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TECHTOPIA_EVENT-GUIDELINES (3)

The document outlines the guidelines and mechanics for a competition themed 'Beyond Limits: Empowering Minds Through Technology,' including participation requirements for various events such as the Unity Dance, Programmers' Quest, Quiz Bowl, Digital Poster Design, Infographics, and E-Sports games like Mobile Legends and Dota 2. Each event has specific rules regarding team composition, scoring, judging criteria, and penalties for non-compliance. Emphasis is placed on teamwork, sportsmanship, and adherence to regulations to ensure a fair and engaging competition.
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0% found this document useful (0 votes)
11 views

TECHTOPIA_EVENT-GUIDELINES (3)

The document outlines the guidelines and mechanics for a competition themed 'Beyond Limits: Empowering Minds Through Technology,' including participation requirements for various events such as the Unity Dance, Programmers' Quest, Quiz Bowl, Digital Poster Design, Infographics, and E-Sports games like Mobile Legends and Dota 2. Each event has specific rules regarding team composition, scoring, judging criteria, and penalties for non-compliance. Emphasis is placed on teamwork, sportsmanship, and adherence to regulations to ensure a fair and engaging competition.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

THEME:

“BEYOND LIMITS: EMPOWERING MINDS THROUGH TECHNOLOGY”

GENERAL GUIDELINES:
1.​ All students/alumni are required to participate in their respective team events,
with particular emphasis on the Unity Dance.
2.​ Each team member should contribute and participate actively in all events to
ensure a cohesive and collaborative team effort.
3.​ Any violations or non-compliance with these guidelines and mechanics will result
in deductions from the total score awarded by the judges for the specific event.
4.​ Teams that fail to participate in a specific event will not receive any points for that
event.
5.​ All participants are expected to adhere to the rules and regulations of each
event.
6.​ Teams are expected to demonstrate good sportsmanship, respect, and
teamwork throughout the competition.

1
ACADEMIC ACTIVITIES
I.​ PROGRAMMERS’ QUEST

1.​ Each team consists of 10 students, who will be divided into 5 pairs (2 students
per station).
2.​ the competition consists of 5 different stations, which must be completed in
sequence.
3.​ Each station is performed by 2 members of the team, and once they complete
their task, they will proceed to the next station.
4.​ Teams must work efficiently as one unit even though members are split into
pairs.
5.​ The final ranking will be based on the total completion time and accuracy
scores from all activities.
6.​ the competition follows a relay-style format, meaning a pair cannot move
forward until the previous pair completes their task.
7.​ Organizers will monitor the teams to ensure fair play. Any form of cheating or
rule violation will result disqualification.
8.​ There will be 5 stations.

2
II.​ QUIZ BOWL

1.​ Each entry should be composed of five (5) students/alumni.


2.​ Bond papers for solving will be provided by the committee.
3.​ Answers should be written legibly on the cardboard provided.
4.​ The subject areas covered are Data Structures and Algorithm Analysis,
Database Management Systems, SAD, Networking, Internet and Web
Applications, Programming, Troubleshooting, IT Fundamentals, and Updates.
5.​ The quiz bowl is composed of three rounds: EASY, AVERAGE, and DIFFICULT
rounds. A CLINCHER wound will be made in case of tie/s.
6.​ Each round is a multiple choice type of quiz, composed of 10 questions,
equivalent to 5, 10, and 15 points respectively.

TIME
NUMBER OF
ROUND ALLOTMENT POINTS
QUESTIONS
PER QUESTION

Easy 10 10 5

Average 10 15 10

Difficult 10 20 15

7.​ The quiz master will read each question or problem twice.
8.​ The timer starts after the quiz master has read the question twice.
9.​ After the given time, a buzzer will be heard and all answer cards should be
raised.
10.​ The team with the highest score after three rounds wins. The teams with the
next highest scores will be placed second, third, fourth, and fifth, respectively.
11.​ In case of tie, a clincher round shall be made to break the tie. Whoever gets the
correct answer first will be declared as winner for the clincher round.
12.​ Any team caught cheating will be disqualified and immediately out of the
competition.
13.​ Any protest regarding an item shall no longer be entertained at the time the quiz
master utters the first word of the succeeding question.
14.​ The decision of the judges is final and irrevocable.

