Two weeks before the competition

The steps to take about two weeks before competition day.

The Setup Wizard

The Setup Wizard takes you step by step through the most important settings of your event: the tournament, the tables, the rounds, the modules and the teams. For a standard regional final you're done in a few minutes.

At the top right of the wizard you can choose the language. At the bottom of each step are the Back and Next buttons to move between steps.

Step 1: Welcome

Welcome screen of the Setup Wizard

Step 2: Tournament

Creating a tournament in the wizard

The tournament is the core of the tool: teams, rounds, the schedule and the results all belong to it. Fill in the fields:

A detailed explanation of all fields, with advice on the times, is on the page Creating the tournament. You can only continue to the next steps once the tournament has been created.

Step 3: Tables

Creating table pairs in the wizard

Robot matches are played on tables, and you always create tables in pairs. For both tables of the pair you fill in:

Step 4: Rounds

Creating rounds in the wizard

Create the rounds in the order in which they are played, starting with the practice round.

Step 5: Modules

Choosing modules in the wizard

Some modules need extra settings. If you switch on the Judge Module, Practice Table Reservations or Livestream Module, an extra step appears in the wizard for it.

Step 6: Judging (only with the Judge Module)

Setting up judging in the wizard

Step 7: Practice tables (only with Practice Table Reservations)

Creating practice tables in the wizard

More about booking practice tables is on the page Practice tables and reservations.

Step 8: Livestream (only with the Livestream Module)

Setting up the livestream in the wizard

Step 9: Teams

Adding teams in the wizard

Finally you add the teams. You can do this one team at a time or all at once with a file.

More about entering teams, for example with an export from your registration system, is on the page Entering teams into the system.

Step 10: Done!

Summary at the end of the wizard

You see a summary of what you have set up: the tournament and the number of tables, rounds and teams. Click Finish (1) to go to the dashboard.

After the wizard you're not quite finished yet. Don't forget:

Hiding the wizard

Not using the wizard? Then you can hide it. Go through Setup to Settings and switch on Hide the setup wizard. The Wizard button then disappears from the menu and the wizard no longer opens automatically.

Creating the tournament

The e-mail you received contains the login details. Log in to your FLLTools event (see the page Logging in and finding your way around).

You can also create the tournament with the Setup Wizard. It opens automatically if there is no tournament yet. See the page The Setup Wizard. This page explains how to create and manage a tournament through the menu, and what all the fields mean.

Going to the Tournaments page

The Tournaments page

FLLTools can manage several tournaments at the same time. This is handy, for example, when a region spreads its teams over two days. Each tournament has its own teams, rounds, juries, schedule and results.

Creating a tournament

The Create new tournament window

Tournament name (1): Enter the name of the tournament, for example "Regional final".

Copy resources from (optional) (2): Choose an existing tournament to copy the rounds, juries, tables and chosen rubrics from. This saves a lot of work when you create a second day or a similar event. Teams are not copied. By default this field contains the tournament you are currently working in. Want to start with an empty tournament? Then clear this field.

Select a scoresheet (3): Choose the score sheet of the current season. Need a different score sheet for an off-season event? Let us know and we'll load the right one.

Location name (4): Name of the venue, for example "Building".

Address (5): Address of the venue.

City (6): City of the venue.

Zipcode (7): Postcode of the venue.

Starting time (8): Enter the date and start time of the competition day. This is used to create the day schedule.

End time (9): Enter the date and the planned end time. This is also used for the day schedule.

Match length duration (10): The length of a robot match in minutes. We advise 7 minutes per match.

Simultaneous matches (11): The number of matches played at the same time. Each match is played on a table pair, so this is usually equal to the number of table pairs (half the number of tables).

Jury session duration (12): The length of a judging session, including the time for the judges to discuss. For a good schedule we recommend a multiple of 9 minutes, with a minimum of 42 minutes. This matches the official flow:

Default Theme (13): The colour theme all users of this tournament see. Users who have chosen their own theme in their profile keep their own theme. If you leave this empty, the default theme is used.

Judging rubrics (14): Choose which rubrics the judges use at this tournament. If you leave this field empty, all rubrics are available. This only matters if you use the Judge Module.

When everything is filled in, click Save at the bottom of the window. You then return to the Tournaments page, with your tournament now in the list.

Editing or deleting a tournament

At the end of each row are 3 dots (4) (see the first image). Click them:

The menu with Show, Edit and Delete

Only delete a tournament if you are sure you no longer need it. All data belonging to the tournament can then no longer be used.

Switching between tournaments

The name of the current tournament in the top bar

The top bar shows which tournament you are working in (1). Everything you see and do in the tool (teams, schedule, results, exports) belongs to this tournament.

