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JUMPSTART: Scouts: Pioneering - Series “A” 1 SCOUT MEETING SCHEDULE: WEEK 1 Theme: Pioneering “A” Date: Time 15 mins. 10 mins. 20 mins. 40 mins. 20 mins. 20 mins. 10 mins. 15 mins. Activity Gathering Activity Opening Ceremony Game Skills Game/Challenge Patrol/Troop Meeting Closing Leader Discussion Time Program Details Bowling for Bottles (See detail planning sheet) Details can be found in the Scout Leader’s Handbook Gladiator’s Game (See detail planning sheet) Teach Reef-Knot, Clove- Hitch, Round-Turn and 2- Half-Hitches, and Sheet -Bend Knots. (See detail planning sheet) Rope Rescue game (See detail planning sheet) Pharaoh’s Chariot Game. (See detail planning sheet) See Scout Leader’s Handbook Review meeting and discuss next week’s plans Leader Responsible Badge Links: Meeting Notes:

description

Leader Discussion Time Patrol/Troop Meeting Meeting Notes: Badge Links: Bowling for Bottles 10 mins. 15 mins. 15 mins. 10 mins. 20 mins. 40 mins. 20 mins. 20 mins. Gathering Activity Closing Activity Pharaoh’s Chariot Game. Gladiator’s Game JUMPSTART: Scouts: Pioneering - Series “A” Skills (See detail planning sheet) (See detail planning sheet) (See detail planning sheet) (See detail planning sheet) (See detail planning sheet) 1

Transcript of pioneer1

JUMPSTART: Scouts: Pioneering - Series “A” 1

Scout Meeting Schedule: Week 1 theme: Pioneering “A”

Date:

Time

15 mins.

10 mins.

20 mins.

40 mins.

20 mins.

20 mins.

10 mins.

15 mins.

Activity

Gathering Activity

Opening Ceremony

Game

Skills

Game/Challenge

Patrol/Troop Meeting

Closing

Leader Discussion Time

Program Details

Bowling for Bottles (See detail planning sheet)

Details can be found in the Scout Leader’s Handbook

Gladiator’s Game(See detail planning sheet) Teach Reef-Knot, Clove-Hitch, Round-Turn and 2- Half-Hitches, and Sheet -Bend Knots.(See detail planning sheet)

Rope Rescue game (See detail planning sheet)

Pharaoh’s Chariot Game. (See detail planning sheet)

See Scout Leader’s Handbook

Review meeting and discuss next week’s plans

Leader Responsible

Badge Links:

Meeting Notes:

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Games

SteAl the APPle

PurPose

This game is fun and hones accuracy skills.•

equiPment

You will need footballs and empty plastic bottles of various sizes.•

How to Play

Draw lines across the hall 2.5 metres from each end to form patrol •base areas. Just over 1 metre in front of each base line, draw another line and place five to eight bottles equally spread over the width of the hall. The base areas may be half a metre shorter if you lack space.

A patrol enters each base area and is given about five footballs. The •object of the game is to throw or bowl the balls to knock down the bottles of the opposing patrol. The first patrol to knock down all the bottles at the other end, wins. Self-knocked down bottles don’t count.

Accuracy of bowling is clearly a big factor in success, however, don’t forget the defence aspect. This can •be important, especially in the latter stages when a patrol has only one or two bottles left. No one may go over the base line, but if a ball is going to hit a bottle then it is entirely acceptable to throw a ball to hit the approaching ball. This will prevent the ball from knocking down the bottle. A well-organised defence like this can be quite effective; it may be necessary to arrange the simultaneous throwing of up to three balls against one bottle.

Directing the patrol between attack and defence can call for a high level of leadership and is one of the •most interesting and intriguing features of the game.

Each patrol should have an umpire. Part of the umpire’s job should entail passing to their patrol (as quickly •as possible) any balls which come to rest outside the base line and in their half of the room.

GlAdiAtorS PurPose

This game will test the strength and agility of Scouts.•

equiPment

You’ll need a double blanket and 5 metres of very soft, thick, braided rope. •Try to find a place to play this game with fairly soft ground. Set up boundaries.

How to Play

Form your Scouts into pairs. Give one player the blanket, the other gets the rope. On a signal, players try to immo-•bilize each other so that the other player cannot wave an arm. Make sure that no-one covers the other’s head.

JUMPSTART: Scouts: Pioneering - Series “A” 3

Knot Skill Session

Distribute instructions for the• Reef Knot, Round Turn and Two Half Hitches, Clove Hitch and Sheet Bend Knots. Provide enough soft, flexible rope (not polypropylene) to allow youth to practice their own knots. “Fun With Knots”, and the “Fieldbook for Canadian Scouting” are both useful resource books sold in Scout Shops.