3
MULTIMEDIA ACTIVITIES
III.​ DIGITAL POSTER DESIGN

1.​ Each team may designate one (1) participant only to represent them in the
competition.
2.​ The use of stock photos is strictly prohibited.
3.​ Computers will be provided to the participants.
4.​ All participants will use Adobe Photoshop/Illustrator as the editing software for
this competition.
5.​ The participants shall create a digital poster design in line with the theme of
this year’s CCS Day.
6.​ The poster design should adhere to a dimension of 24 inches in width and 30
inches in length.
7.​ Participants will have a total of 2 hours to complete their digital poster
designs.
8.​ All submissions must be in PNG format for consistency and ease of review.
9.​ Failure to comply with the above-stated guidelines, late submission, after the
cut-off time will result in a 2-point deduction per judge.
10.​The ranking system will be used in tabulating the judgment of the jury. Shifting
from a ranking system to a point system will ONLY be observed if there will be
tie/s.
11.​The decision of the judges is final and irrevocable.

CRITERIA FOR JUDGING

Visual Impact
●​ Appeal (How visually attractive and engaging the poster is)
40%
●​ Creativity (Innovation in design elements like colors, typography, and imagery)
●​ Layout (How well elements are arranged for coherence)

Message Clarity and Communication


●​ Clear Message (How well the poster communicates its intended message)
25%
●​ Information Organization (How easy it is to understand the content layout)
●​ Relevance (How aligned the content is with the theme)

Originality and Creativity


●​ Uniqueness (How original and distinct the design is)
20%
●​ Creative Interpretation (How creatively the theme is presented)
●​ Freshness (Avoiding common design cliches)

Technical Execution
●​ Skill (Proficiency in using design tools)
15%
●​ Resolution and Format (Ensuring high-quality and proper digital formats)
●​ Attention to Detail (Focusing on typography, color, and image quality)

Total 100%

4
IV.​ INFOGRAPHICS
1.​ Each team may designate one (1) participant only to represent them in the
competition. Computers will be provided to the participants.
2.​ All participants will use Adobe Indesign/Illustrator as the editing software for
this competition. Participants will be provided with image resources for use in
their infographics. The use of stock photos is strictly prohibited.
3.​ An article will be provided as it will serve as the foundation for creating the
infographics. Participants must derive content and key points from this article.
4.​ Infographics should adhere to a dimension of 12 inches in with and 18 inches
in length. Participants will have a total of 2 hours to complete their infographic
designs.
5.​ All submissions must be in PNG format for consistency and ease of review.
6.​ Failure to comply with the above-stated guidelines, late submission, after the
cut-off time will result in a 2-point deduction per judge.
7.​ The ranking system will be used in tabulating the judgement of the jury.
Shifting from a ranking system to a point system will ONLY be observed if
there will be tie/s.
8.​ The decision of the judges is final and irrevocable.
CRITERIA FOR JUDGING

Clarity and Effectiveness


●​ Clarity of Information (Information presented clearly and concisely, ensuring easy
comprehension)
●​ Visual Hierarchy (Well-defined visual hierarchy to guide viewers’ attention through 40%
the infographic)
●​ Effectiveness in Communication (Ability of the infographic to effectively convey key
messages and insights)

Visual Appeal
●​ Design Elements (Attractive design elements, including graphics, icons, and color
schemes, that enhance visual appeal)
●​ Consistency (Consistent use of design elements and branding throughout the 30%
infographic)
●​ Balance and White Space (Proper balance between text and visuals, and effective
use of white space to improve readability)

Relevance and Accuracy


●​ Relevance to Topic (Alignment of content with the intended topic or theme of the
Infographic) 20%
●​ Accuracy of Information (Ensuring that all information presented is accurate,
up-to-date, and supported by credible sources)

Engagement and Call-to-Action (10%):


●​ Audience Engagement (Ability of the Infographic to engage the target audience and
maintain their interest) 10%
●​ Call-to-action (Inclusion of clear call-to-action to prompt viewers to take further action
or engage with the content)

Total 100%

5
E-SPORTS AND GAMES
V.​ MOBILE LEGENDS

1.​ Each team is entitled to send one (1) team composed of five (5)
students/alumni and one (1) faculty member.
2.​ Team Requirements:
a.​ A team must consist of the following members:
i.​ 5 main players (Required)
ii.​ 1 reserved player (Optional)
b.​ Teams are prohibited from replacing any of the registered players
including the reserved player throughout the event.
c.​ Teams must use the team name of their respective teams.
3.​ Players must be available on the tournament dates.
4.​ The act of registering for this competition implies full acceptance of the terms,
conditions, rules, and regulations stated in its entirety.
Mechanics
A.​ Tournament Streams
a.​ Teams that are found to be abusing the tournament streams will
be disqualified immediately and will be denied tournament
winnings for this action or any abusive action.
b.​ Any dispute should be directed to the tournament admins
directly for any issues. Any teams that are found not
following the rule will be disqualified immediately
regardless if the game is streamed or not.
c.​ Live Streams may be available for public views each matched
on the Computer Studies Student Organization-Isulan Campus
Official Facebook Page.
B.​ Match Preparation
a.​ Pick/Ban Process
b.​ All the teams will go through the coin toss process to
determine their picks and bans. The referee/marshall will
ensure both teams are ready to enter the pick/ban phase after
players from both teams have entered the in-game lobby.
Once both teams are ready, the referee will inform the in-game
lobby admin to start the game.
c.​ Game Setting
i.​ Map: Tournament Mode (5v5)
ii.​ Game Type: Draft Pick

