Saturday, 22 July 2006

The Original Scout Law

At the BSA’s first annual meeting in 1911, a committee was charged with “Americanizing” Lord Baden-Powell’s Scout Law. B-P’s Scout Law had nine points, covering the virtues of trustworthiness, loyalty, helpfulness, friendliness, courtesy, kindness, obedience, cheerfulness, and thriftiness. The BSA committee changed the wording to each point but retained their meaning. At the urging of James E. West, three points were added: brave, clean, and reverent. West was particularly adamant about adding “reverent” because, he said years later, “I felt then, as I feel now, that there is nothing more essential in the education of the youth of America than to give them religious instruction.”

Friday, 21 July 2006

It’s a Knockout, 21/07/06

It’s a Knockout is a series of fun team games. There would be usually several crazy-fun challenges which each team has to try, and the team that does the best gets 10 points, second 8 points and third 6 points. Such games are easy to invent, here are a few to get you started. Note: that you should always keep safety in mind when playing such games.

Pass the Polo Mint
Each team gets a Polo mint which has to be passed from Beaver to Beaver using short drinking straws. They hold the drinking straws in their mouths. They are not allowed to use their hands.

Pass the balloon / orange
Same principle as above, but pass the object between the knees.

Land Mines
A blindfolded Beaver has to be guided around a floor strewn with balloons by their team mates without bursting a balloon. Use a story to make it seem more realistic

Catch - Head
Requires: A ball
Beavers stand in a circle around a leader. The leader throws the ball to each Beaver in turn, shouting Catch or Head. This time the Beaver must do the opposite of the action, i.e. catch the ball if told to head it, catch it if told to head it. If they fail to do so they must roll up a sleeve. When both sleeves rolled up they must sit down where they were standing if they fail again. Game continues until one Beaver left.

Rats and Rabbits / Foxes and Pheasants.
Two teams lined up facing each other, with a short distance between them in the middle of the hall. A zone at each end of the hall is marked out as a Home Zone for that team. One team is called Rats (or foxes), the other team is called Rabbits (or pheasants). The leader calls out Rats or Rabbits. If the leader calls Rats, the Rats try to catch the Rabbits, before they can reach the Home Zone behind them. If Rabbits are called, they must try to catch the Rats before they reach their Home Zone. Any Beaver caught must join the opposing team.

Leap frog
The Beavers form a (several) line(s) and squat down to make themselves as small as possible. The last Beaver in each line jumps over the squatting Beavers until they reach the front. They then squat and yell “Go”. The Beaver at the back jumps over the Beavers to the front and so on until they have all travelled up the length of the course.

Other ideas
Rubber ring
Plastic bottle catch
Slippery Slope
Tennis ball scramble
Centipede

Friday, 7 July 2006

Mini-Olympics, 07/07/06

The idea of the games in this task is that when dividing the Beavers into teams each team could represent a Country. These countries could then be used in other parts of your programme, such as examining Scouts around the world.
The games in this section are the more traditional type of games, adapted to make them more fun.

Relay Races
The teams can compete in a variety of different relays up and down the hall, or between a course marked outdoors.

Rounders
Can either be played indoors or outdoors. If playing indoors use a rolled up newspaper as the bat, and a ball made from newspaper. Requires 2 teams
Mark out 4 bases on the floor in diamond shape. The pitcher stands in the centre, the fielders may stand around the hall or area where playing. The batting team must stand well back. Each batsman has 2 chances of hitting the ball per turn, if
they miss on the first throw they must run to first base. The fielders may get a Beaver out by catching the ball when hit or touching a base with the ball before the batsman or member of the batting team reaches it. Once any base has been
touched the batting team cannot move any further round the diamond. Let each batsman have 3 turns or unless all the members are out, then swop the teams around. The team with the most players in at the end is the winner.

