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Free Methodist Bible Quizzing

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Title: Free Methodist Bible Quizzing


1
Free MethodistBible Quizzing
  • Coaches Training Session

2
A Bit of History
The Free Methodist Church was a pioneer for Bible
Quizzing. It began in the 1950s under the
direction of Dr. Ernest Keasling, then General
Director of Free Methodist Youth. Dr. Keasling
launched the program as a way to attract teens to
the study of Gods Word. Since that time,
thousands of Free Methodist teens have been
enriched and blessed through their experiences in
Bible Quizzing.
3
What are our leaders saying?
  • Bishop Gerald Bates
  • I am very pleased at the resurgence of quizzing
    across the denomination. It is particularly
    gratifying to see substantial numbers of smaller
    churches joining in. The in-depth exposure to
    Gods Word, the team dynamics, and the broader
    networking all tend to strengthen the
    participants in Christian discipleship and build
    the church. Historically, many of our current
    church leaders were quizzers, a significant
    endorsement in itself.

4
What are quizzers saying?
  • Ashley Farner, Gowanda, NY FMC
  • God really changed my life through quizzing.
    Now when kids ask why I believe in God, I have a
    sturdy answer. I now understand and believe in
    the Bible more than I ever had. Another good
    thing about Bible Quizzing that really helped in
    my life was the memory quotes. My favorite verse
    is Philippians 46-7. This is my favorite
    because I used to get worried about everything,
    but this verse taught me just to go to God, and
    you have nothing to worry about if you ask Him to
    help you. Bible Quizzing has been a true
    blessing to me!

5
What are quizzers saying?
  • Lydia Scandrett, Alton, IL FMC
  • Quizzing has impacted my life in a HUGE way.
    Through quizzing, I have made more Christian
    friends than I can count, I have learned more
    Bible verses than I can count, and, as a result,
    my relationship with God and my family has grown
    in ways I couldnt ever have imagined! I am able
    to use the Bible verses I have learned on a
    day-to-day basis, and God gives me insights and
    shows me how I can use the verses I have learned
    to help others. In Philippians, Paul says that
    we should shine like stars in the universe.
    Bible Quizzing has helped me to do just that.

6
Rules in Brief
  • 2 teams of 3 each quiz against each other (the
    minimum is 2 per team and you can substitute
    other quizzers in as well)
  • Each team quiz is 15 questions long
  • Each question is worth 20 points each (equal
    weight among questions). No points are deducted
    for incorrect answers
  • Quizzers have 20 seconds to answer a question

7
Rules in Brief, cont.
  • Questions can be pre-jumped (question not
    completed), however if the question is not
    correctly completed or answered, the question is
    re-read for the opposing team only.
  • Only the first 4 quizzers off their seats are
    eligible to attempt an answer.
  • A quizzer may correctly answer only 5 questions
    per quiz (quiz-out).
  • The team with highest points at the end wins.

8
Divisions of Competition
  • There are 2 levels of FMC Bible Quizzing
  • Young Teen (Grades 6-9)
  • Senior Teen (Grades 9-12)
  • (9th graders can quiz at either level)
  • There are an additional 2 levels based on
    experience
  • Rookie Division
  • Veteran Division

9
Team Set-Up
  • Young Teen teams must consist of only teens in
    grades 6-9.
  • Senior Teen teams may consist of quizzers in
    grades 6-12, provided at least one quizzer is in
    grade 10-12.
  • A Rookie team can only have one veteran quizzer
    on it.

10
The New Year
11
Coachs Expectations
  • Give the quizzers a schedule for the year that
    includes practices and tournaments.
  • What are your minimum expectations? What do you
    hope to accomplish this year?
  • Attends practices and tournaments
  • Knows all of the quotes
  • Etc.

12
Quizzer Expectations
  • Give quizzers the opportunity to set their own
    goals and their own expectations. Chart their
    progress.
  • Study for 10 minutes a day or an hour a week
  • Quiz out once at the next tournament
  • Memorize a chapter (or 2 or 3)
  • Offer rewards if they meet their goals.
  • These goals can be adjusted on a monthly basis.

13
Parental Expectations
  • Send out a letter stating the benefits of
    quizzing
  • The value of the memorized word
  • Study skills that will be gained and transfer
    over to school and college
  • The value of disciplining oneself to study when
    the desire is not there
  • Gain their involvement and support
  • Attend tournaments as coaches or help at
    practices
  • Study with their teens and hold them accountable
  • Keep them involved and in the loop

14
The Coach
15
The Coach
  • Any coach who works intensely with a quiz
    ministry is in a very strategic position as a
    role-model, spiritual mentor or as a disciple
    builder. Quizzing is much more than a game. It
    is an avenue of disciplining teenagers to become
    more like Christ, to become serious students of
    the Bible and to see their role in fulfilling the
    Great Commission.

