST program is made possible through
a collaboration of teachers, technical mentors, corporate and academic
hub volunteers, and funding sponsors. Each hub depends on a business,
university, or other organization willing to coordinate area teams.
Funding is obtained from local sponsors.
The BEST Schedule
Kick Off Day occurs on a Saturday in September.
The local hub brings together the teams signed up to compete and unveils
(in many cases, literally!) the playing field, game theme, and rules
for the year. Up until this day, the playing field and challenge have
been kept secret from the teams. Teams are introduced to the game,
the rules are discussed, and the kits are distributed. The event usually
lasts a couple of hours. A high school gym or similar facility is
typically used, with the playing field being set up on the court.
Mall Day takes place on the Saturday of the fifth
week of the competition. The local hub sets up the playing field at
a local mall and teams are encouraged to sign-up for practice driving
times throughout the day. The purpose is to provide practice, but,
typically, teams come to “borrow” (i.e., steal) ideas
from other teams about robot functionality (or lack thereof). It’s
also a great way to generate interest in the upcoming game. Hubs usually
invite television and newspaper coverage to help promote the competition.
Game Day occurs six weeks after Kick Off Day. It
is typically a one-day event that merges the excitement of a high
school basketball game with the strategy of a chess match and intellectual
challenge of a science fair. Bands, cheerleaders and family cheer
their teams on in the competition. Many hubs host the game in local
high school gyms that can accommodate several hundred and upwards
to a thousand guests. The gym floor is more or less divided in half,
with one half containing the playing field and the other half containing
what is called “the Pit”—sort of like the pit stop
in a NASCAR race. Each team is provided a table on which to work on
their machine between matches.