Mini-Basketball
Requires: 2 teams, 2 chairs, a ball
Place the chairs at either end of the hall. Select 1 Beaver from each team to be that teams Goalpost, and have them stand on a chair. The team plays towards their own Goalpost. The ball may be only passed between members of a team
by throwing to each other. Running with the ball is not allowed. Allow 5 minutes each way.

Crab football
Requires: 2 teams, ball, 2 goals
The Beavers must bend over with their hands touching the floor, they are only allowed to hit the ball with their hands. The teams must try and score as many goals as possible.


Search and find games
Hide various items around the hall and ask the Beavers to find as much as they can, the team with the most items is the winner.

Shoe Scramble
Each Beaver removes shoes and places in a pile. The Beavers move to a starting line 10 to 15 feet away, and at the signal the Beavers try to retrieve and put on their own shoes (not necessary to tie or buckle. The first Beaver back to the starting line wins.

Other Ideas
3 legged race
Have a Sandcastle if you are near a beach

Thursday, 6 July 2006

Pearls of Wisdom—Quotes from Baden-Powell

“If you make listening and observation your occupation you will gain much more than you can by talk.”

Friday, 23 June 2006

Circus capers, 23/06/06

Balancing
See what items the Beaver can balance on the back of their hand, or in the palm of their hand. For the really adventurous, let them use their head. Items include pencils, how many balls can they hold, plastic cups.

Hula hoops
If you can locate one, see if the Beavers can operate hula hoops successfully.

Juggling
Try and teach the Beavers to juggle, very simply using 2 balls or bean bags. Have a spare ball or bean bag to give to the successful Beavers and see how they get on with 3.

Snake tag
The Beavers form two teams in two lines, with the Beavers holding onto the waist of the Beaver in front. The Beaver at the front of each team tries to tag the last Beaver on the other team. When caught, the Beaver joins the other ‘snake’. The
game ends when there is only one snake, or....

Centipedes
Play in lodges. Beavers get down on hands and knees and grab the ankles of the Beaver ahead. Try to move to a given spot without breaking hold.

Low balance beam
Lay a plank of wood on the ground. Ask the Beavers to walk across it. Ask them to go across in different ways - backwards, forwards, sideways, carrying something for balance. See what they find easier. Ask the Beavers to close their eyes and imagine they are walking across a gorge. Talk them over, when they get to the other side ask them to open their eyes. Very important that plank of wood is on the ground. Beaver should be no more than 3-6 cm in the air.

Bean Bag Balance
Requires: Bean bags
Divide the Beavers into teams, and have them in lines behind the start line. Each Beaver has to walk from the start line to the finish line balancing the bean bag on their head without dropping it. If the bean bag is dropped the Beaver must start again First team with all Beavers back, with the bag in front wins.

Other ideas
Egg and Spoon race
Stepping stones

Thursday, 22 June 2006

A Turkey Experience

A flock of turkeys had a training meeting. All the turkeys went, and there, the head turkey taught them how to fly. At first they were taught how to make short flights off the fence to the ground. This was certainly new to them, and it was very fun. Then they’d glide from the top of the shed. Wow! That was exciting! Eventually, they learned how to take off from a running start, glide and flap, and slowly lift. They learned how to catch thermal wind currents, soar up and fly high into the sky! And even do some fancy acrobatics. They could look down and see the whole farm in great detail. They could see what was on the other side of hills and woods that had previously blocked their view. They could see vast horizons that they had never known. It was a wonderful and exciting and exhilarating experience. And after the meeting, all the turkeys walked home. Moral of the story: Put to practice the skills that you learn.

Friday, 9 June 2006

Jumping skills, 09/06/06

Long Jump
Try and run outdoors on grass
Have the Beavers compare how far they can jump from a standing start to a running long jump. They should travel further on a running long jump because they possess momentum.

Bunny Hop relay
The Beavers have to crouch on all fours and jump like a rabbit over a marked course.