16
The Coach is to.
  • Be a person of spiritual character with an
    interest in young people and their spiritual
    development
  • Be willing and able to lead youth into biblical
    truths and help them apply those truths to their
    lives
  • Be willing to give of his/her time in quiz
    practices, prayer, preparation and numerous trips
    to tournaments
  • Encourage each quizzer, through positive
    reinforcement, to study
  • Develop a spirit of team unity through working,
    playing and praying together

17
Sportsmanship
  • Sportsmanship is crucial. Cultivate a fine
    spirit among your team members by refraining from
    all criticism or judgment of the officials, other
    coaches or quizzers.
  • Make every effort by both precept and example to
    convey to quizzers the importance of applying
    Gods Word that they have learned to life
    situations.
  • The quiz is an ideal training ground. Quizzers
    keenly experience everything from the thrill of
    victory to the discouragement of defeat, and
    Gods Spirit is needed to successfully handle
    both types of emotions.

18
Coaching at a Quiz Meet
  • Be particularly alert during a quiz. This is not
    the time for the kids to do all of the work.
  • Pray with your team before each quiz and give
    them visible encouragement.
  • Follow along as best as you can in your portion.
  • Call a time-out if your team gets off to a slow
    start and dont hesitate to use a substitute when
    you have a comfortable lead or when one your
    regulars is having an off round.
  • Be positive in your approach.

19
Be a Spokesperson
  • Be a spokesperson for the needs and interests of
    your quiz team in your local church. No other
    group has more to gain from a successful quiz
    ministry!
  • Keep your church informed of team activities and
    tournaments.
  • Encourage them to pray.
  • Dont be afraid to have an occasional fund-raiser
    to buy needed equipment or subsidize travel
    costs.
  • Represent your team at tournaments and before
    your Conference and Regional quiz leaders.

20
Your Budget
  • Bible Quizzing is a ministry that costs money to
    run. How you set-up your program is totally up
    to you.
  • The types of costs you will encounter
  • Supplies (portions, concordances)
  • Practice questions (Laura)
  • Quiz seats (if you dont have any or need a new
    set)
  • Travel costs
  • Tournament costs these will vary by region

21
Study Tips
22
Commitment
  • At the outset, quizzers must commit themselves to
    a schedule of daily Bible study and weekly team
    practices.

23
Consistency
  • It takes time, hard work and constant,
    consistent, systematic daily study. Encourage
    quizzers to consistently spend time each day in
    quiz study during a time most suitable to them.

24
Conducive Place to Study
  • A calm place and atmosphere for study are very
    important. Studying each time in the same place
    as much as possible can be beneficial. Study
    materials will be at hand, so that time will not
    be wasted hunting for them.

25
Concentration
  • It is better to spend half the time in full
    concentration than to spend full time in half
    concentration. Since mechanical reading is
    worthless, it is best for quizzers to take a
    break for a few minutes when their minds begin to
    wander.

26
Constructive Study Goals
  • Without goals, much study time will be wasted.
    Four main goals should be
  • Looking for the meaning
  • Applying it to life
  • Memorization
  • Mastery of the material

27
Contributing Resources
  • Portion
  • Concordance
  • Practice Questions
  • Additional resources will be discussed under
    study methods.

28
Study Methods
29
Repetition
  • Carefully read the material over and over and
    over and over and over and over and over and over
    and over and over and over and over and over and
    over again and again and again and again and
    again and again and again and again and again and
    again..
  • (I think you get the drift)

30
Key Words
  • Words that appear once are unique
  • Words that appear multiple times
  • Cross-Chapter appears in different chapter of
    same book
  • All-Chapter appears in the same chapter
  • Cross-Book appears in a different Book
  • People and Places (depends on material)

31
Color Coding
  • Green Unique Words
  • (appear once)
  • Light Blue Cross-Chapter (appear twice in
    different chapters)
  • Purple All-Chapter (appear twice in same
    chapter)
  • Pink Cross-Book
  • (appear twice in different books)
  • Orange - Quotes

32
Key Words/Color Coding
33
Quote Cards
  • Using index cards or business cards, place the
    quote on one side and place the reference on the
    opposite side.

34
Quote MP3
  • Record a MP3 of just the quotes giving verse and
    chapter.
  • Record just the quote and leave out the
    reference.
  • Record the reference and leave 20 seconds for
    yourself to quote the verse.
  • Have fun and make up songs for the quotes using
    nursery rhymes or popular tunes.

35
Bible on CD/On-line
  • Listen to a pre-recorded copy of the material or
    make your own
  • Read along with it
  • Make a copy of the material leaving out key words
    and trying to fill them in later

36
Mind Maps
  • Create a pictorial representation of a chapter,
    section of material or verse
  • Make the theme of the material the center of the
    page and draw out the other ideas to the edges
  • Use symbols, colors, lines, etc. to create the
    representation

37
Question Writing
  • Write out questions regarding the text
  • Write out the type of questions you think would
    be asked at a tournament

38
Practice Questions
  • Give quizzers a copy of the practice questions
    you use to allow them to study. This will allow
    them to become familiar with the type of
    questions they may hear at a tournament
  • It is up to you to give the questions to them in
    advance of practice or at the end of practice.