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d.​ Game Restrictions
i.​ If there is the presence of a known bug in any device,
hero, skin, emblem, skill, or any other reason determined
by Officials, the Officials may add a restriction at any time
before or during the match.
e.​ Pick Process
i.​ The pick/ban order will follow the default sequence set in
the game.
ii.​ Wrong Pick: If a team has picked/banned a hero by
mistake, the game will still be continued. There will be
no remakes due to the wrong pick/ban.
iii.​ Swapping Heroes: If there is a mistake due to player
negligence when swapping heroes, the match will
continue. Exchanging devices is not allowed under any
circumstance. Pick priority will only be applied to the
grand finals team who are from the upper bracket. They
will have the pick priority coming into the grand finals.
iv.​ Game Starts After Pick/Ban Phase: The game will
immediately start after the pick/ban phase unless there
are other instructions from the referee/marshall. Staff will
remove any irrelevant items from the game zone. Players
are not allowed to leave the game in between the period
after the pick/ban phase is complete until the game starts
f.​ Connection Problem
i.​ If a problem occurs during the Pick/Ban Phase or game
loading due to the presence of a bug, disconnection, or
other errors and a player fails to join the match after the
game has started. It is the player’s responsibility to
ensure that their data connections are good.
g.​ In-Game
i.​ During the elimination rounds, there is only one (1) pause
every game, with each pause lasting no more than two
minutes.
ii.​ A maximum of 2 pauses are allowed for each match
during the semi-final and final round.
iii.​ Only the team coach is allowed to request game pauses.

7
C.​ Tournament
a.​ The tournament elimination will be online.
b.​ The tournament will follow a Single Elimination format.
c.​ Face-to-face tournament for teams entered in the finals or
championship.
d.​ Only original team members are allowed to participate in the
face-to-face tournament, otherwise, the team will be disqualified
and the opposing team will be declared the winner by default.
e.​ Captains Mode (captains will coordinate and are the only
persons allowed to coordinate with tournament staff through
MESSENGER).
f.​ The elimination round is the best of two (2) winning matches per
game.
g.​ The Grand Finals will be played in a best-of-three (3) format.
D.​ Disqualification
a.​ To maintain fairness during the tournament, the organizer
reserves the right to disqualify teams.
b.​ Teams found partaking in the following scenarios will be
disqualified from the tournament:
i.​ Deliberate stalling of the game can result in losing that
game or series entirely.
ii.​ Deliberate leaving of a match before it ends can result in
a forfeit and a winning point awarded to the opposing
team.
iii.​ Usage of exploits or third-party programs/cheats will
result in player and/or team disqualification.
iv.​ Unsportsmanlike conduct (Toxicity in chat, excessive bad
manners, physical violence, etc.) will result in player
and/or team disqualification v. Betting or match-fixing will
result in player and/or team disqualification vi. Teams that
did not turn up on time will be automatically disqualified.
vii. For any teams late for the reporting time, tournament
organizers reserve the right to disqualify any player who
does not comply with the rules.

8
VI.​ DOTA 2

1.​ Participating teams will only have one (1) team representative.
2.​ Teams must register 5 members compulsory and +1 faculty member.
3.​ Teams must use their respective team name.
4.​ Team members must use their last name in-game name.
Mechanics
A.​ Tournament Streams
a.​ Tournament streams will be played approximately 5 minutes to avoid
player sniping.
b.​ Teams that are found to be abusing the tournament streams will be
disqualified immediately and will be denied tournament winnings for
this action or any abusive action.
c.​ Teams will be asked to act gracefully when the game is streamed, no
vulgar words, taunting, or spamming is allowed. Any dispute should be
directed to the tournament admins directly for any issues. Any teams
that are found not following this rule with concrete proof will be
disqualified immediately regardless if the game is streamed or not.
B.​ Conduct
a.​ As explained in the above section, players/teams must be responsible
for each member's actions. Any member of a team who violates the
player's conduct will be disqualified from entering further qualifiers and
the current qualifier that the team is participating in.
b.​ Players must be able to commit to the time/schedule mentioned in the
tournament platform and may not agree to a time that both teams are
suitable to be playing at.
c.​ Players may not use force outside the game to influence the outcome
of the game. Severe punishments such as disqualification will be
imposed and will also be investigated by the Prefect of Discipline and
be given appropriate sanctions if probable cause is found.
d.​ Betting is strictly forbidden between teams and will not be tolerated.
e.​ Agreeing on losing on purpose will also be considered a disqualification
act if found out by the facilitator.
f.​ Teams are advised to be humble and to be strict with each other in
enforcing these rules for the smooth flow of the tournament.
g.​ Any dispute may be directed to the tournament facilitator.
C.​ General Tournament Rules
a.​ Players must obey the Dota 2 User Agreement.
b.​ Players and teams should set official player and team names in
the game client mentioned in previous statements.

