2nd ANNUAL QUANTUM CLASH: A MATH AND PHYSICS SHOWDOWN
MECHANICS OF THE CONTEST
ELIGIBILITY
The “2nd Annual Quantum Clash: A Math and Physics Showdown” of Technological Institute of the Philippines - Manila (MPCS – TIP Manila) is open to all currently enrolled Grade 12 students.
DESCRIPTION
Acknowledging the significance of math and physics in technology, daily applications, and the overall education of youth, T.I.P. - Manila has arranged this secondary school student competition with the goal of fostering their critical thinking abilities.
THE GENERAL GUIDELINES
I. Registration
a. Willing participants are to fill out the registration form to successfully be an official participant of the competition. The deadline of the participation form is on April 19, 2024 at 5:00 pm. |
b. Each team must provide and pass the following requirements through the registration form:
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c. Schools taking part in the competition may bring student spectators along with the contestants and substitutes, as long as the list of additional students' names are submitted to the Math and Physics Collaborative Society of T.I.P. - Manila through the link provided below before the scheduled date together with their waivers. |
d. The competition is scheduled to take place on April 22, 2024 (Monday) at 8 AM in the Casal Campus of Technological Institute of the Philippines - Manila, situated at 363 P. Casal Street, Quiapo, Manila. |
e. Upon arrival, the registered schools, along with their student spectators, should log in with their names, school name, email account, and signature on a written registration form in front of the gate where they will be received for the purpose of contact tracing. |
f. The spectators must be a bonafide student or faculty from the said schools. They must bring an ID to prove identity and wear their school uniform. |
II. Participants
a. All contestants are advised to be at the contest venue at least thirty (30) minutes before the start of the program and are required to register. |
b. Each team must consist of one (1) coach, along with six (6) participants that are all currently enrolled as grade 12 students. |
c. The participants are required to bring their school uniform and P.E. uniform that will be used for them to wear during the event. |
III. Competition Proper
There will be two (2) major competition stages throughout the contest:
- The Quantumania (A digitized group quiz show where 3 participants per team are going to compete with their wits and knowledge about Mathematics and Physics)
- The Quantum Leap (An experimental show that consists of stations where the 6 participants per team are going to perform experimentations with the application of Physics)
A. THE QUANTUMANIA
Objectives
- To entice the students to expand their skills and knowledge in Mathematics and Physics
- To educate and motivate individuals to engage with and appreciate the significance of Mathematics and Physics in various aspects of their lives
GENERAL RULES AND MECHANICS OF THE QUANTUMANIA
Participant Requirements
1. Only three (3) out of six (6) contestants are allowed to compete in the Quantum Mania. One (1) substitute is allowed for each team together with one (1) coach. |
2. Contestants should attend the venue in their Official School Uniform or PE uniform and school ID. |
Quiz Show Proper
1. All registered teams will be participating in this stage of the competition. Each team will be called one-by-one to sit in their designated seats. Only three (3) participants and one (1) reserve will be allowed to compete in case of unforeseen events | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2. The Quantumania will be divided into three (3) rounds: Easy, Average, Difficult. |
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3. Substitutions are permitted only at the conclusion of each round (easy, average, difficult) of the quiz show within 3 minutes only; otherwise, substitution will not be considered. |
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4. There will be a total of 22 questions in this stage: 10 for the easy round, 7 for the average round, and 5 for the difficult round. Each question has its corresponding points according to the round they belong to: One (1) point for easy, three (3) points for average, and five (5) points for difficulty. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5. The quiz masters shall read the questions TWICE, that will also be flashed on the screen. The participants may only start writing and solving once the quiz masters give the GO signal. The participants must submit their answers on time. Failure to adhere to this rule will lead to non-acceptance of answers. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6. Each round will have a designated time limit: 30 seconds for easy round questions, 1 minute for average round questions, and 2 minutes for difficult round questions. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7. All final answers must always be in their simplest form and must always be in four (4) decimal places when decimal numbers are being asked. Answers must be given in exact value (meaning, fractional form for rational numbers, while for irrational numbers, express the answer in radical form, or in terms of e, pi, or the likes) with the corresponding unit unless otherwise stated in the problem. If a question asks for a name or author, the answer must be in full name or proper writing of name. All answers not following this rule shall be considered incorrect. |
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8. Only non-programmable calculators are allowed. List of non-programmable calculators are as follows:
Casio Scientific Calculators
Sharp Scientific Calculators
Please take note that the organizers will inspect and reset the calculators of the participants during registration before the start of the event. |
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9. Any question or query about the correctness of the answers should be raised before the start of the next question. Any protest must be supported with reliable references. If protest is said once the next question is announced, it will be considered invalid. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10. The organizer’s have the right to disqualify any participating team before, during, or after the event if disobedience to the rules are observed. |
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11. The judge’s decision regarding the challenged answers are final and irrevocable. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12. Unforeseen circumstances that are not covered by the rule will be resolved at the discretion of the organizers. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13. The top three (3) teams that will garner the most points during this part of the event will be awarded as the Quantumania Winners. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14.Twenty-five (25) finalists will advance to the Quantum Leap, their progression determined by the scores they attain during this part (Quantumania) of the competition. |
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15. In the event of multiple teams competing in the clincher round, a ranking process will be initiated. The participating teams will be given a set of five (5) questions during the clincher round. Following their performance in these questions, the top teams that meet the criteria for filling the twenty-five (25) available slots will advance in the competition. If another clincher arises, the same process will be repeated. |
The table below showcases the time allotment, equivalent points, and the use of calculators per each round.