39
Copy the Chapter
  • Write out the chapter, word for word on a piece
    of paper.
  • Repeat it as necessary.

40
Fill in the Blank
  • Take the material for the week and write or type
    it out leaving out the key words.
  • Once you have studied, use it as a way to test
    yourself.
  • Coaches can use this form as a way to test their
    quizzers.

41
Physical Activity
  • Study while
  • Jumping rope
  • Riding a stationary bike
  • Pacing

42
The Quiz Practice
  • Successful Bible Quizzing

43
Successful Bible Quizzing
  • Successful Bible Quizzing means discipling young
    people through a balance of
  • The application and study of Gods Word
  • Fun and fellowship
  • Christian competition

44
Quiz Practice
  • Bible Application 15 minutes
  • (Devotions)
  • Bible Study 20 minutes
  • (CIDT Method Cram It Down the Throat Method)
  • Fellowship Fun 20 minutes
  • Quizzing Competition 20 minutes

The expectation is that quizzers will come to
practice already having studied the material no
time is spent on study in practice. Others also
have practice before or after youth group, so the
fun comes during that time.
45
The Quiz Practice
  • The application and study of Gods Word

46
Favorite Verse
  • A quizzer picks a favorite verse from the chapter
    and tells why it is meaningful and how it can be
    applied

47
Skit or Art
  • Quizzers can act out the chapter or draw pictures
    of key concepts or events

48
Favorite Person
  • Each quizzer picks a favorite person from the
    chapter and tells why he/she picked that person

49
Quote Verse
  • As a group, analyze a quote verse or two and
    discuss how to apply it to our lives

50
Guest Speaker
  • Ask a pastor or other person to come and explain
    a special passage

51
Application List
  • On a board, have the quizzers make a list of ways
    they can apply the passage

52
CIDT Method
  • As quizzers use their Scripture portions, take
    turns asking them questions and have them
    verbalize the answers. Work your way through
    15-20 verses with the portion, then go back and
    ask them to answer the same questions without the
    portion. In this way they can learn much of the
    new material in practice.

53
Weekly Tests
  • Write out a 10 question quiz on the material from
    the previous week OR
  • Use the Fill the Blank Method.
  • Have the quizzers correct them once completed and
    keep track of their scores.

54
The Quiz Practice
  • Fun and Fellowship

55
Memorize a Random Verse
  • Have each quizzer draw a different random verse
    from the new chapter. After brief study, the
    first one standing tries to quote the verse (they
    can miss 1 word). The first 3 or 4 correct get 1
    point for the verse. Repeat using other verses.
  • To add variety, quizzers can earn more points by
    taking shots at a basket (nerf, garbage, etc.)

56
Nerf Hoop/Waste-Basketball
  • Each quizzer is asked a different question
    question and those who are correct are awarded
    with a shot.
  • Set up different point values for different
    distances from the basket.
  • Variation Use a dart board and earn points based
    on the number that is hit

57
Musical Chairs
  • Play music and have them jump when the music
    stops. The last one up (or two) is out, and then
    continue.
  • This is an excellent game to use to polish up on
    jumping skills
  • Same can be accomplished by using a clap or
    jumping on a number, color or key word

58
Six-Square
  • With the goal of staying in the left-most chair
    (the 6th square), ask a question to the two
    right-most quizzers. If the quizzer on the right
    wins, this quizzer moves up to the next position.
    Then you ask a question to this quizzer and the
    next one in line. Quizzers continue to move up
    when they win and down when the lose.

59
Game Show
  • Use quizzing questions or phrases in the one of
    the following game formats
  • Jeopardy
  • Wheel of Fortune
  • Tic-Tac-Dough
  • Win-Lose-or-Draw
  • Trivial Pursuit
  • Charades

60
Cruise the Material
  • Time how long it takes a quizzer to quote through
    a chapter. Keep a record of the times.

61
Bible Baseball
  • Set-up 4 bases and quizzing questions.
  • Single Easy Question
  • Double Harder Questions or 2-part question
  • Triple Quote Question
  • Home Run Difficult Questions
  • An incorrect answer is an out.

62
Scrambled Quotes Relay
  • This game is fun when you use two or more quotes
    at a time. The more quotes, the harder it gets.
  • Print or type out a quote including the reference
    in letters approx. 1 high. Place the words in a
    large box with a hole in the top and mix them up.
    Make another box with the same quotes in them
    and mix them up. Place them at opposite ends of
    the room.