Which tournament visitors see on the public scoreboard and team pages is set in Public Tournament on the Settings page. See the page Settings and modules.

The tournament has now been created and you can move on to the next step.

Settings and modules

On the Settings page you decide how FLLTools works at your event. This is also where you switch the modules on or off: the parts of the tool you don't need at every event.

Go through Setup to Settings. The page consists of several blocks, one below the other. Each block has its own Save button, so save each block separately after changing something.

Basic settings

The Basic settings block

Final name (1): The name of your event. It is shown on the login screen, below the title.

Everyone can register (2): Intended to let visitors create their own account. You don't need this for a regional final: you create the accounts yourself (see the page Creating the users).

Publish results automatically (3): When this is on, visitors see the teams' match results on the public team pages, including the filled-in score sheet. When it is off, the results are not visible there for visitors who aren't logged in. Rounds with hidden scores always stay hidden.

Max practice reservations per team (4): How many practice table reservations a team may hold at the same time. Only relevant if you use the Practice Table Reservations module.

Hide score on referee input for hidden rounds (5): When this is on, the total score on the referee screen is blurred in rounds with hidden scores, so a team can't look along. The referee can reveal the score by tapping it.

Hide the setup wizard (6): Hides the Wizard button in the menu. The wizard then no longer opens automatically either. See the page The Setup Wizard.

Click Save (7) to save the changes in this block.

Timer and modules

The Timer and Modules blocks

Timer

The Start (1), End (2), Pause (3) and Reset (4) buttons control the match timer on all screens. Each button opens in a new tab. How the timer works is explained on the page How the timer works.

Modules

Switch a module on with its switch and click Save at the bottom of the block. After saving, the matching pages appear in the menu. If you switch a module off, they disappear again. Your data is kept.

It's best to leave a module you don't need switched off. That keeps the menu tidy for all volunteers. You can always switch modules on later.

Public Tournament and QR import

The Public Tournament and Import results via QR blocks

Public Tournament

In Default Public Tournament (1) you choose which tournament visitors see on the public pages, such as the scoreboard and the team pages. This is especially important if you have several tournaments. Click Save to save.

Import results via QR

Referees and judges can enter results without internet. Those results are stored on their device. If they can't be sent later, they can be transferred with a QR code. Import Referee Results (2) reads a QR code with match results, Import Rubric Results (3) one with judging results. You scan the QR codes with the device's camera. If the browser doesn't support the camera, you can also paste the code as text. More about this is on the page Referee briefing.

Creating the rounds and the tables

The next steps are creating the rounds and the tables. Both are an essential part of the scoring tool. Referees choose a round and a table for every match, and the scoreboard, the results and the day schedule are all organised by round and by table. So make sure both are set up correctly before you continue.

Adjusting the rounds

Overview of the rounds through Setup and Rounds

Check that the last round is set to Hide scores if you only want to show the results of that round after the awards ceremony. Not set correctly? Change it through Edit.

Creating or changing a round

The Create round window

Roundname (1): The name of the round, for example "Practice round" or "Round 1". Referees, teams and the public see this name.

Tournament (2): The tournament this round belongs to. Usually the right tournament is already filled in.

Practice round (3): Switch this on for a practice round. Scores of a practice round don't count towards the results and are not shown on the public scoreboard.

Hide scores (4): Switch this on if the scores of this round may not be publicly visible (yet). This is usually used for the last round, so it stays exciting until the awards ceremony. See also Making the last round visible.

Priority (5): The order of the rounds. A lower number comes first.

Click Save (6) to save the round. Want to change an existing round? Choose Edit in the menu next to the round; you'll see the same window.

Make sure there are no duplicate priorities and that they are in ascending order.
Note: if you load a schedule (see Creating the day schedule), make sure the priorities start at 1 and go up: the practice round 1, round 1 = 2, and so on. The schedule links the matches to the right round through the priority. Otherwise an error will occur.

A round that already has scores linked to it can no longer be deleted.

Creating the tables

Tables are a fixed part of FLLTools, so you no longer need to switch anything on in the settings.

Overview of the tables through Setup and Tables

Setting up tables

The Create table pair window

Tables are always created in pairs, because in the robot game 2 teams always play side by side. So you always fill in 2 tables at once.

Want to change one table later, for example its colour? Use Edit through the 3 dots next to the table. You then only change that one table.

Choose clear colours that are easy to tell apart. Teams and referees often look for their table by colour, and the colour is also shown large on the info screens.

Juries and rubrics

Besides the robot game, teams are also assessed by judges. In FLLTools you set up two things for this: the juries (the judging panels or judging rooms the teams visit) and the rubrics the judges fill in.