Ladders
Requires 2 equal sized teams. Number each team from 1 to the highest number in each team. Line the teams opposite each other, with number 1 opposite their counterpart from the other team. They then sit down with legs out in front of
them so that the two number 1’s feet are touching with legs out flat, number 2’s the same and so on to form a ladder down the centre of the hall. The leader then calls a number. The Beavers of the number called have to run down the centre
of the ladder, around the outside when they reach the bottom, and then back down the centre back to their place, without stepping on the other Beavers. Repeat until Beavers have had a few turns.

Low Hurdles
Have a relay race that uses low hurdles. This could either be over a mini-obstacle course or in a straight line.

Lily Pads
Requires: chalk
Draw a line with chalk on the floor as a start line, and another at the end of the hall as the finish line. Draw a series of circles between the 2 lines. The circles should be big enough for a Beaver to stand in and be close enough together so that Beavers can jump from one to the other. Divide the Beavers into 2 teams.
Each Beaver in turn jumps from a standing position into the first circle, then into the second circle and so on. When they reach the finish line, they run back and tags the next Beaver. The team with all Beavers in a quiet straight line at the end
wins. If a Beaver lands on the edge of the circle, or misses the circle, they move back to where they jumped from and try again.

Other Ideas
Hopping games
Have relay races that involve hopping up and down the hall.

Friday, 26 May 2006

Throwing Thrills, 26/05/06

Welly Throw
Requires: A wellington boot
This game must be played outdoors. Line the Beavers up behind a line. Ask each Beaver in turn to throw an old wellington boot and see who can throw it the furthest.
To have a variation on this game blindfold the Beaver and ask them to throw the Welly. Remember to stand well back!!

Item throwing
Requires:
This can be played either indoors or outdoors, depending on the type of items that you choose. Choose 3 or 4 different things that can be thrown, for example a sponge, feather, piece of cloth and ball of paper. Ask each Beaver to throw the
item from behind a line. See how far they go. Discuss with the Beavers why certain things went further than others, the sponge and paper should go furthest. Ask the Beavers how they could get the paper to travel further. The answer could
be by making a paper aeroplane.

Ball clock
Requires: A ball
This is a team game. Divide the Beavers into 2 equal teams. Take 1 team into the centre of the den and the other team at the edge of the hall. The team at the centre should be placed in a circle, with a leader standing in the middle. The leader should have the ball. The leader should pass the ball to each Beaver in the circle, passing from one Beaver to the next. Count the number of times that the Beavers can return it to the leader without dropping it. If the ball touches the floor, the count starts again from 0. The team at the edge of the hall provides the clock. Each Beaver in turn has to run around the edge of the hall When all
the Beavers have run around the edge, the clock stops. The team at the centre shouts out their score when the clock was stopped. The teams swap places, with second team trying to better the first ones score.

Ball Bounce
Requires: Different balls, such as tennis balls, footballs, squash balls.
Using different balls see how many times the Beavers can bounce them without stopping. See if the balls behave differently in how they bounce. Ask the Beavers if they know why differences may occur. You could run a sponsored ball bounce for a fundraising activity if you wish.

Target
Requires: 6 soft balls or bean bags, 6 boxes - 3 different sizes and 2 of each size. Have a line on the floor as the start line. Place the boxes at different distances from the chalk line in two lines and in size order. Score 1, 3 and 5 points for the nearest, middle and furthest boxes respectively. Divide the Beavers into 2 teams Each team member bets 3 ball / bag and chooses a box to aim for.
The balls or bean bags must stay in the boxes to score. The team with the highest score after each team member has taken a turn is the winner.

Hoopla
Ball through holes in a wooden board.
Ask a Parent if they can help you make a Hoopla board. It could be repainted, with or without the Beavers help to have different designs each year.