63
Scrambled Quotes Relay, cont.
  • The object Be the first team to put the quotes
    back together.
  • Form 2 teams. On, Go, the first person in line
    runs to their teams box, reaches in and gets one
    word. They run back and tag the next teen in
    line. Then they take their word and start
    putting the quote (s) back together. They then
    return to their place in line. The next person
    in line does the same thing until the quote (s)
    are formed.
  • To make it more interesting, put more than one
    copy of the quote in each box. When they get a
    double word, they must return it to the box.

64
The Quiz Practice
  • Christian Competition

65
Upset the Fruit Basket
  • Tape the name of different fruit to each chair
  • Have quizzers draw slips of paper with the same
    fruits to assign quizzers to their chairs
  • Seat 1 quizzers jump the 1st question. Seat 2
    quizzers jump the 2nd question. Seat 3 quizzers
    jump the 3rd question. Everyone jumps the 4th
    question.
  • Upset the fruit basket by drawing for new chairs.
  • Scoring can be done in any way you would like.

66
Around the World
  • Quizzers can start in any chair they would like
  • Seat 1 quizzers jump the 1st question. Seat 2
    quizzers jump the 2nd question. Seat 3 quizzers
    jump the 3rd question. Everyone jumps the 4th
    question.
  • After the 4th question is read, rotate everyone
    by one seat.
  • Scoring can be done in any way you would like.

67
World Style Competition
  • Quizzers do not have to complete questions. If
    they pre-jump, they can go ahead and give an
    answer.
  • Subtract 10 points for incorrect answers.
  • Set up the seats so you have 3 teams of 2.
  • Once an attempt is made at the question, move on
    to the next, even if the answer was incorrect.

68
No Electronic Seats
  • Set up your seats without a set of actual quiz
    seats.
  • If most questions are pre-jumped, this works well
    and saves a lot of time.

69
New Quizmaster
  • Let the adults quiz with the quizzers and take
    turns letting the teens quizmaster for a few
    questions.
  • This works well if you are using Upset the Fruit
    Basket or Around the World and you have more than
    6 teens. Quizzers can rotate into the quizmaster
    role.

70
Draw for Teams
  • At practice, draw for teams for the next
    practice. Encourage team members to call one
    another during the week to motivate each other.

71
The Quiz Practice
  • NO ONE STUDIED!

72
Things to Do (When No One Studied)
  • A practice does not have to be a waste if no
    one studied
  • Use the CIDT Method
  • Ask questions but allow quizzers to use their
    portions. If they use them, only give 10 points.
    If they dont, give them the full 20 points.
  • Play musical chairs to practice jumping

73
Incentives to Quizzers
74
Points Program
  • Create a big graph with every quizzers name on
    it an assign different point values for different
    things (allow them to chart progess)
  • 100 points for attending practice
  • 100 points for each quote verse said perfectly
    the first time to their quizzing partner
  • 1000 points for a memorized chapter
  • 25 points for each question written
  • 200 points for each mind map on a part of a
    chapter (mind map must be shared)

75
Points Program, contd.
  • Points obtained at monthly tournaments with extra
    points given for quiz outs
  • 250 points for teaching a song with a quote verse
    set to some familiar tune
  • 50 points for each key word known at quiz
    practice given to them by the coach for that
    month
  • Points obtained from weekly tests
  • Put a number out there for the quizzers to aspire
    to qualify for the next monthly meet. At the end
    of the season, reward them with a trip to Quiz
    Finals or Indianapolis (W. Morris St. Regional).

76
Quote-A-Thon
  • Great way to fundraise at the end of the year.
  • Have quizzers obtain pledges from friends, family
    and the congregation. Pledges can be by quote or
    just a flat amount.
  • Take one night and have the quizzers say their
    quotes.

77
Quizzers Sunday
  • Ask the pastor for the opportunity for the
    quizzers to plan and lead morning worship. Do
    skits and songs that correlate with quote verses
    and the material.
  • This gives the congregation a chance to see how
    quizzing relates to a persons life and some of
    the important values and standards that the
    students are gaining from the Word.

78
Quizzers Sunday, cont.
  • Have all of the quizzers stand and recite all of
    the quotes (either in unison or each saying one).
  • Quote a couple of chapters, with each quizzer
    taking a few verses, more or less depending on
    how much each has learned.

79
Team Competition
80
Captains
  • A captain is to be chosen by the coach to
    represent the interests of the team during the
    competition.
  • Chooses sides
  • Introduces his team
  • Makes appeals and rebuts
  • Requests time-outs
  • Selects teammates to answer in the case of ties
  • If the captain leaves the contest for any reason
    (quiz-out or substituted), an acting captain is
    to be named.

81
Substitutes
  • A team can have more than 3 members, although
    only 3 can be on the chairs at any given time.
  • A substitute is an asset when another member of
    the team quizzes out or a member is having a bad
    quiz.
  • Substitutions can be made any time between
    questions by the coach.

82
Time Outs
  • Two 60-second time-outs are given per team per
    quiz and may be requested by either the coach or
    captain of the team.
  • Time-outs may only be called after a question is
    closed and before the next question is started.
  • No team time-outs are allowed after the beginning
    of the 13th question, or after the start of
    overtime.