9
c.​ All players should be officially registered for the team they are
representing.
d.​ Players are forbidden to leave the playing area without the
administrator’s permission until the end of a match.
e.​ Players have to hand over to admin all their pads, phones, and other
electronic devices until the match is over.
f.​ Each team is optional to bring along at least 1 set of keyboard, mouse,
mousepad, in-earphones, and full-size headphones (for mic).
g.​ After the start of a match, only players, administration, and staff,
approved by organizers, are allowed to stay in the playing area.
h.​ During the matches, players have to keep the stage tables clean of
food, drinks, trash, etc.
i.​ Downloading any 3rd party application files that may affect the
gameplay of Dota 2 is strictly prohibited without the authorization of an
admin. Players can only launch Steam, DOTA 2, and peripheral drivers
on tournament computers. No config of any sort may be added to the
game before the start of a match.
j.​ All players have to wear team uniforms (optional) or proper attire during
the games. For the bottom, only long pants. For shoes, sandals or
slippers are not allowed. The general appearance of a player must be
decent.
D.​ Disciplinary Punishments and Fines
a.​ For breaking the rules of these Regulations there are disciplinary
punishments and fines.
b.​ Failure to follow the scheduled timing. Teams will be penalized in this
order:
i.​ 5 minutes: Penalty Level 1 for In-game Draft (Dota 2)
ii.​ 10 minutes: Penalty Level 2 for In-game Draft (Dota 2)
iii.​ 15 minutes: Penalty Level 3 for In-game Draft (Dota 2)
iv.​ 20 minutes+: Disqualified from the match (Free win to the
opponent)
c.​ Failure to follow the dress codes for the event:
i.​ 1st Warning: Will be asked to change to appropriate attire.
ii.​ 2nd Warning: Purposely not wearing according to the dress
codes (the team will be disqualified from the match)
d.​ Breaks for participants between maps during the whole event are 10
minutes maximum, teams have to be ready to start the draft by that
time.
e.​ Players, coaches, managers, or any other department representatives
are prohibited from making bets (using real or virtual money, even Dota
2 items or any other game skins). - Default loss and disqualification.
f.​ Sabotaging the match, unauthorized quit. - Default loss and
disqualification.

10
g.​ Insulting opponents, provocation
i.​ Warning
ii.​ Repeating the offense - Default loss
h.​ Insulting organizers and facilitators. — Default loss
i.​ Using side programs affecting the game process — Default loss and
disqualification.
j.​ Launching any applications on tournament computers apart from those
mentioned.
k.​ If a punishment is not described in the ruleset, the facilitator may use
any sanction or fine, depending on the situation and the regulations.
E.​ Lobby Details
a.​ All matches are created by the facilitator, no later than 10 minutes
before the series starts. Passwords to the lobby will be shared with
teams.
b.​ Game Mode: Captains Mode
c.​ Server Location: SEA
d.​ Game Format: Best of 1 (except Finals: Best of 3)
e.​ Teams and players must be in the lobby 5 minutes before the start to
decide sides/first pick.
f.​ Choosing Side and Pick. Choosing a Side or Pick is made by a manual
coin toss.
i.​ Best of One
1.​ First Map - Coin Toss Winner chooses pick or
side/opponent chooses from the remaining options.
ii.​ Best of Three
1.​ First Map - Coin Toss Winner chooses pick or
side/opponent chooses from the remaining options.
2.​ Coin toss loser chooses pick or side/opponent chooses
from the remaining options.
3.​ 3rd map - new coin toss; winner chooses pick or
side/opponent chooses from the remaining options.
g.​ Spectators are not allowed in the lobby. Managers and other team
players are not allowed to be in the lobby. Only official casters are
allowed to be in the game lobby.
h.​ Pauses are not allowed except for technical reasons or sudden health
issues. The team that pauses has to write in all chats the reason for the
pause.
i.​ Total game duration – The game lasts until the winner is known. The
winner is the team that destroys the enemies’ ancient or forces them to
surrender.

