ABOUT
Overview || Prizes || Format
- Science Bowl: A fast-paced academic competition that offers a chance
for teams of high school students to match their wits in math and science. Regional/state
winners advance to the National Science Bowl in Washington, D.C.
- Teams = 4 students, an alternate, and a coach
- Disciplines: astronomy, biology, chemistry, computer science, earth
science, general science, mathematics, and physics
- The competition: any school in the state of Tennessee. No school is too
small. Schools can have more than one team as space allows. The same schools don't win
every year; that's why they play
the game!
The year 2003 marks the 13th year for both the Tennessee Science Bowl and the National
Science Bowl®, sponsored by the U.S. Department of Energy (DOE). Learn more about the
National Science Bowl on the DOE Web site.
Winners from each state travel to Washington, D.C., to compete in the National Science
Bowl -- all expenses paid! State winners also bring home nice trophies.
The one-day regional competition is played in a question-and-answer format in which two
student teams attempt to answer toss-up and bonus questions (please see How
It Works for more details). It consists of a preliminary round robin and then a final
double elimination contest with the winners from the round robin. Teams are randomly
placed in divisions and play against the teams
within their division. The top two teams in each division advance to the double
elimination ladder. Each regional competition round is divided into 2 eight-minute
halves with a two-minute break.
How It Works
- The first half begins as soon as the moderator begins the first toss-up question. Before
reading the question, the moderator identifies: 1) whether is is a toss-up or bonus
question, 2) the subject area, and 3) whether it is multiple choice or short answer. If a
contestant elects to answer the toss-up question, he/she activates the lock-out system (an
electronic device that locks out all other contestants and identifies the student who
wishes to answer the toss-up question). The moderator then verbally
recognizes the student. Should the student answer the toss-up question correctly, the
student's team receives 4 points and is awarded a bonus question. A correct answer to the
bonus question results in the team receiving an additional 10 points. Play then continues
with the reading of the next toss-up question to the two teams.
- As a toss-up question is read, a student may interrupt the reading of the question. If
the moderator verbally recognizes the student and he/she answers
correctly, that team is awarded 4 points, and the team wins the right to answer a bonus
question. If the student interrupts the question, is verbally recognized,
but answers the toss-up question incorrectly, 4 points are awarded to the opposing team
and the question is read in its entirety to the opposing team. That team may answer the
toss-up question for a chance at the bonus.
- A student MUST wait to be verbally recognized by the
moderator before beginning to answer the toss-up questions. If a student answers a toss-up
before being verbally recognized, the response is ignored (the moderator will not reveal
whether the answer was correct or incorrect), and the toss-up question is offered to the
opposing team. This rule is necessary to avoid situations where two team members think
they have activated the lock-out system and blurt out simultaneous answers.
- The game is over when the second half ends or 25 toss-up questions have been read. The
winning team is the one with the greater point total.
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Copyright 2001, Oak Ridge Associated Universities.
12/12/02