83
Half-Time
  • After 8 questions have been read, the quizmaster
    should announce that it is half-time.
  • No time will be given for a time-out, but an
    opportunity is extended for teams to switch sides
    if either the captain or coach so desires.

84
Overtime
  • In the case of a tie after the end of a
    regulation quiz (15 questions), there will be an
    overtime in which three questions will be asked.
  • If there still is not winner, additional
    questions will be asked until a correct response
    is given (sudden death).
  • Before the overtime begins, a free time-out will
    be granted and substitutions may be made. No
    further time-outs will be allowed during overtime.

85
Illegal Conferring
  • Quizzers cannot intentionally provide answers to
    team members or confer with each other, the coach
    or with the audience by signal or voice from the
    time a question is begun until it is closed.
  • A quizmaster may give Warnings and Infractions to
    individual quizzers or to teams in violation.
  • No Scripture portions may be used by a quizzer in
    competition, however, those quizzers who are not
    on the chairs may look at their portion.

86
Illegal Discussion
  • A question may not be discussed after it is
    closed if the quizmaster is unwilling to discuss
    it.
  • Quizzers, coaches or fans who persist in this
    type of illegal discussion may receive Warnings
    or Infractions.
  • Coaches and quizzers do have the right to ask the
    quizmaster any question they wish between
    questions and quizmasters may answer if they
    wish. But if the quizmaster indicates that he is
    unwilling to discuss the point in question, the
    issue must be dropped.

87
Team Strategy
  • The goal is to try to keep your strongest and
    fastest quizzer in as long as possible.
  • Always have a pre-defined jumping order
    (determined in advance) in the event the opposing
    team misses a pre-jump. The order should be
    based on less knowledgeable quizzers first and
    the most knowledgeable quizzer last.
  • Quizzers should jump on every question, even if
    they do not know the answer. You can deny the
    quizzers from the opposing team an opportunity to
    answer the question.

88
Team Strategy, cont.
  • Sometimes it might be prudent to pass a question
    to your teammate.
  • If you do not know the answer, but your teammate
    is next in the jumping order, use all 20-seconds
    of your time to give them additional time to
    think.
  • If you know the answer, but you have a teammate
    next in the jumping order, you may want to use
    your time and give them the opportunity to
    answer. This could be helpful if you have more
    points at the time.

89
Individual Competition
90
Individual Basics
  • Individual quizzes will be fifteen questions in
    length in individual rounds and twenty questions
    for the finals, unless otherwise announced.
  • Winners will be determined first by the order in
    which quizzers quiz-out and then by the highest
    point totals. Ties after the final question will
    be decided by regular overtime.

91
Rule Differences
  • Jumps after the third introductory word
    question and before the first word of the
    question are not considered flickers/forfeits.
    Rather, they are considered a pre-jump.
  • Only participating quizzers are allowed to
    appeal. These appeals must take place privately,
    with a chance for rebuttal. A 20-point penalty
    will be individually deducted if the appeal is of
    the type that places points in jeopardy and is
    overruled.

92
Pass or Play
  • If a pre-jumped question is not correctly
    completed, the next three remaining quizzers who
    have also jumped will be given a chance to play
    the question by completing it or to pass on a
    completion attempt.
  • A quizzer must say pass or nothing at all in
    the 20-second period in order to pass.
  • If none of the four quizzers provide a correct
    completion or have passed, the question is
    re-read for everyone except those who were
    incorrect on their completion.

93
Pass or Play, cont.
  • If a pre-jumped question is completed correctly,
    but the answer given is incorrect, the question
    is considered complete. The other eligible
    quizzers are given opportunity to answer the
    question in the order in which they were
    standing. If no one gives a correct answer, the
    question is closed.
  • The only time an accepted pre-jump completion
    will not be considered complete if an incorrect
    answer was given is when the completion was
    accepted under I-3 (117C). In this instance, the
    pre-jump returns to a pass or play situation.

94
Missed Pre-jumps
  • After a quizzer in Individual Competition has
    missed three pre-jump completions, the quizzer
    will be assessed a 10-point penalty for every
    missed pre-jump thereafter.
  • This creates the possibility that a quizzer will
    answer more than 5 questions. A quizzer must
    have at least 100 points to quiz-out. The most
    points a quizzer would have would be 110 points.

95
The Quizmaster
96
Job Description
  • The quizmaster is the key official in every quiz.
    He/she has full responsibility to see that the
    quiz is conducted smoothly, efficiently and in
    absolute fairness.
  • Your goal should be two-fold
  • To fairly award points according to the rules,
    honoring the team which has most effectively
    mastered the content of Gods Word
  • To edify and strengthen in faith the hearts and
    minds of all those participating.