11
j.​ Each team captain shall verify that every player on his/her team has
finalized their intended game settings. Please resolve any problems
that might occur before a match starts. Starting to play the match
means that you agree with the pre-match situation.
F.​ Bracketing
a.​ Platform - Challenge
b.​ Format - Single Elimination

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VII.​ CODM (Call of Duty Mobile)

1.​ Team Composition


●​ Each team must consist of 5 players (with an optional 1 substitute).
●​ Players must use their own accounts and devices to compete.
●​ No player swapping is allowed once the match has started.
2.​ Match Setup & Rules
●​ Matches will be custom games hosted by the tournament organizers.
●​ Best-of-2 matches will determine the winning team in early rounds. If
each team wins one map, the team with the highest overall round count
across both maps wins.
●​ Finals will be best-of-3, with the first team to win two maps crowned as
the champion.
3.​ Game Settings
●​ Game Mode: Search and Destroy
●​ Match Time: 10 rounds per game
●​ Team Switching: Allowed after rounds
●​ Maps: Maps will be announced before each match.
4.​ Weapon & Loadout Restrictions
●​ The use of banned weapons, perks, or skins (if applicable) will result in
a warning or match forfeiture.
●​ Players must follow the official tournament rules regarding restricted
loadouts.
5.​ Fair Play & Conduct
●​ No hacking, cheating, or exploiting glitches. Any violation results in
immediate disqualification.
●​ No toxic behavior, trash talk, or offensive language toward opponents,
teammates, or event organizers.
●​ Network & Device Issues: If a player disconnects mid-match, the match
continues unless it happens before the first 30 seconds of Round 1. In
that case, a rematch can be considered.
6.​ Tiebreakers & Final Rulings
●​ If a match results in a tie during the Best-of-2 series, the team with the
higher total round wins across both maps advances.
●​ In case of disputes, the tournament organizers have the final decision
on any ruling.

13
SOCIO-CULTURAL ACTIVITIES
VIII.​ UNITY DANCE COMPETITION

1.​ This is a team competition, which means that everyone is required to join.
2.​ The music was already provided by the facilitator.
3.​ The Unity Dance must have a combination of cheering or yelling and dancing.
4.​ Mixing or adding any effects to the given music will not be allowed and subject
to automatic deduction.
5.​ Vulgarity, obscenity, and sexually explicit content or movement are strictly
prohibited.
6.​ Props may be used during the performance as long as they will not be
dangerous, hazardous, or harmful that can cause any injuries to the
participants.
7.​ Attire may include accessories such as scarves, caps, gloves, jewelry, etc.
removing pieces of clothes during the performance is allowed, provided that it
is not offensive or out of character.
8.​ Failure to follow guidelines and mechanics will be subject to an automatic five
(5) points deduction from the total score.
9.​ The decision of the judges is final and irrevocable.
CRITERIA FOR JUDGING

Category Description

Performance 1.​ Execution (emphasis of the steps)


2.​ Mastery
3.​ Synchronization and Precision (Unity and 50%
Oneness)
4.​ Energy and Projection

Creativity 1.​ Dance steps creativity


2.​ Use of space 25%
3.​ Artistic expressions

Cheering/Yelling/Dancing 1.​ Audibility


2.​ Volume 25%
3.​ Originality

Total 100%

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IX.​ HIP-HOP DANCE COMPETITION

1.​ Each team must have one (1) entry only.


2.​ This competition concept is Urban Dance (dances influenced by the rhythms
and techniques of funk, and hip-hop music, such as locking, popping, and
b-boying).
3.​ Each entry should have a minimum of six (6) members and a maximum of ten
(10).
4.​ A minimum of 4 minutes and a maximum of 6 minutes of dance performance
shall be allowed to each competing team including the entrance and exit
presentation. A point fifty (0.50) shall be deducted from the total score of the
competing team for every 30 seconds of excess or lack of time allowed.
5.​ Costumes and concepts with the collaboration on the theme are solely within
the discretion of the group. Use of props is allowed except the use of
pyrotechnics fire and deadly weapons (knives, guns) are strictly prohibited for
safety reasons.
6.​ Music must NOT contain bad, dirty, vulgar, words or words/phrases.
7.​ The music that will be used by the participants must be submitted to the
sound operator before the competition starts. The competing groups are
allowed to choose any color or style for their costume. However, costumes
must not be too vulgar. Decency of clothes must be observed.
8.​ In case technical problems occur during the group’s performance, the latter
shall be allowed to perform again after the last contingent. Failure to comply
with the above-stated guidelines will result in a 2-point deduction per judge
except for those with specified deduction processes, or disqualification.
9.​ The Ranking System will be used in tabulating the judgment of the jury.
Shifting from a ranking system to a point system will ONLY be observed if
there will be tie/s.
10.​The decision of the judges is final and irrevocable.
CRITERIA FOR JUDGING

