Issuu on Google+

Scouts Meeting Schedule – Week _ Theme: Robert Baden-Powell Time

Activity

Program Details

15 mins

Gathering Activity

Bandages

10 mins

Opening Ceremony

Scout Leader Handbook pg. 108

20 mins

Game

Games to Develop Strength

40 mins

Skills

How to Carry a Patient

20 mins

Game/Challenge

Games in Observation

20 mins

Patrol/Troop Meeting

Message Running (game)

10 mins

Closing Ceremony

Scout Leader Handbook pg. 108

15 mins

Leader Discussion Time

Review Meeting and discuss next week’s plans

Leader Responsible

Meeting Notes: ————————————————————————————————————————————— ———————————————————————————————————————————————————— ————————————————————————————————————————————————————

JUMPSTART—SCOUTS: Winter

1


Scouts Meeting – Detail Planning Gathering Activity Bandages (Have the Scouts try out these bandaging methods as they come in for the meeting) For binding a broken limb you want a good large three-cornered bandage, such as your Scout neckerchief. Its two sides should each be about forty inches long.

The head bandage is used for keeping a dressing on a scalp would. Open out your triangular bandage, and fold the base up about two inches. Place the middle of this on the patient’s forehead, just at the eyebrows, so that the point hangs down over his neck. Now take the two ends and cross them firmly at the base of the patient’s skull, and bring them up round and tie in a reef-knot on the forehead. Turn the point up and pin on the top of the head. Be careful that the folds are neat at the side of the head, and that the two ends are tucked away.

(Illustration from page 285 of Scouting for Boys by Baden-Powell.)

To make a sling for broken arm or collar-bone, hang the bandage round the patient’s neck, tying the two ends together in a reef-knot (square knot) with the point

of the bandage towards the damaged arm. Rest the arm in this sling and bring the point round the back of the arm and pin it to hold the elbow in the sling.

2

JUMPSTART—SCOUTS: Winter


Games to Develop Strength Wrist Pushing Stand with both your arms to the front about level with the waist, cross your wrists so that one hand has knuckles up, the other knuckles down. Clench the fists. Now make the lower hand press upwards and make the upper hand press downwards. Press as hard as you can with both wrists gradually, and only after great resistance let the lower push the upper one upwards till opposite your forehead, then let the upper press the lower down, the lower one resisting all the time.

Skills How to Carry a Patient (Have the Scouts attempt these carrying exercises, taking turns being the one who is carried) A four-handed seat can be made by two Scouts each grasping his own left wrist with his right hand and in the same way grasping the right wrist of the other Scout with his left hand. If a back is required, a three handed seat is made in much the same way, except that one Scout makes a back by grasping the shoulder of the other. Stretchers may be arranged in some of the following ways:

These two exercises, though they sound small and simple, develop most muscles in your body if carried out with all your might. They should not be carried on too long at a time, but should be done at frequent intervals during the day for a minute or two.

a) A door, gate, covered well with straw, hay, clothing, sacking.

b) A piece of carpet, blanket, sacking, tarpaulin, spread out, and two stout poles rolled up in the sides. Put clothes for a pillow.

Staff Tossing

c) Two coats, with the sleeves turned inside out. Pass two poles through the sleeves; button the coats over them.

d) Two poles passed through a couple of sacks, through holes at the bottom corners of each.

With your right hand grasp your staff near the butt and hold it upright. Then toss it straight up in the air a short distance at first, and catch it with the left hand near the butt as it comes down. Toss it straight up again with the left and catch it with the right, and so on, until you can do it one hundred times without dropping it.

In carrying a patient on a stretcher, be careful that he is made quite comfortable before you start. Let both bearers rise together; they must walk out of step and take short paces. It should be the duty of the hinder bearer to keep a careful watch on the patient. If the poles are short, four bearers will be necessary; one at each corner of the stretcher.

JUMPSTART—SCOUTS: Winter

3


Game/Challenge Games in Observation

Give five points for every spot correctly shown, deduct one point for every two inches nearer than the furthest Scout.

(Pick one or two of these games to do in the allotted time)

Old Spotty-face (A great challenge for the outdoors)

Thimble Finding (Indoors) Send the Patrol out of the room.

(Illustration from page 152 of Scouting for Boys by Baden-Powell.)

Take a thimble, ring, coin, bit of paper, or any small article, and place it where it is perfectly visible, but in a spot where it is not likely to be noticed. Let the Patrol come in and look for it. When one of the Scouts sees it, he should go and quietly sit down without indicating to the others where it is. After a fair time, he should be told to point it out to those who have not succeeded in finding it.

Room Observation (Indoors) Send each Scout in turn into a room for half a minute. When he comes out, take down a list of furniture and articles which he has noticed. The boy who notices the most wins. The simplest way of scoring is to make a list of the articles in the room on your scoring paper, with a column against them for marks for each Scout. The marks can then easily be totalled up.

Old Spotty-face (Outdoors) Prepare squares of cardboard divided into about a dozen or more small squares. Each Scout should take one, and should have a pencil and go off a few hundred yards. The leader then takes a large sheet of cardboard, with the same number of squares ruled on it of about three inch sides. The leader has a number of black paper discs, half an inch in diameter, and pins ready, and sticks about half a dozen on to his card, dotted about where he likes. He holds up his card so that it can be seen by the Scouts. They then gradually approach, and as they get within sight they mark their cards with the same pattern of spots. The one who does so at the farthest distance from the leader wins.

4

Patrol/Troop Challenge Message Running A Scout is told to bring a note to a certain spot or house from a distance within a given time. Other “hostile” Scouts are told to prevent any message getting to this place, and to hide themselves at different points to stop the dispatch carrier getting in with it. To count as a capture, two Scouts must touch the message runner before he reaches the spot for delivering the message.

JUMPSTART—SCOUTS: Winter


S_Powell