97
Responsibilities
  • Personal preparation
  • Appoint the necessary officials
    (timekeeper/scorekeeper)
  • Mobilizing quizzers and testing jump equipment
  • Conducting a fair and impartial quiz within the
    time limit and conditions prescribed by the
    tournament coordinator.

98
The Flow of a Quiz
  • Prepare the scoresheet with the date, room
    letter, round number, teams and team numbers and
    the name of the quizmaster.
  • Appoint a time keeper and scorekeeper.
  • Have the captains introduce their team and
    coaches (write their names down on your question
    sheet to assist yourself in recognizing a
    quizzer)
  • Introduce yourself

99
The Flow of a Quiz, cont.
  • Do two or three practice jumps to make sure the
    seats are working and that the quizzers are
    comfortable with them.
  • Pray
  • Start the quiz
  • At the 8th question, declare half-time and give
    the quizzers the option of changing sides

100
The Flow of a Quiz, cont.
  • After the 15th question or the end of overtime
  • Declare the last question officially closed.
  • Congratulate the quizzers on their performance.
  • Announce the official score.
  • Have the coaches check and sign the scoresheet
    and make sure that it is filled out correctly.
  • Declare the quiz officially closed.
  • Make sure the scoresheet gets back to the stats
    table.

101
Additional Notes
  • The quizmaster should publicly announce all
    appeal deductions as soon as they apply.
  • The decisions by the quizmaster on correctness
    are final.
  • A quizmaster shall not hear an answer until a
    quizzer has been called on to answer.
  • In the case of a pre-jump, the quizmaster is to
    stop the reading of the question immediately.
  • If the correct answer is not given, it is a
    courtesy to give the correct answer to the
    quizzers and audience after question is closed.

102
Jumping
103
Legal Jumping Position
  • All contestants must be seated on chairs facing
    the quizmaster. The seat pad must be flat on the
    top surface of the chair.
  • Quizzers must push up with their legs to lift
    their body vertically off the jump seat.
  • Contestants may not touch any part of the chair,
    floor or any object with their hands feet may
    only touch the floor.

104
Prejumping
  • A pre-jump is called when a contestants light
    comes on after the first word of the question has
    been started and before the final word has been
    completed.
  • Question, question 1 is read and a light comes
    on
  • NO PENALTY
  • Question, question 1, question is read and a
    light comes on before the first word of the
    question is read
  • FLICKER/FORFEIT
  • Question, question 1, question Who is read
    and a light comes on (the first word has been
    read)
  • PRE-JUMP

105
The Reading of a Question
106
Legal Introduction
  • The quizmaster is obligated to introduce each
    question in the following manner
  • Question, question number ___, question.
  • The word question will be stated 3 times and
    the number only once.
  • A slight pause after the first question might
    be in order.

107
Legal Introduction, cont.
  • It is also necessary to include the type of
    question in the introduction, if required.
  • Question, question number ___ is a 2-part
    question, question.
  • Question, question number ___ is a quote
    question, question.
  • Question, question number ___ is a 2-part quote,
    question.
  • The type of question is clearly stated on the
    official questions you receive at the tournament.

108
Reading Questions
  • Read the questions loudly enough so that all
    words can be easily heard by all quizzers.
  • Read questions clearly and correctly so that all
    words are easily understood.
  • Read questions at a moderate, steady pace.
    Reading too quickly, too slowly, with exaggerated
    inflection or with inordinate pauses encourages
    unwise pre-jumping.
  • If noise interference or other distractions
    prevent a question from being clearly heard,
    re-read or replace the question.

109
Repeating Questions
  • Ideally, a question is to be read only once.
  • If quizzers are unsure (perhaps due to accent,
    pronunciation, a homonym, or a disturbance in the
    room) of a word or phrase read within the
    question they may ask the quizmaster for a
    specific clarification between two words or
    syllables. ("Did you say 'fall' or 'full'?") In
    the case of a completed question the text in
    question will be immediately repeated by the
    quizmaster.

110
Repeating Questions, cont.
  • A request for the quizmaster to repeat the last
    word or last syllable that was read (as
    opposed to clarifying between two possible words)
    should be denied in the case of a prejump and is
    within the quizmasters discretion in the case of
    a completed question.

111
Types of Questions
  • 2-part, 3-part or 4-part questions
  • Quote or 2-part quote questions
  • All-Chapter questions
  • Cross-Chapter questions
  • Cross-Book questions

112
Calling on Quizzers
  • The quizmaster must call on a quizzer,
    preferably, by name, before the quizzers time
    begins (i.e. the quizzer must be recognized by
    the quizmaster)
  • The quizmaster must signify a pre-jump when
    calling on a quizzer if the completion of the
    question, not the answer, is to be given.

113
When is a Question Closed?
  • A question is considered closed when
  • When a request for a timeout has been accepted by
    the quizmaster
  • The quizmaster starts the next question
  • The quizmaster announces, The question is
    closed.
  • After a question is closed, no appeals will be
    accepted and no rulings will be changed.

