Coach’s Honor Code
Coaching an Adventist Robotics League (ARL) team can be one of the most rewarding and dynamic experiences you can have. Your team will learn the most, feel the most accomplishment, and have the happiest memories of their ARL experience if you do your part as a responsible coach. Please review the following guidelines carefully. Each member organization may have their own particular guidelines for coaches, please check with your organization’s ARL coordinator to find out guidelines particular to your school.
Ethics
- The intention of the ARL Program is to provide creative technical problems that should be solved by only the team members. Coaches and mentors can help advise on sticky technical problems and show skills.
- The coach should help set a good example of adult behavior, sportsmanship, and ARL spirit. Help students understand that winning is not the goal. The process of getting there is the important thing! The competition should not be the means to an end but a sharing and celebration of ideas!
- Guide the team using appropriate questioning techniques and allow discovery through experience of trial and error, research & skill learning.
- Avoid through direct instruction, any interference from parents who wish to give their ideas or solutions to a team.
DOs
- Teach your students the creative problem-solving process.
- Teach your students the necessary computer skills if they don’t have them (or find someone to do it for you).
- Try always to answer a question with a question. Examples: Why do think that? What do you think will happen?
- Be a quiet guide on the side not the sage of the stage.
- Help them give and take constructive criticism of ideas without insulting and insensitive remarks.
- Help them learn how to evaluate their ideas and progress.
- Help them organize and learn the importance of keeping a schedule and meeting deadlines.
- Help students recognize the abilities of each member and encourage them to capitalize on the individual strengths of ARL.
- Help them expand their minds and brainstorm more creative ideas
- Encourage growth through new experience.
- Be willing to admit you don’t know everything and encourage your team to seek other resources.
- Let your team know you are human and also have needs.
DON’Ts
- Tell them how to solve the problem, but ask questions which help them think it through.
- Allow criticism of teammate’s personalities or physical attributes.
- Step in on their disagreements, let them try to work it out as part of learning to work on a team, but also, don’t hesitate to mediate disagreements so they have constructive outcomes.
- Limit creativity by setting parameters, which reflect your ideas.
- Get upset when they make mistakes. Mistakes are part of the Lego League learning process.
- Make them feel like they failed if they don’t score highly. ARLers only fail when they haven’t tried
- Complain about other teams, coaches, or judges.
- Hesitate to ask for help. NO ONE can do this job alone!
- Forget to have FUN with your team.
Do’s and Don’ts source: Minnesota FIRST Lego League