The National Typing League

The National Typing League

9/20/08

Kenneth Burchfiel

An Overview of the National Typing League

I: Typing Teams

A: Each team will be made up of no less than five competing typists.

B: Each teammate will be seeded against the other members of that team based on their typing ability.

II: Beginning typing competitions

A: Competitions will be held in a location accepted on by both teams.

B: The competition location must be suitable for a typing contest, meaning:

.    1. The location must include a sufficient number of computers and keyboards for each team.

2. The location must be free of auditory and visible distractions.

3. The owners of the location must be willing to comply with the requests of each team.

4. Internet connections must be available to register results.

5: The location must be large enough to accommodate all team members, staff and equipment.

C: Before the competition begins, there will be a twenty-minute period for set up and warmup. Teams may use this time as they please.

D: The coaches, or captains (if no coaches are present) will meet and decide on the following matters:

  1. If the teams have an unequal amount of players, the coaches must decide if they wish to have more than five seeded matches. There may be up to 11 seeded matches.
  2. What order they wish to have matches. If resources permit, all matches may take place at the same time; if time permits, each match may take place separately.
  3. How to manage technological problems.
  4. Where and when to schedule future matches, if desired.

E: The coaches will then greet the match organizer.

E: After meeting, the coaches and captains will then address their team members. The contests then begin.

III: The Typing Competition

A: Both players in a match will greet one another before beginning.

B: Each player will be given a keyboard and a computer. They may request headphones, but only for noise reduction purposes.

C: The match will be officially begun by the match organizer. He will start each match by:

  1. Revealing the text that each player will be typed.
    1. If one player is given the opportunity to see this text beforehand, a different text will be chosen.
    2. Both players will use the same text, but on different computers.
    3. Unless more technology exists and is agreed on by both coaches or captains, the text will assume the form of one or more sheets of paper arranged to the left (first and second pages) and right (additional pages) of the computer.
    4. The text must be legible, and the font must be agreed upon by both coaches.
  2. Beginning the match timer.
    1. Match contests will last three minutes.
    2. Players are required to stop typing at the sound of the timer’s whistle.
    3. The technology available will influence exactly how the match is timed. The game clock will operate by computer if possible; or, the organizer may use a manual timer.

D: During the course of the match, the players will attempt to type the words featured on the pages of text as quickly and as accurately as possible.

  1. Words may not be skipped in the course of the contest. Skipped concept will be counted as mistyped content.
  2. Players are not to distract each other verbally or physically during the course of the concept. Doing so will result in an automatic disqualification.
  3. The word processor that each player will use must:
    1. Have all copying and pasting features disabled.
    2. Must have spell checking or grammar checking software disabled.
    3. Must allow manual (by mouse or keyboard) editing only.

IV: Scoring Individual Matches

A: At the end of the match, both players’ typing will be categorized as correctly spelled and misspelled words.

  1. Only words that match the words on the text page in terms of capitalization, punctuation, spacing and spelling and in the order that they appear on the page will be considered correct words.
  2. Misspelled words will be counted (surprise!) as misspelled words.
  3. Words that lack proper capitalization, or words that feature capitalization in the improper spots, will be considered misspelled.
  4. Words that are skipped on the page will be counted as misspelled.
  5. If a word is typed more than once, the word will count the first time it is written, then be considered misspelled for all consecutive appearances.
  6. Words written that are not seen on the page or pages of text will be counted as misspelled.
  7. Words that cannot be finished by the termination of the test will not be factored into the final score.
  8. Extra spaces between words will make the word preceding them count as misspelled.
  9. Mispunctuated words will count as misspelled.

B: The scoring method is known as “divide, then multiply,” or DTM.

  1. To tabulate the final score, the number of correctly spelled words will be divided by the sum of all correctly spelled and misspelled words. This quotient will then be multiplied by the sum of all correctly spelled words. This product will be rounded up to the nearest integer, and will then count as the final score.
    1. Multiplying the number of correct words typed by the percentage of correct words typed out of all correctly and incorrectly spelled words serves as a means to reward accuracy and deter typists who might otherwise seek to type as fast as possible without any regard for misspelled words.
    2. For example, take the sentence “A dog jumped into a briar patch, but jumped out fairly quickly after that.” A typist who wrote “A dog jumped into a briar patch” in ten seconds would receive a score of seven (7 x 7/7). One who wrote “A dog woked ito a brire patch, but jumped ot fairly quickly affer that” in ten seconds would have written nine correct words in that span of time, but—given the extra time needed to correct his misspellings—he did a worse job than a blind “total correct words” score would reveal. Thus, the DTM system takes his nine words and multiplies them by 9/14 (his correctly spelled words divided by all correctly and incorrectly spelled words), giving him a final score of 6 (considering that scores are rounded up.) In this way, accuracy becomes as important to typing competitors as it would in the real world.

V: Scoring matches as a whole

  1. Each match won counts as a +1 for a team; each match lost counts as +0.
  2. Ties will count as 0.5 for each teams.
  3. If a match could not be finished for a reason out of either team’s control, it will count as +0 for both teams.
  4. Final scores, therefore, will be tabulated an A-B format, with A counting as one team’s points and B counting as the other’s.

VI: Extraneous situations

  1. In case of a situation beyond the teams’ control, any of the above may be amended with the consent of both coaches or captains.
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