114
The Answering of a Question
115
Eligibility to Answer
  • The privilege of answering a question is
    restricted to only the first four quizzers off of
    their seats.
  • No quizzer failing to jump within 5 seconds after
    the completion of the question will be allowed to
    answer. If no quizzer jumps within 5 seconds,
    the question is closed, the answer read and the
    next question begun.
  • A quizzer shall not have the privilege of
    answering once he sits down after his light comes
    on or he ends his answer period in any other way.

116
Giving a Proper Answer
  • All quizzers must give answers which are loud
    enough and clear enough to be heard.
  • If an answer is mumbled, it shall be declared
    incorrect
  • If the quizzer gives their answer while facing
    away from the quizmaster or far enough away so
    that the answer cannot be clearly heard, it shall
    be declared incorrect
  • Words which are mispronounced shall be counted
    correct if they are still recognizable and can be
    distinguished from all similar words in the
    passage of study.

117
Correcting an Answer
  • A quizzer may correct himself at any time during
    the answer period.
  • The quizzer must use the word correction to
    make any changes in his answer and must clearly
    indicate what is to be corrected to the
    satisfaction of the quizmaster
  • If a quizzer says correction and and time runs
    out before he can make the correction, the answer
    will be ruled correct if the original answer was
    correct and no incorrect information was inserted
    within the time limit.

118
Correcting an Answer, cont.
  • No corrections made after the time limit will be
    considered
  • In answering a quote question, if a quizzer stops
    to think and when beginning repeats part of he
    has already answered without using the word
    correction and it is correct aside from the
    repetition, the answer shall be ruled correct.

119
Ending the Answer Period
  • The answer period shall begin whenever a
    quizzer is recognized by the quizmaster.
  • The answer period shall end when
  • The quizzer says finished
  • The quizzer sits down
  • The time limit has expired

120
The Quiz-Out
  • In both team and individual competition, a
    quizzer will Quiz-Out after his point total
    reaches 100 points.
  • The quizzer will not be allowed to re-enter the
    competition, even in overtime.
  • In team competition, a substitute may be
    appointed.

121
Quizmaster Rulings
122
An Answer is Correct When
  • It gives exactly the information asked for or
    words that mean the same thing
  • Added information is also accurate, provided it
    is not excluded by chapter specifications or some
    other limiter
  • The complete answer is given
  • The correction of an answer is accurate
  • The answer is clearly stated with no words being
    mispronounced beyond recognition
  • The Scripture containing the complete answer is
    given accurately
  • Quotes are given exactly word-for-word

123
An Answer is Incorrect When
  • It contains inaccurate information for the whole
    answer or any part thereof
  • It is incomplete
  • Incorrect Scripture references are given with the
    answer
  • An exact quote is required and even one word is
    added, omitted or altered
  • Any word is mispronounced beyond recognition
  • Information excluded by the wording of the
    question is given
  • Words or prepositions are interchanged thus
    changing the meaning of what the Bible says

124
A Pre-jump is Correct When
  • The exact question is given
  • The general question is given if it meets all
    other conditions below
  • The question word has been substituted with
    another question word of similar meaning
  • The pre-jump is completed correctly and extra
    accurate information not found in the answer is
    added, such as clarifying modifiers of words to
    the question
  • The question has a list for an answer and the
    completion asks for as many or more parts of the
    list than the written question.

125
Rule I-3 (formerly 117C)
  • In ruling on the correctness of a completion of a
    question in a pre-jump, the quizmaster should
    take an approach of allowing the quizzer to show
    what he knows. If the completion of the question
    given by the quizzer would lead to the same
    answer written in the question, the quizmaster
    should rule you may proceed and allow the
    quizzer to attempt to answer the question. The
    written answer must be contained within his
    verbal answer. If it is not, even though his
    answer may be adequate for answering his
    question, he must be ruled incorrect.

126
Guidelines for Rule I-3 (117C)
  • The question must have the same number of parts
    and the same type of question.
  • Part of the answer must not be included in the
    question.
  • The answer to the written question must be
    included in the answer to the quizzers question.
    If any part of the written answer would not be
    required by the quizzers question, the
    completion should not be accepted.
  • The answer provided by the quizzer must answer
    the written question and his/her accepted
    question.
  • The quizzers question must be specific enough to
    be answered within 20 seconds.

127
A Pre-jump is Incorrect When
  • The correct question word (or its acceptable
    equivalent) is not given
  • A key part of the answer has been placed in the
    completion of the question
  • The question has not been given a proper
    completion and key words or phrases have been
    omitted.
  • More or less parts have been given than were in
    the original (written question), such as a 2-part
    question for a 3-part question, etc.
  • The question has a list for an answer and the
    completion asks for fewer parts of the list than
    the written question.

