*reposted from migoy lizada and countless others* ADM 102: Introduction to Ateneo-La Salle Games Course Outline and Reading List Chapter 2: Knowing the Enemy Chapter 3: Pre-Game Rituals Chapter 5: Game Time Chapter 6-A: When the Final Buzzer Beats (In case of Victory) Chapter 6-B: When the Final Buzzer Beats (In case of Defeat)
Wednesday, September 03, 2008
The Best School in the world should have this course....
Thu/Sat/Sunday, 4:00 PM, Araneta Coliseum
The course introduces the student-cheerer to the dynamics and principles of the Ateneo-La Salle rivalry. The course employs both theoretical and application dimensions. The theoretical phase exposes the student to the history of the rivalry, the tradition of cheering, the construction of the ideal Atenean 6th Man, and other theoretical concepts.
The application phase on the other hand requires the student to put into practice all the theoretical principles. These practices include, among others: effective skills in lining up for the games, cheering (pre-game, during the game, half-time and post-game), jeering, heckling, creating effective posters and banners for one's favorite players and posing and smiling for Fabilioh.com.
By the end of the course, the student should have been able to:
Chapter 1: What is School Spirit?
Written Long Test will assess your memorization of the tradition and history of the Ateneo-La Salle rivalry. The test items consist of Multiple Choice questions and an evaluation of True or False statements.
Oral Exam. The student will randomly draw two cheers from a lot. The student must cheer/sing the cheers he picked. Afterwards, he must be able to explain the significance of the cheer/song. He must also be able to identify when these cheers/songs are used.
Practical Exam:. The student must line up for tickets. This is a pass or fail exam. If the student is able to acquire a ticket, he automatically gets an A. If he doesn't get any ticket, he must take the Make-Up Test.
Make-up Test: Negotiating with Scalpers. Students who wish to pass the first practical exam for the course but failed to do so must take the Make-Up test. The student must locate a scalper within the vicinity of Araneta Coliseum. This is not a pass or fail test. The student's grade depends on how he was able to acquire a good ticket with the lowest possible price. The better the ticket with lower ticket price, the higher the grade.
Final Exam: Students are required to cheer during the game. The grade depends on the voice quality and frequency of the cheering. The Ateneo standard grading system will be applied. Therefore the passing score for the Final Exam is 70%. Students who cannot stand up and cheer 70% of the time automatically fail the exam.
Bonus points are given to students who are able to convince others to cheer loudly, either through a well-articulated speech or forceful coercion. Extra points are also awarded to fans who make creative banners for their favorite players.
Written Long Test: 20%
Oral Exam: 20%
Practical Exam: 20%
Final Exam: 40%
Course Policies and Other Reminders
1. Plagiarism. Plagiarism is an extreme offense. Do not copy cheers from other schools.
2. Cellphone Use. Using your cellphone to place in bets is illegal. Do not get yourself into trouble.
3. Cuts. Once you are inside Araneta, you are not allowed to leave. You must watch all four quarters. Win or lose, you are not allowed to leave before the Song for Mary is sung. Doing so merits an automatic W for the course.
*reposted from migoy lizada and countless others*
ADM 102: Introduction to Ateneo-La Salle Games
Course Outline and Reading List
Chapter 2: Knowing the Enemy
Chapter 3: Pre-Game Rituals
Chapter 5: Game Time
Chapter 6-A: When the Final Buzzer Beats (In case of Victory)
Chapter 6-B: When the Final Buzzer Beats (In case of Defeat)