Composition (Choreography, Creative


40%
application of dance elements, Originality)

Performance (Musicality, Group Execution,


40%
Synchronization, Mastery)

Overall Impression (Showmanship, Intensity,


20%
Projection, Attire)

Total 100%

15
X.​ SOLO SINGING CONTEST

1.​ The contest consists of one (1) round only.


2.​ The contestants shall sing straight published English RNB Songs.
3.​ Rearrangement or revival of the song is allowed.
4.​ Singing shall be accompanied by a minus one. Multiplex, karaoke/videoke,
and live accompaniment shall not be allowed. Soft/electronic copy (MP3/MP4
format) shall be provided to the host institution prior to the contests for
compilation.
5.​ The delivery of each piece is for 3-7 minutes.
6.​ The judges’ scores shall be reverted to zero in the succeeding rounds.
7.​ The decision of the Board of Judges is final.
CRITERIA FOR JUDGING

Tone Quality (Vocal Technique/Intonation) 45%

Musicianship (Dynamic nuances, interpretation,


45%
intonation, diction)

Deportment 10%

Total 100%

16
XI.​ DUET SINGING CONTEST

1.​ The contestants consists of one (1) rounds only.


2.​ The contestants shall sing straight publish English RNB Songs.
3.​ Rearrangement into duet of the song is allowed.
4.​ Singing shall be accompanied by a minus one. Multiplex, karaoke/videoke,
and live accomplishment shall not be allowed. Soft/electronic copy
(MPS3/MP4 format) shall be provided to the ghost institution prior to the
contests for compilation.
5.​ Delivery of each piece is for 3-7 minutes.
6.​ Judges’ score shall revert to zero in the succeeding rounds.
7.​ the decision of the Board of Judges is final.
CRITERIA FOR JUDGING

Tone Quality/Vocal Technique 25%

Blending/Harmony 40%

Musicianship (Interpretation, Dynamic Nuances,


25%
Diction)

Deportment 10%

Total 100%

17
SPECIAL EVENTS
XII.​ MACHO GAY

1.​ Each team must have two (2) participants who will represent their team.
2.​ Participants will compete in five categories:
a.​ Production Number & Introduction
b.​ Jersey Round (Wearing their Team Jersey)
c.​ Playsuit and Wings (Creative Wear)
d.​ Preliminary Interview (Picture Analysis)
e.​ Final Q&A
3.​ Contestants must exhibit confidence, charisma, and intelligence throughout
the competition.
4.​ Proper decorum and sportsmanship must be maintained at all times. Any form
of disrespect or inappropriate behavior will result in disqualification.
5.​ The decision of the judges is final and irrevocable.
6.​ Participants must identify as Macho Gay and be comfortable expressing
masculinity and femininity.
7.​ Contestants must be 18 years old and above.
8.​ Participants should have good stage presence, confidence, and personality.
9.​ No indecent exposure or offensive behavior during performances.
COMPETITION CATEGORIES & RUBRICS

Production Number & Introduction

Introduction & The contestant confidently introduces themselves with charisma, enthusiasm,
25pts
Personality and a strong stage presence. Their personality shines through their introduction.

Stage
The contestant displays confidence, poise, and a commanding stage presence
Presence & 25pts
throughout the performance.
Confidence

Energy &
The contestant showcases enthusiasm, energy, and an engaging performance
Performance 20pts
while interacting with the audience.
Quality

Synchronizatio
Movements are executed in sync with the music and choreography, showing
n& 15
proper coordination and flow.
Coordination

Creativity &
The performance is original, entertaining, and leaves a lasting impression. 15
Overall Impact

TOTAL 100pts

18
Jersey Round (wearing their Team Jersey)

Confidence &
Stage Walks with energy, looks comfortable, and interacts with the crowd naturally. 50pts
Presence

Creativity in
The jersey is worn with a unique flair, making it visually appealing and distinctive. 30pts
Presentation

Overall Appel The contestant exudes a sporty and confident look. The outfit complements their
20pts
& Impact body and style.