128
Discarding a Question
  • A question is discarded and a substitute question
    is read for both sides when
  • The question as written has no answer (or none
    that can be said in 20 seconds)
  • The question has been read by the quizmaster in
    violation of the legal introduction of a question
  • The question has been improperly introduced by
    the quizmaster (i.e., it has more or less parts,
    is a different question type than noted)
  • An appeal of a pre-jump is accepted after the
    question has been answered correctly
  • A pre-jump has been caused by mechanical
    malfunction

129
Appeals
130
Who Can Appeal?
  • The captain of the team can appeal
  • Procedure
  • The Question
  • An Answer
  • A Pre-jump
  • A Coach can appeal
  • Procedure
  • The Question (as long as a ruling has not been
    given on the first answer)

131
Appeal of Procedure
  • An appeal of procedure is any objection legally
    raised concerning a rule violation which placed
    the proper awarding of points in jeopardy, so
    long as the rule violation does not pertain the
    question, answer or pre-jump completion.
  • An appeal of procedure may not be raised if the
    fair awarding of points is not in question.
  • There is no point penalty if denied.

132
Appeal of a Question
  • An appeal of a question should be raised and must
    be accepted when
  • The question as written has no answer or no
    answer which can be feasibly stated within 20
    seconds.
  • The question has been read by the quizmaster in
    violation of the legal reading guidelines.
  • The question has more or less parts or is of a
    different question type than noted by the
    quizmaster
  • No points are placed in jeopardy with an appeal
    of a question if it is raised prior to any ruling
    on the first answer. However, after the first
    ruling, an appeal of a question carries a 20
    point penalty if overruled.

133
Appeal of the Answer
  • An appeal of the answer is any objection legally
    raised concerning the correctness of a quizzers
    answer, regardless of whether the question was a
    pre-jump completion or was finished by the
    quizmaster, or whether it had been ruled
    correct by the quizmaster.
  • Any appeal of an answer carries a 20 point
    penalty if overruled.

134
Appeal of the Pre-jump
  • An appeal of the pre-jump completion is any
    objection legally raised concerning the
    acceptability of a quizzers completion to a
    pre-jump question.
  • An appeal of the pre-jump cannot be made on
    question accepted under the I-3 (117C) rule.
  • An appeal of the pre-jump carries a 20 point
    penalty if denied.

135
The Timekeeper
136
The Timekeeper
  • In a quiz, a timekeeper is appointed by the
    quizmaster to keep track of and report the ending
    of all time limits.
  • The timekeeper also acts as a jump judge,
    monitoring the legal jumping position and calling
    out LIGHT when any light comes on after the
    third introductory word question.
  • A timekeeper is to announce the end of any time
    limit by calling out the word TIME.

137
Time Limits
  • 5 seconds to stand up after a question has been
    completed by the quizmaster.
  • 20 seconds to complete a pre-jump after being
    recognized by the quizmaster
  • 20 seconds to answer a question, whether it was
    finished by the quizmaster or completed by a
    quizzers pre-jump. This time period starts once
    the quizzer is recognized.
  • 30 seconds - to give an appeal or rebuttal
  • 60 seconds for team timeouts
  • 10 minutes before a team forfeits a quiz

138
The Scorekeeper
139
The Scorekeeper
  • In a quiz, a scorekeeper will be appointed by the
    quizmaster.
  • The scorekeeper will record the results of each
    question on the Official Scoresheet.

140
Keeping Score
  • Use a pen and press hard when you write.
    Scoresheets are in triplicate.
  • Write each quizzers name in the rectangles
    numbered 1-6. Use the quizzers first name and
    last initial.
  • Each correctly answered question is worth 20
    points. Mark a 20 in the column of the quizzer
    who answered, then add twenty to that teams
    running score and mark it in the middle column.

141
Keeping Score, cont.
  • The small box inside each of the individual
    scoring boxes is used for two similar functions
  • When there is a pre-jump, mark the box with an X
    in the appropriate quizzers column. If he/she
    proceeds to answer correctly, 20 points are
    given. If the quizzer cannot complete the
    question correctly, or answers incorrectly, the
    small box should be filled in.
  • Use the box to record the jumping order. If
    there is no pre-jump, the scorekeeper should
    place a 1 in the box of the first quizzer up, 2
    in the box of the second, on up to the fourth.

142
Keeping Score, cont.
  • The center columns are used for the running
    score. When a quizzer scores, a 20 is placed in
    his personal column, and the running score for
    the team is adjusted accordingly.
  • It is important to keep track of who is in a quiz
    and who is not. Draw a line through the column
    of those quizzers who are not on the chairs for
    the questions they are not on.

143
Keeping Score, cont.
  • At the end of the quiz
  • Total all columns, including the final score.
  • Put the number of questions that each quizzer was
    in for the quiz.
  • Have a representative from each team initial the
    scoresheet next to the team name
  • Give the scoresheet to the quizmaster to be
    finalized. The top page goes to the stats room.
    The pink and yellow copies are for each team.
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