Before starting, review the terminology used when tying knots. A straight piece of rope does not have definite •parts such as a head, body or tail. In order to understand and describe knot tying, think of the rope as having two ends and a middle (or standing part). Knots are made with a combination of three basic turns: bight, loop or overhand.

reef Knot

The Reef Knot is used in all first aid work, and for joining two pieces of string or cord of equal thickness. It •is not recommended for joining rope.

Begin with an over and under crossing • Figure A, then bring the ends back above in a second similar crossing Figure B. The completed knot Figure C is snugged up by pulling on the ends. Note that it makes no difference whether the first crossing is tied left over right or right over left, as long as the second crossing corresponds to it correctly. You can loosen a Reef Knot easily by taking an end and a standing part of one rope in each hand and pushing the bights apart.

Bight

End

Standing Part Overhand Loop Underhand Loop Overhand Knot

Figure A

FigureB

Figure C

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sHeet Bend

The Sheet Bend is the most important knot for joining two rope ends. It’s especially useful when the ropes •are of unequal size. A permanent loop can be substituted for the right hand portion of the knot.

A bight is first formed with the thicker rope. The thinner rope is then threaded through this loop • Figure A, passed right around the end and standing part of the thicker rope Figure B, tucked under itself Figure C, and tightened by pulling on the standing part of the thin rope Figure D.

You can see how the thin rope jams against the loop of the thick rope to prevent it from slipping.•

round turn and two Half HitcHes

This knot is a simple method for fastening a rope to a spar, ring or another rope. •It’s particularly useful for towing purposes.

Make two turns around the spar to create the round turn • Figure A. You can see in Figure B that the second half, the two half hitches, is like making a clove hitch on the standing part of the rope with the free end. Pull tight at this stage and the knot will look something like Figures B and C.

An important point to remember: The pull or tension on the rope in these hitches must be as shown in the •sketch (i.e. at right angles to the spar). If you fail to do this, the rope may slip along the spar.

clove HitcH

The Clove Hitch is a most useful knot and is the start and finish of some lashings. It’s widely used in boat •work, gadget making, rope ladders and pioneering. Passing around an object in one continuous direction, it puts almost no strain on the fibres.

Figure A Figure B

Figure C Figure D

Figure B Figure CFigure A

JUMPSTART: Scouts: Pioneering - Series “A” 5

clove HitcH no. 1

Make two similar loops side by side in the rope, • Figures A and B, and slide them together Figure C. Slip over the end of the pole and pull tight Figure D.

clove HitcH no. 2

Use this method to form a Clove Hitch around a spar which is closed at both ends, or around a pole too •high to toss over. Make a simple turn around the spar Figure A, across the rope and around the spar Figure B. Tuck it in Figure C. The completed knot is shown in Figure D.

GamesroPe rescue

PurPose

This game makes knot tying fun. •

equiPment

You’ll need a series of short ropes and one large cardboard box per team.•

How to Play

Teams go into relay formation at one end of the hall. One player from each team sits in a box a rope’s •length from the team.

On a signal, players tie the short ropes together, using as many different knots as possible. The first player •in each team coils the rope and throws it to the Scout in the box. All team members then pull the Scout to safety across the starting line.

The player who threw the rope now takes the box back and sits in it while the Scout who was in the box •joins the back of the line. Continue until all players are in their original position. The first team to do so and untie their ropes, wins.

If you want to assign points, give one for each different correct knot used in joining the ropes.•

Figure B

Figure CFigure D

Figure A

Figure B Figure C Figure DFigure A

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GamesPHaraoH’s cHariot

PurPose

This game will reinforce the learning of knots.•

equiPment

You’ll need three Scout staves of equal length and three full length (at least 2.5 metres) •lashing ropes per patrol.

How to Play

This is a simple task requiring only the ability •to tie two knots — the Round Turn and Two Half Hitches; and the Clove Hitch.

Lie the three staves parallel on the floor about •1 metre apart.

Tie a rope to the end of an outer stave with a •Round Turn and Two Half Hitches, then to the end of the centre stave with a Clove Hitch.

Finally, tie the rope to the end of the other outer •stave with a Round Turn and Two Half Hitches.

Attach another rope similarly to the other ends of •the three staves, and the third rope in the same way across the centre of the staves.

The chariot is then lifted by the two outer staves and the clove hitches adjusted as may be necessary to •ensure that in each case the side ropes are of equal length.

A Scout (as Pharaoh) stands on the centre stave. Four or more Scouts then lift an end of each of the outer •staves onto their shoulders and proceed forward.

The outer staves become side rails which the Pharaoh can grasp. •

Each Scout is to be carried to the far end of the hall and back with second carries of individuals, •if necessary, to make up numbers.