TOTAL 100pts

Preliminary Questions (Picture Analysis)

Clarity &
Speaks clearly, confidently, and without hesitation. Uses a strong and composed
Confidence in 50pts
voice. Maintains good posture and eye contact.
Answering

Relevance & Explanation is logical, meaningful, and relevant to the picture shown.
Depth of Demonstrates understanding and insight in the response. Provides substantial 30pts
Response reasoning and perspective.

Personality & Engaging and natural response delivery. Shows uniqueness, creativity, and
20pts
Wit individuality. Expresses humor or charm appropriately when applicable.

TOTAL 100pts

Playsuit with Wings (Creative Wear)

Creativity &
The playsuit and wings are original, artistic, and reflect the contestant’s
Uniqueness of 60pts
personality.
Design

Confidence &
Stage Owns the stage with grace, confidence, and dramatic flair. 20pts
Presence

Execution &
The outfit is well-made, well-fitted, and enhances the contestant’s presence. 20pts
Overall Appeal

TOTAL 100pts

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Final Q&A

Content &
Response is insightful, well-structured, and showcases intelligence and
Depth of 60pts
understanding.
Answers

Confidence &
Speaks fluently, with a commanding yet natural presence. 25pts
Eloquence

Personality &
Displays charm, authenticity, and relatability in responses. 15pts
Expression

TOTAL 100pts

1.​ The contestant with the highest total score will be crowned as the Macho Gay
Grand Winner.
2.​ In case of a tie, the Final Question Round will be used to determine.
3.​ Note: In the Creative Wear, the design the candidate is wearing should be
original, NOT ready-to-wear.

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XIII.​ ADVOCACY VIDEO COMPETITION

1.​ Open to all CCS Students participating.


2.​ Each team must consist minimum of 5 and maximum of 10 members.
3.​ Teams must register by the specified deadline.
4.​ The theme for the Advocacy Video Competition will revolve around
technology’s impact on society, focusing on topics such as:
a.​ Cybersecurity and Online Safety
5.​ Video Requirements:
a.​ Duration: Minimum of three (3) minutes, maximum of five (5) minutes.
b.​ Format: MP4, 1080p resolution.
c.​ Language: English, Tagalog (with English subtitles if necessary).
d.​ Content: Must be original, relevant to the theme, and appropriate for
general audiences.
e.​ Music and Effects: Any background music or sound effects used must
be royalty-free or properly credited.
f.​ Team Credits: A brief mention of team members in the end credits.
6.​ Submission Guidelines
a.​ Videos must be via Google Drive or USB.
b.​ Late submissions will not be accepted.
7.​ Additional Rules
a.​ Any form of plagiarism, explicit content, or inappropriate language will
result in disqualification.
b.​ Teams are encouraged to seek faculty guidance but must ensure the
project is student-led.
c.​ Judges’ decisions are final and non-appealable.
CRITERIA FOR JUDGING

Relevance to Theme (How well the video aligns


30%
with the chosen advocacy)

Creativity and Originality (Innovation in


25%
storytelling and presentation)

Technical Quality (Video and audio clarity,


20%
editing, and production quality)

Impact and Message Delivery (Effectiveness in


15%
conveying the advocacy message)

Overall Presentation (Engagement and


10%
professionalism)

Total 100%

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XIV.​ UNIFORM T-SHIRT DESIGN

1.​ The team will only send one (1) participant to compete.
2.​ Open to all CCS students participating.
3.​ Design Requirements
a.​ The design must incorporate the text “TechTopia 2025, Beyond Limits”
b.​ It should reflect themes related to technology, innovation, and limitless
possibilities.
c.​ The design must be suitable for printing on a T-shirt (front only).
d.​ Design must be in PNG or PDF format with a transparent background.
e.​ Dimensions: 12 x 12 inches (300 DPI resolution).
4.​ Time Limit
a.​ Participants will have two (2) hours to complete their T-shirt design
during the competition.
5.​ Submission Guidelines
a.​ Participants must submit their designs via USB or designated email
before the deadline.
b.​ Each submission must include a brief concept description (100-150
words).
c.​ Late submissions will not be accepted.
CRITERIA FOR JUDGING

Creativity and Originality (Uniqueness and


35%
innovative approach to the theme)

Relevance to Theme (How well the design


30%
represents “Beyond Limits” in technology)

Aesthetic Appeal (Visual impact and overall


20%
attractiveness)

Overall Presentation (Neatness and clarity of


15%
the design)

