6.042 Teamwork
The Checkmark Protocol
In a 6.042 class, an important goal is to write on the team whiteboard
an "of course" solution to some class
problems. Think of a very capable classmate (800 on her Math SAT) at
a neighboring table who just didn't how to solve this problem.
Without explanation by anyone on your team, she should be able to
glance at your team's white board solution and say "Of course."
When everyone on the team feels the answer written on the team
whiteboard meets this standard, a designated team member should put a
check mark next to it on the team white board. Before check marking
an answer, the team member should make sure every other team member
has individually signalled "thumbs up"
indicating that they now feel they "own" the solution on the board and
are ready to defend it if challenged. A problem should not be
checkmarked until each team member has given thumbs up.
Note that it is not adequate simply to
address the entire team asking whether they all "get it," and look for
nods of agreement. The weakness in not polling everyone individually
is that team members who harbor doubts often will not respond to the
group query because they don't want to hold back the team or seem
disagreeable. On the other hand, when asked individually, they will
usually be more comfortable withholding "thumb up" when they have
doubts, which will allow other teammates to explain things
further.
If a student remains unsure about a team solution after a
reasonable time of going over it with their teammates, the team should
move on. Students whose doubts remain unresolved
will get full credit for class
participation, but they must send a prompt followup email to their
Coach confirming that they have read the posted problem solution and
indicating what, if anything, they still find confusing.
After a team answer is checkmarked, the team Coach will review the
answer, offer feedback, and/or ask individual team members to defend
the answer. The Coach will not ask for an explanation from a student
who has indicated continued doubts, though they may ask for a brief
indication of where the student got lost in trying to understand the
team solution.
The whole checkmark protocol is designed so team members can more
effectively help each other learn the class material.
Etiquette
-
The team experience is supposed to be educational and enjoyable.
Students should contact their team coach and/or the instructor
about any happening in their team that undermines this for them.
-
Laptops and tablets are encouraged
for reference to class materials. But using them for email,
social media, or other non-class activities is a no-no.
-
No meals may be eaten during team problem
solving-they distract both the diner and their
team mates. Drinks are OK; so are bite-size snacks like
cookies.
Grades for Class Participation
Class participation is assigned a grade
from 0 to 3:
- 2 is the standard full credit grade for arriving in
class reasonably prepared and participating in the team problem
solving. Reasonably prepared means a student has
- done, but not necessarily studied, most of the assigned
reading, and/or
- looked over the lecture slides (and/or optionally watched
the video presentations) and
- done the assigned online MITx problems.
We expect 90-95% of participation grades on any given day to be
2's.
- 0 means absent.
- 1 means attended, but was obviously
unprepared, fell asleep, was caught using non-class related email,
or acted in a way that undermined effective teamwork. Students
who gave thumbs up, and are then discovered to have little
understanding of a check-marked team solution, may also be given a
participation grade of 1 for the day.
- 3 means there was some extraordinary
accomplishment, for example, coming up with a problem solution or
suggesting an improvement to a problem better than any known to
the staff. Each coach generally will give a grade of 3
only a couple of times per team during the entire term.
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