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Performance Judge Training 2018-19
Coach Version
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Code of Conduct Judging should be based solely on what the judge sees during the performance. Prior reputation expectations or knowledge of previous performances must be disregarded Judges should keep in mind how hard the competitors worked to prepare for competition and give each team their complete concentration. Judges should give each team positive credit for all they can do and CONSTRUCTIVE criticism for what they need to improve. You are there to evaluate what they perform on the mat, not to choreograph their routine.
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Code of Conduct Final scores should not be debated with coaches or spectators. If there are questions, direct them to the Quality Control judge, or to the Judge Coordinator’s . Judges should strive to be consistent with their scoring Be open minded to new, creative, and traditional styles of cheer. One style of cheer should not be scored higher because a judge prefers that style. Judges should be sequestered at all competitions and should not have any contact with any coaches or team members prior to or during competitions.
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Code of Conduct During breaks, judges should stay sequestered until the competition is over. Judges will be held accountable for their professionalism at all competitions. Judges should not be on cell phones during the competition If a judge is aware of a potential conflict of interest when assigned to a panel, it is required that he/she change to another panel or withdraw as soon as possible
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Overall Formations/Transitions Routine Motions
This category is combined One slight formation fault or transition should not drive a score. Looking at the formations and transitions as a WHOLE. Routine Motions This is all motions within the routine. You do not have to have a designated motion section This could include, but is not limited to, stunts, jumps, motion sections, and/or cheer
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Overall Crowdleading Cheer Incorporation
Looking for the effectiveness of the cheer, that props are used effectively, and level of voice Props can include, but are not limited to, signs, poms, flags, megaphones, etc. All forms of props are not necessary to score high in this category Cheer Incorporation Looking for the incorporation of skills, effective use of skills, and advanced visual effects Skills can include, but are not limited to, stunts, jumps and tumbling. All types of skills are not necessary to score high in this category
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Overall Dance Routine Creativity Showmanship/Performance
Looking for skills using total body, floor work, level changes and formation changes with some creative and visual elements. Looking at the pace of the dance. Looking at technique, placement, and synchronization Routine Creativity Looking at creative elements throughout routine. Showmanship/Performance Looking for facial projection, eye contact, energy, confidence and/or recoveries. Scores are based on performances at that day's event compared to other teams in each division. Scores may change from event to event
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Building All stunts and tosses are based upon a stunt group of 4.
When a team is on the mat, you will take that group number and divide it by 4 in order to get your ALL stunt group number. Tosses A team MUST perform a group toss to get their team into range. Group toss is 51% of your stunt groups based on a group of 4 Teams of 8 or 9’s group toss majority is 1. Toss scores are a flat score. A team performs the skill, they receive X amount of points. No tenths or half points. Example: if a team needs 3 tosses for majority and throw one toe touch toss and two 360 toss, the team will score at the lower skilled toss.
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Building Stunts At least three (3) skills from the majority of the stunt groups must be performed in order to score in that difficulty range. Skills may not be repeated to get into that range. EX - If a team does one stunt, two stunts, the rest stunts. They are in the range The variety and creativity of load-ins, transitions, stunts, and dismounts will move the score through that range. The pace/speed of skills performed can affect difficulty Stunt majority is 51% of the maximum number of stunts that can be performed based on a traditional group of four (4) people
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Building Exact skills may not be repeated to get into range
Transitions include load ins and dismounts Stunt majority is 51% of the possible stunt groups. Team of 8 or 9 stunt group majority is 1. Skills with comparable difficulty can be used to score in a certain range i.e. an extended two footed partner stunt can be used in place of an extended 1 footed group stunt Majority of the team (51%) will get a team into range, Most of the team (75%) will get a team further through the range, and All of the team (100%) will drive a team through the range
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Building Pyramid Exact skills may not be repeated to get into a range.
Transitions also include load ins and dismount. Any skills immediately following the pyramid or the load into the pyramid. Example: a cradle out of the pyramid section with a back walkover out could be counted as an inversion. Skills with comparable difficulty can be used to score in a certain pyramid range. Each transition can only count for one of the skills. Example: a flip can be used as a release or an inversion but not both. Structures should be judged as pictures. If you were to take pictures of structure 1, it should look different than structure 2 and so on.
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Standing Tumbling TWO standing tumbling sections are required in order to drive through the range, one of which must be a jump/tumble combination. The standing tumbling not connected to a jump determines the difficulty range and the jump/tumble combination drives a team through that range. The jump/tumble combo does not have to be of the same difficulty to keep a team in a range. A jump/tumble combo does not count as a recycled tumbling skill to hit your standing tumbling range.
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Standing Tumbling The point ranges are for specific skill sets performed by the MAJORITY of the team. Recycling of skills can be done in order for teams to hit majority A skill in a higher range can count as a skill in the range the majority of their skills are performed. Majority of the team (51%) will get a team into range, Most of the team (75%) will get a team further through the range, and All of the team (100%) will drive a team through the range If you do not meet the requirements to score in a range, you will score 0.50 in difficulty and be accurately rewarded for the execution of the skills performed
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Running Tumbling The point ranges are for specific skill sets performed by a MAJORITY of the team. Specialty skills include front walkovers, front handsprings, whips, arabians, bounding skills, etc. Recycling of skills can be done in order for teams to hit majority. Majority of the team (51%) will get a team into range, Most of the team (75%) will get a team further through the range, and All of the team (100%) will drive a team through the range. If you do not meet the requirements to score in a range, you will score 0.50 in difficulty and be accurately rewarded for the execution of the skills performed
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Jumps Intermediate jumps include side hurdler, herkie, toe touch. Advanced jumps include front hurdler, pike, double nine. Variety means at least 2 different jumps The point ranges are for specific skill sets performed by a 75% of the team. In order to be considered connected, a whip (continuous) approach must be used. Jumps are a set score. No tenth or half points.
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Jumps Jumps CANNOT be recycled to get into a range.
If you do not meet the requirements to score in a range, you will score 0.50 in difficulty and be accurately rewarded for the execution of the skills performed
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Questions? PERFORMANCE Judge Trainer:
Jenny Gonrowski, SAFETY Judge Trainer/Rules Interpreter: Haley Thomas,
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