The judging parts are only visible when the Judge Module is switched on. See the page Settings and modules.

Creating juries

A jury is a group of judges in one room who see one team after another throughout the day. In the day schedule every team gets a judging session with one of the juries.

Overview of the juries through Setup and Jury

The Create jury window

Number (1): The number of the jury. Start with 1 and keep counting. The schedule (both the generator and an imported schedule) links the judging sessions to the right jury through this number.

Name (2): The name of the jury, for example "Jury A" or "Panel Alpha". Teams see this name in their day schedule and on the info screens.

Location (3): The room or place where this jury sits, for example "Room 1.02". That way teams and volunteers know where to go.

Tournament (4): The tournament this jury belongs to.

Click Save (5). Repeat this until all juries have been created. Through the 3 dots next to a jury you can change or delete it later.

Rubrics

For each team the judges fill in a judging form, also called a rubric. The official rubrics of the season are already available in FLLTools, for example Innovation Project, Robot Design and the feedback form. In most cases you don't need to change anything here.

Choosing which rubrics you use

For each tournament you set which rubrics the judges use. You do this on the tournament itself: go through Setup to Tournaments and choose Edit for your tournament.

The Judging rubrics field on the tournament

Which rubrics count towards the rankings for the judges' deliberation is set on the page Competition Results (see the Judges' deliberation chapter).

The rubric editor

Want to view or change a rubric, or load a rubric you received from us? Go through Setup to Rubric editor.

Overview in the Judging rubric editor

Changing a rubric in the editor

A rubric is built up as follows:

In the editor you sometimes see texts like rubric.challenge.robot.identify.title. These are translation keys: judges automatically see the text in their own language on their screen. So don't change these keys unless you're sure what you're doing.

Don't change a rubric once the judges have started working with it. In doubt? Contact thijs@flltools.nl.

Creating the users

Everyone who interacts with FLLTools needs a user account: referees, judges, the scoring desk and the organisation.
There are several roles, each with its own permissions.

Overview of the users through Setup and Users

Creating new users:

The Create User window

Name (1): Name of the person the account is for.
Email (2): E-mail address of the person. The person logs in with it.
Password (3): The password for this person. This field disappears when you switch on (4).
Send an invitation email (4): Switch this on to send the person an invitation by e-mail. The e-mail contains a link with which the person chooses their own password. The link is valid for 7 days.
Roles (5): A menu opens in which you can select one or more roles (see below).

If you don't use Send an invitation email, the user doesn't receive an e-mail. You then have to pass on the login details to the person yourself.

The roles

A role determines what someone is allowed to do in FLLTools. Give everyone only the role they need.

All roles except User and Guest can also add remarks about teams.

Changing a user

Click the 3 dots (4) next to a user in the list and choose Edit. You then reach that user's page:

Detail page of a user

Each block has its own Save button, so click Save in the block you changed.

The menu for a user with Log in as

Super Administrators also see the Log in as (1) option in the menu. With it you can temporarily log in as that user, for example to check what a referee or judge sees. A message at the top of the screen then shows a button to return to your own account.

FLLTools Unified Login

For volunteers who help at several (regional) finals, and for regional partners / operational partners, we have the FLLTools Unified Login. With it you can log in to every event with the same login, through the Login with SSO button on the login screen.

You then need just one login to log in everywhere. Would you like to use this? Send an e-mail to thijs@flltools.com and you'll receive a login.

Entering teams into the system

There are 2 ways to enter the teams:

  1. Manually
  2. Through a file upload

To start, go to the Teams page (1).

The teams page with the Add, Upload and Custom fields buttons

Entering teams manually

The Create team window

Teamnumber (1): Enter the team number here (for example the number from your registration system). This must be a unique number and may not contain letters.

Tournament (2): The tournament the team takes part in. Usually the right tournament is already filled in.

Teamname (3): The name of the team.

Organisation (4): The school, club or organisation of the team.

Coach email (5): The e-mail address of the (head) coach. This field is required. Among other things, the address is used to send the judging forms to the coach after the event.

Invite coach to manage this team now (6): When this is on, the coach immediately receives an invitation by e-mail. With it the coach can create their own account and complete the team details, such as the team photo, the team cheer and the descriptions of the robot and the project. This option is only visible when the Advanced Team Management module is switched on.

Through a file upload

Already have your teams in a spreadsheet? Then you can load them all at once with the Upload (3) button.

The Upload team list window

The file format

Use an Excel or CSV file with the columns in this order:

Do NOT use a header row, or the upload will fail. Each row is one team.

