Camp Program Skills
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Camp Programme Skills Camp Programme Skills This handbook is a companion volume to the 'Camping Skills Handbook' and aims to assist in the development of more effective camp programme planning skills. As a basis we have taken the suggested camp programme for an annual camp as suggested in the 'Camping Skills Handbook' and expanded the ideas in detail. In effect this handbook is all you require to plan and organise your camp programme. The details on programme ideas are not complete in some cases and we would suggest that you source other publications in your local library for further details or explanations. This would be true in the case of kite flying for example. All of the ideas in this handbook have been tried and tested in the field on many Scout camps. Obviously every campsite is different so you will have to devise and change your programme to suit that location. You can follow this handbook step by step or you can mix and match ideas to suit yourself. Our aim in producing this handbook is to provide new and experienced leaders with a model camp programme and present some of the many ideas and opportunities an annual camp presents for activity in the out of doors. Young people who are members of our Association continually say that the most important activities that they expect from Scouting are camping, hiking and friendship. The highlight of every Troop programme should be the Annual Camp. This handbook will help you to ensure that your Scouts experience the joy of a properly run and organised camp. Happy camping. 2 C A T H O L I C B O Y S C O U T S O F I R E L A N D Camp Programme Skills Plane table mapping C A T H O L I C B O Y S C O U T S O F I R E L A N D 3 Camp Programme Skills 4 C A T H O L I C B O Y S C O U T S O F I R E L A N D Camp Programme Skills Games for Patrol No one knows when man first started to play games. Game leadership We can assume that cave men had some form of activity we would call a game, to distract him and his Start off with your best game - one that is easy family from their perilous existence. to explain and enjoyable to play. Ancient races used games as a means of teaching Know your game thoroughly - the rules, young men how to shoot a bow and arrow, wield a boundaries, what is allowed and what is not. sword, throw a spear or become nimble on their feet to dodge a charging beast or enemy. They were Have all the equipment readily available - balls, developing skills on which their very existence depended and their elders realised the importance of ropes, chairs, bean bags etc. games as a teaching and team building method. Make sure you have enough space to play the game in the way it is designed. Games are an integral part of the Scouting programme because they are a valuable teaching method - as well as a means of developing many Check the play area for hazards. Watch out for desirable characteristics in young people. Consider rocks, fenceposts etc. if possible remove them the physical aspect, games should stimulate the from the play area. If not mark them, or use them growth and development of practically every muscle as home bases. and materially assist the bodily functions . The circulation, respiratory, digestive and nervous Dont wear a game out - quit while everyone systems are stimulated by almost all active, outdoor is still having fun. games. Next , the mental value. The activities young people participate in must contain elements of Be alert to signs of over exertion and never excitement, competition and accomplishment. With insist on someone playing the game if they are the other members of their team (Lodge, Six, Patrol) unwell they must learn to play and play fairly.. Games can develop quick thinking, alertness and to some degree Explaining the game - strategy. Stand where you can be seen and heard by all Games also act as safety valves allowing pent up stress, tension and energy to be released. Games can be educational. Games using ropes can teach knots, Insist on silence and undivided attention while Kims games can develop the senses. you explain the game Probably the most important learning derived from Show enthusiasm in both your manner and voice. games is the character development aspect where the necessity for co - operation of all, teamwork, Patrol spirit, abiding by the rules and a sense of fair play, Speak slowly and clearly so that everyone can are forcefully demonstrated. understand. Be sure you know the game and explain it step by step - demonstrate if necessary. Allow questions for clarification Instill high ideals of sportsmanship and fair play and insist on the rules being observed. If the game obviously is not going well or is not understood - call a halt and clarify haze areas and then carry on with the game. C A T H O L I C B O Y S C O U T S O F I R E L A N D 5 Camp Programme Skills Patrol Leader runs to the Games other end of the play area and touches a Escaped Prisoners marker, on his return passing the tennis ball Equipment: for each between his legs to patrol - an assortment of number two. The tennis lengths of rope, of ball is passed down the varying thicknesses, an line until it reaches the old piece of canvas or last Scout, who then sheeting, etc. runs to the front of the play area and touches Each Patrol must make a the marker. The Scout long rope suitable for now stands in front of lowering an escaped the Patrol Leader and prisoner out of the passes the tennis ball window. If someone can back down the Patrol actually be lowered out through the legs. After of a window on a rope, all the Scouts in the so much the better, but Patrol have had a turn the knots must be the Patrol Leaders runs checked first. to the front of the Patrol Heads has got into position 6 and signals that his mts. in front of the last Patrol is finished. Equipment; For each one, the next Scout at Elephants Patrol - 1 large ball, 1 the back of the line bottle starts to jump, and so Equipment: 4 staves, 4 Over and under lashings per Patrol on. The first Patrol to The Patrols line up in finish leapfrogging is the The Patrols line up in The staves are lashed file order and the first winner. file order. The Patrol together to form a 50cm pair of Scouts place the Leader runs to the front square with the ends ball between their of the play area, and Knot loop relay protruding to form foreheads and put their touches a marker, Equipment: for each tusks ( the end of the hands behind their returns to the front of Patrol 1 length of rope staves which are backs. They deposit the the Patrol and crawls forming the tusks ball on top of the bottle between the legs of the The Patrols line up in should be covered by which is at the far end Scouts, through the relay formation. At the lashing a coat or other of the play area, before Patrol, touches a marker starting signal the first soft buffer to the ends they take the ball back behind the Patrol and Scout ties the rope into of the staves). A rider to the next pair. The returns to his place over a loop with a sheet sits on the elephant next pair go forward and the backs of the Patrol. bend, and passes it over thus formed and the rest transport the ball ( in When he is in place, his head and down over of the Patrol carry the the same way with their number two sets off his body. He steps out elephant into battle, foreheads) and after over the back of the of the loop, unties the charging other Patrols completion carry it back Patrol Leader, runs to knot and passes the until their rider is to the next pair and so the marker in front, back rope to the next Scout unseated or touches the on. and under the legs of who repeats the ground. the Patrol, over the procedure and so on backs of the Patrol and Leap frog relay down the line. The first back into his place. This Patrol to finish is the Arch Relay is continued until the The Patrols stand in winner. Equipment: 1 tennis ball whole Patrol have had a rows with about 6 per Patrol turn. metres between each Scout. The Scouts bend The Patrols line up in over and the last one in file order at one end of line leapfrogs over their the play area. Each backs. As soon as he 6 C A T H O L I C B O Y S C O U T S O F I R E L A N D Camp Programme Skills Bucket toss relay Tin Polo starting line. The first Leader then throws it Equipment: for each Patrol to finish is the back before he too sits Patrol - 1 tennis ball, 1 Equipment: for each winner. down and the process is bucket, 1 stave, chalk.