ROUND |
TIME ALLOTMENT |
POINT GIVEN |
CALCULATOR |
Easy |
30 seconds |
One (1) |
Not Allowed |
Average |
60 seconds |
Three (3) |
Allowed |
Difficult |
120 seconds |
Five (5) |
Allowed |
B. THE QUANTUM LEAP
Objectives
- To showcase the fun and interactive side of Physics through engaging experiments and challenges that appeal to students.
- To captivate and educate audiences by presenting Physics principles in an entertaining and accessible manner. Through dynamic demonstrations, interactive activities, and engaging explanations, we aim to ignite curiosity, demystify Physics, and foster a genuine appreciation for the fundamental laws that govern the universe.
GENERAL RULES AND MECHANICS OF THE QUANTUM LEAP
Participant Requirements
1. All six (6) contestants and one (1) coach are allowed to compete in the experimental show. |
2. Contestants should attend the venue in their Type B or PE uniform with a school ID. |
3. Contestants are advised to bring spare clothes, as certain experiments may result in their shirts getting wet/dirty. |
Spectator Information
1. Participating schools are permitted to bring only one (1) student-spectator. |
2. A list of names of additional personnel must be forwarded to the Math and Physics Collaborative Society of T.I.P. - Manila through the link provided below before the scheduled date. |
3. Spectators are required to wear their school uniform and ID. |
4. Spectators must stay with their respective teams and refrain from wandering alone on the campus during the show, except when purchasing food or using the restroom. |
Mechanics of the Game
1. The Quantum Leap will follow the form of Amazing Race where each team should complete a series of experiments about Physics. |
2. The Event’s theme will be Avatar: The Last Quantum-bender, and the campus will be treated as the Avatar world consisting of 4 nations: the Water tribe, the Fire nation, the Earth Kingdom, and the Air Nomad. |
3. Each nation will consist of various experiments, aligned with their element, that needs to be accomplished by the participants. |
4. Only the designated twenty-five (25) teams are permitted to participate in this phase of the competition, where they will engage in battles to determine the ultimate Quantum Clash Winner. |
5. Each team will be provided with an exclusive map containing 12 designated stations distributed across the Casal Campus. Each station presents a specific challenge, guiding the teams on the sequence of tasks to be completed. |
6. Station masters will offer a teaser on the experiment, providing participants a hint on the experiment. |
7. Each team will be given an initial of 36 tokens which will be the basis of their score during the Quantum Leap. The tokens are to be used for betting for every experiment that they will conduct. One (1) token is equivalent to one (1) point |
8. A minimum of two (2) tokens must be wagered for each station. Alternatively, the maximum number of tokens that can be bet per station should not exceed ten (10). |
9. An additional token will be awarded to the team if they are able to cite the principle they applied in the experiment. |
10. If the team exhausts all their tokens, they will be required to return to the PE Center (base) where they will be stationed. For every minute spent there, they will receive one token. |
11. All materials provided at the station undergo thorough inspection and are allocated in measured quantities for each team. Consequently, if the allocated materials are fully utilized, their attempt will be automatically flagged as unsuccessful. |
12. Upon completing an experiment (whether they are successful or not) at a particular station, the Station master will issue a sticker to the team. This sticker functions as a pass, allowing the team to progress to the next station. |
13. Upon collecting the 8th sticker, a team is required to have a minimum 5-minute break before advancing to the next station. During this break, participants can use the time to have a snack, use the bathroom, strategize their plan, or explore the surroundings to locate the strategically unmapped station. |
14. After the mandatory 5-minute break, the sticker indicating advancement to the 9th station will be obtained from the PE Center as proof of eligibility. |
15. Upon completion of all tasks, teams will be headed back to the PE Center, where they should submit their accumulated points. |
16. The team that will garner the most points/token during this part of the event will be awarded as the Quantum Leap Masters. |
17. The team with the highest combined points earned throughout both Quantumania and the Quantum Leap will be recognized as the event winner. |
Restrictions
1. Prohibited Items: Participants are not allowed to bring sharp and flammable objects inside the campus. Lighters or matches needed for experiments will be provided by the event organizers. |
2. Smoking Materials: The bringing and usage of smoking materials, including cigarettes or vapes, are strictly prohibited within the school premises. |
3. No Sabotage: Sabotaging other groups is strictly prohibited. The aim is to maintain a positive and clean show environment for everyone involved. |
4. Restrictions on External Materials: Participants, including coaches and spectators, are prohibited from using external materials, books, or electronic devices during the experimental show to ensure fair competition and assess their knowledge without external assistance. |
Penalty: Violating any of the restrictions will result in immediate disqualification without prior warning. Any organizer has the authority to issue a disqualification to a team found in violation of the specified restrictions.
AWARDS AND PRIZES
All participants shall be given Certificates of Participation. Cash Prizes, Certificates, and Medals await the winners.
FOR THE QUANTUMANIA:
AWARD |
PRIZES |
Champion |
Certificate, Medal |
1st Runner-Up |
Certificate, Medal |
2nd Runner-Up |
Certificate, Medal |
FOR QUANTUM LEAP:
AWARD |
PRIZES |
Champion |
Certificate, Medal |
1st Runner-Up |
Certificate, Medal |
2nd Runner-Up |
Certificate, Medal |
FOR OVERALL QUANTUM CLASH WINNER:
AWARD |
PRIZES |
Champion |
Cash Prize, 100% Discount for One Semester in T.I.P. Manila, Trophy, Gold Medals, and Certificate |
1st Runner-Up |
Cash Prize, 75% Discount for One Semester in T.I.P. Manila , Trophy, Silver Medals, and Certificate. |
2nd Runner-Up |
Cash Prize, 50% Discount for One Semester in T.I.P. Manila, Trophy, Bronze Medals, and Certificate. |