Most registration systems can export the teams to Excel or CSV. Rearrange the export in Excel if needed so the columns are in the order above, without a header row. In the Netherlands, you can use the export from the PTvT regional partner portal in the same way.

Extra team fields (Custom fields)

Want to keep extra information per team, such as a pit number? Then you can create extra fields yourself through Custom fields (4).

The Custom team fields window

You fill in the value of these fields per team on the team's page. See Updating a team.

Creating the day schedule

The day schedule is the backbone of your event. It shows when and where each team has to be with the judges, which table it plays at, and when there are breaks or other activities. The schedule is used in many places in FLLTools: for the referees (filling in the team automatically), on the info screens, on the public team pages and in the exports.

There are two ways to create a schedule:

  1. Let FLLTools generate it (recommended)
  2. Import a schedule you created with an external tool

The schedule is only visible when the Schedule Module is switched on. The button to generate a schedule appears when the Schematic Generator Module is on as well. See the page Settings and modules.

Before you start

The schedule is built from the data you have already entered. So first check that it is complete:

Does a team arrive later, leave earlier, need extra time or not attend judging? You can set this per team on the team's page, in the Scheduling block (Needs extra time, Does not attend judging, Available from and Available until). The generator takes this into account.

The schedule overview

The schedule overview with the buttons at the top

Following a team

Click a block in the schedule once. All items of that team are then highlighted in orange, so you see the team's whole day at a glance.

All items of one team highlighted in orange

Moving items and changing times

The Event Details window

Changes are saved immediately. If a change isn't possible, for example because it clashes with another item, you get a message and the block jumps back.

Generating a schedule

FLLTools can create a complete schedule itself: every team gets one judging session and one match per round, without any clashes. Click Generate schedule.

The form to generate a schedule

At the top you see an overview of what goes into the schedule: the number of teams, rounds, juries and table pairs. Not right? Then first adjust the teams, rounds, juries or tables.

The times are taken from the tournament by default. You can change them here:

Match length (1): The length of a robot match in minutes.

Judging length (2): The length of a judging session in minutes.

Match buffer (3): Extra minutes between two matches at the same table, for example to reset the table.

Judging buffer (4): Extra minutes between two judging sessions, for example for the judges to discuss and fill in the forms.

Simultaneous matches (5): How many matches are played at the same time. This can be at most the number of table pairs.

Min. travel between activities (6): The minimum number of minutes a team has between two items, to walk from the judges to the table (or the other way round).

Extra time for flagged teams (7): How many extra minutes teams get that have Needs extra time switched on.

Start time (8) and End time (9): The start and end of the schedule.

Seed (10): Optional. With the same seed you get exactly the same schedule. Leave this empty if you don't know what to do with it.

Breaks (11): Click Add break to add a break, such as lunch or the opening ceremony. Fill in the name, the start and the duration, and choose under For who the break applies to: ALL (everyone), TABLE (only the robot matches) or JURY (only the judges).

Custom team events (12): Click Add event for an extra activity every team has to attend once, for example a pit visit or the team photo. Fill in the name, an optional location, the duration, the buffer and the number of Stations (how many teams can be there at the same time). Optionally you specify from when until when the activity takes place.

Clear & regenerate (13): Is there already a schedule? Tick this box to replace the existing schedule. Only this tournament's schedule is replaced.

Click Generate (14). After a few seconds you return to the schedule overview with the new schedule. Couldn't all teams be scheduled? Then you end up on the Check schedule page (see below).

As soon as scores or judging forms have been entered, a new schedule can no longer be generated, because those results are linked to the schedule. You then see this message:

Message that generating is disabled because results already exist

Still want to change something? Then adjust the schedule by hand in the schedule overview.

Checking the schedule

Check schedule shows how many matches and judging sessions each team has. Teams with something missing are highlighted.

The Check Schedule page

Adding an item yourself

Use Add schedule item to add a single item. First choose the type:

The Add Schedule Item window with the Team Event type

For each type, fill in the Start time and End time and click Save.

Importing a schedule

Created the schedule with an external tool? Then you can import it through Import schedule.

The import is a BETA feature and will probably not be developed further. Preferably use the built-in generator. When importing, the rounds (priority), tables and juries must be numbered from 1, or loading will fail.

The schedule for the head referee

https://yourevent.flltools.nl/schedule/headReferee has an overview especially for the head referee: for each time you see which team should be at which table. A dash means the table is free. Replace "yourevent" with the name of your event.

The schedule for the head referee

The public schedule

Teams, coaches and visitors can view the schedule through Schedule in the menu of the public website, at https://yourevent.flltools.nl/home/schedule. Nothing can be changed there. In addition, each team sees its own day schedule on its team page (see Team features).

The public schedule