Monday, 22 May 2006

Achieving a Goal

Have you ever had an assignment or task that was so large that you were overwhelmed with the size of it and didn’t know where to begin?
When you are faced with such a task, ask yourself this question: If you had to eat an elephant, how would you approach it?
The answer: one bite at a time.
You would do the big assignment just like eating an elephant, one bite at a time.

Friday, 12 May 2006

Attend a Sleepover, 12/05/06

Theme: Pirates
7.30 - 8.00 p.m. Arrival at hall, Stow bedding in neat piles below decks
8.00 - 8.15 p.m. “Jolly Roger” tailslap. Rollcall. Go through Do’s and Don’ts.
8.15 - 8.45 p.m. Game - Port and starboard
8.45 - 9.15 p.m. Craft – Pirates hats
9.15 - 9.30 p.m. Game - Pirates on the Ocean
9.30 - 10.00 p.m. Sausage sizzle
10.00 – 10.45 p.m. Night treasure hunt
10.45 – 11.30 p.m. Pirates campfire
11.30 – 12.00 a.m. Lights out, no more noise below decks

At least 2 leaders will have to be on duty overnight for safety and security. Take it in shifts

Next morning
8.00 - 9.00 a.m. Pirates arise, wash, dress and get breakfast
9.00 - 10.00 a.m. Turtle nature trek
10.00 - 11.00 a.m. Craft - Pirates telescope
11.00 - 11.30 a.m. Morning snack
11.30 - 12 noon Game - Pirates footsteps
12 noon -12.30 Pirates Disembark. Have a group cleanup, issue certificates, and say goodbyes.

Theme: Indians
7.30 - 8.00 p.m. Arrival at hall, Put the bedding neatly in the teepees
8.00 - 8.15 p.m. “Red Indian” tailslap. Rollcall. Go through Do’s and Don’ts.
8.15 - 8.45 p.m. Game - Steal the peace pipe
8.45 - 9.15 p.m. Craft - Make a totem pole
9.15 - 9.45 p.m. Game - Tribes
9.45 - 10.15 p.m. Sausage sizzle
10.15 - 11.00 p.m. Indian treasure hunt
11.00 – 11.30 p.m. Campfire around totempole
11.30 - 12.00 a.m. Lights out, no more noise in the teepees

At least 2 leaders will have to be on duty overnight for safety and security. Take it in shifts

Next morning
8.00 - 9.00 a.m. Indians arise, wash, dress and get breakfast
9.00 - 10.00 a.m. Tracking those pesky cowboys
10.00 - 11.00 a.m. Craft - make a teepee
11.00 - 11.30 a.m. Morning snack
11.30 - 12 noon Game - Indian crawl
12 noon -12.30 Indians return to reservations. Have a group cleanup, issue certificates and say goodbyes.

Theme: Halloween
7.30 - 8.00 p.m. Arrival at hall, Place bedding in the DUNGEON
8.00 - 8.15 p.m. Tailslap. Rollcall. Go through Do’s and Don’ts.
8.15 - 8.45 p.m. Game - Witch and Goblin
8.45 - 9.15 p.m. Craft - Witches hat
9.15 - 9.45 p.m. Game - Trick or treat relay
9.45 - 10.15 p.m. Sausage sizzle
10.15 – 10.45 p.m. Night hike
10.45 – 11.30 p.m. Campfire around the Cauldron. Spooky stories and songs
11.30 - 12.00 a.m. Lights out, no more noise below decks

At least 2 leaders will have to be on duty overnight for safety and security. Take it in shifts

Next morning
8.00 - 9.00 a.m. Witches and Goblins get up, wash, dress and get breakfast
9.00 - 10.00 a.m. Nature trek
10.00 - 11.00 a.m. Craft - Scary masks
11.00 - 11.30 a.m. Morning snack
11.30 - 12 noon Game
12 noon -12.30 Witches and goblins return to whence they came. Have a group cleanup, issue certificates, and say goodbyes.

Other theme ideas:
Indoor Camping
Stars and space
Circus
Spies
Beavers