Total 100%

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XV.​ TIKTOK DANCE CHALLENGE

1.​ Each team smust have a totals of twelve (12) participants:


a.​ 7 students
b.​ 5 faculty members (assigned)
2.​ If the required faculty members are incomplete, Wing Guardians will replace
them to ensure a full team of 12.
3.​ The dance routine must be between minimum of 3 minutes and maximum of 5
minutes long and must be performed live during the event.
4.​ Teams must use an appropriate TikTok Dance Trend or create an original
choreography.
5.​ The song and choreography must be school appropriate, avoiding explicit
language, inappropriate gestures, or offensive themes.
6.​ Costumes and props are optional but must not cause safety hazards.
7.​ Teams must submit their chosen music and TikTok trend to the organizers
before the competition.
8.​ Each team is allowed one retake in case of technical difficulties (e.g, sound
failure).
9.​ Judging will be based on live performance and not on TikTok likes or shares.
10.​The decision of the judges and organizers is final and non-negotiable.
11.​Teams will perform on stage in front of an audience.
12.​ Each performance must include all 12 members dancing at some point.
13.​ If a team lacks faculty members, Wings will step in to complete the lineup.
14.​ The competition will follow a single-round format, where all teams oerform
and are judges based on criteria.
15.​ Teams must ensure smooth transitions, coordination, and energy throughout
the routine.
CRITERIA FOR JUDGING

Synchronization & Execution (How well the team


30%
dances in sync and executes choreography smoothly)

Creativity & Originality (Unique choreography, use of


25%
formations, and creativity in performance)

Energy & Stage Presence (Confidence, enthusiasm,


20%
and overall performance impact)

Audience Engagement (Ability to entertain and engage


15%
the crowd)

Costume & Visual Appeal (Presentation, theme


consistency, and coordination of outfits) 10%

Total 100%

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XVI.​ BLOCK BLAST COMPETITION

1.​ Each team must select two (2) participants to represent their team in the
Block Blast Competition.
2.​ Participants must be officially registered members of their respective teams.
3.​ Participants must have a newly downloaded version of the game (Score must
be 0).
4.​ Each participant will have 2 attempts.
5.​ To ensure fairness, all players should use android phones and play with the
updated version of the game.
6.​ Participants must be abide by the rules and decisions, which are final.
7.​ The organizing commitee reserves the right to modify the rules and disqualify
participant at any time.
8.​ The organizing committee will not be responsible for any personal items lost
or damaged during the event.
9.​ Participants must not be in any form of cheating or unsportsmanlike conduct:
violations will lead to immediate disqualification.
10.​ The participants must be registered to compete.
11.​ All participants must start with a score of 0.
12.​ The highest score from the two (2) attempts will be recorded as their final
score.
13.​ Participants must ensure their device is charred and ready for gameplay
during their scheduled scoring time.
14.​ Participants should arrive at least five (5) minutes early to the schedules’ time
to ensure a smooth process.

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XVII.​ BOOTH MAKING COMPETITION

1.​ Team-Themed & Tech-Inspired Design: Each team must design their booth
based on their assigned team identity (Giga Eagles, Mega Falcons, Tera
Vultures, Kilo Hawks, Nano Owls) while incorporating a technology-related
concept. Creativity in blending team spirit and technological themes will be a
key factor in judging.
2.​ Strictly Within Assigned Space: Booths must be set up only within the
designated marked area. Any decorations, structures, or interactive features
must not exceed the assigned space. Violating this rule may result in point
deductions or disqualification.
3.​ No Food Selling Allowed: Booths must not be used for food selling,
fundraising, or any commercial purposes. The focus should be on creativity,
technology, and team representation.
4.​ Safe & Fair Setup: Booths should be secure, stable, and not obstruct
walkways. Teams must not interfere with neighboring booths by overlapping
decorations, excessive noise, or obstructing pathways.
CRITERIA FOR JUDGING

Creativity & Originality (The booth reflects a unique and innovative design that creatively
represents the team’s identity (Giga Eagles, Mega Falcons, Tera Vultures, Kilo Hawks, Nano 30pts
Owls) while integrating a technology-inspired theme.)

Relevance to Theme (The booth effectively showcases both the team identity and technology
20pts
concept in a cohesive and well-thought-out manner.)

Structural Integrity & Safety (The booth is well-constructed, stable, and safe for visitors to enter
15pts
and interact with. All materials are properly secured.)

Aesthetic Appeal & Presentation (The booth is visually striking, well-organized, and neatly
15pts
arranged, demonstrating attention to detail.)

Interactivity & Engagement (The booth provides an interactive or educational experience that
10pts
engages visitors, making the concept more immersive and impactful.)

Adherence to Guidelines (The booth is set up strictly within the assigned space, does not obstruct
10pts
walkways, and complies with all competition rules, including the no food selling policy.)

Total 100%

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