| VENTURING NEW CREW START-UP ORIENTATION (Advisor Fast Start) |
Welcome to Venturing
This booklet illustrates how using the Venturing program planning process can get your Venturing crew up and running and off to a successful start. It also will provide information to help you when you first meet with youth.
Details on crew operations, program planning and elected youth office training can be found in the Venturing Leader Manual, No. 34655.
Getting Started
There are several things you need to know:
- What is Venturing, its goals and methods?
- What’s in it for you?
- What’s in it for youth?
- How do you get your crew up and running?
The Venturing Program
Venturing is for young adults ages 14 to 20 who, along with adult leaders, are registered with the Boy Scouts of America.
The program matches the interests of young adults with adult expertise and resources of the chartered organization and other adults in the community.
The program is carried out through a Venturing crew. Its purpose is to provide experiences that will affect the positive development of youth at a critical stage in their lives and to prepare them to become responsible and caring adults.
The crew is led by elected youth officers. Young adults join to gain insight through fun-filled programs and hands-on activities provided by the chartered organization, adult committee member volunteers, youth member parents and other consultants from the community.
Program Goals
Venturing has four specific goals for Venturers.
- To gain practical experience in a special interest, a skill or leadership.
- Engage in a program of activities centered on Venturing’s six experience areas: social, leadership, fitness, service, outdoor and citizenship.
- To experience positive leadership from adults and youth and to have an opportunity to lead others.
- To learn and grow in a caring environment.
Program Methods
The Venturing methods listed below have been carefully designed to meet the needs of young adults.
- Voluntary association between youth and adults.
- Ethical decision making.
- Group activity.
- Recognition of achievement
- Democratic process
- Experiential learning
Crew Leadership and Responsibilities
The following adult and youth leadership positions and responsibilities are suggested to run a successful crew.
Adult Leadership
The Chair
The Treasurer
Committee Members
Consultants
interact with the crew by providing technical expertise, special skills, equipment, facilities or community contacts related to the crew program. They may be one-time participants. assist youth activities chairmen to carry out their responsibilities. advises the youth treasurer and assists with fund-raising activities. conducts monthly committee meetings and coordinates crew efforts</dir>
- The Advisor
- The crew
Youth Leadership
Youth members are elected to leadership positions in the following areas:
The President
The Administrative Vice President
The Program Vice President
The Secretary
The Treasurer
The Youth Activity Chair
is appointed by the crew president to chair a crew activity or project. Each chair serves through completion of his or her appointed task and is then re-appointed to chair or assigned to work on upcoming crew activities. maintains the crew’s funds. keeps records, takes meeting minutes and handles correspondence. surveys members about their interests to help plan program activities. The vice president also schedules activities. is responsible for membership and recognition. is the key youth leader and works closely with the Advisor and leadership team to plan crew and crew officers’ meetings. The president presides at crew meetings.
Getting Your Crew Up and Running (Crew Program Planning Process)
- Hold a briefing meeting for key adults from the chartered organization
- Invite youth to the crew’s first meeting
Conduct the program capability inventory (PCI – see addendum B) and discuss plans to expand the PCI to include other adults—members of the chartered organization, friends, associates and so on. Secure commitment for help and support.
Plan the first three month program. Select program activities for each scheduled crew meeting (see addendum E). Appoint an adult committee member or adult consultant for each activity.
. Discuss the purpose and focus of the crew program. Review the potential for the program based on the resources from the program capability inventory, the chartered organization and the crew committee.During its first three months, a crew should:
- Elect crew officers.
- Critique the first month’s activities.
- Conduct the elected crew officers’ seminar (see addendum I).
- Review and adopt the crew program schedule for the remainder of the year.
- Survey youth members
- Brainstorm with youth
- Match youth activity interests with resources
- Fill in the gaps
- Schedule activities
- Select youth activity chairpersons and adult consultants
- Monitor the program’s progress
Key Factors for Successful Crew Operations
- Use crew resources
- Get parents involved
- Serve on the crew committee
- Provide transportation, equipment, chaperoning, counseling and planning to support activities.
- Assist in citizenship, service, outdoor, fitness, leadership and social activities.
C. Seek youth input. Have each crew member complete the Venturing activity interest survey (see addendum D). Conduct the survey on a regular basis to check on the interests of new members.
D. Guide youth leadership. Youth officers are elected and trained to lead, plan and make decisions regarding the implementation of crew programs and activities. They should serve long enough to have successful experiences. The crew president should appoint a committee to draft the crew bylaws.
- Hold regular crew meetings
- Train and develop youth officers—the crew officer’s seminar
- Give recognition for achievement
- Maintain a well-rounded program
- Venturing Leadership Skills Course
The crew president conducts crew meetings. A detailed, written agenda should be developed for each meeting. The program vice president and activity chairman make reminder phone calls to program presenters or consultants. The president should ensure that all crew meetings start on time. All meetings should have an opening and a closing using the Pledge of Allegiance, the Venturing Code, Oath, or a prayer. Guests should be introduced and made to feel welcome.
. The seminar is a training and planning session for newly elected officers. It is led by the Advisor, the Youth President and the Associate Advisors. A successful seminar provides a clear road map for the coming months and enables the officers to begin assuming leadership of their crew (see addendum I). . Young adults will expect to be rewarded for their accomplishments. The Venturing awards advancement program and scholarship opportunities are available to Venturers. Contact your local council service center for information and applications. . Use the six experience areas as a guide to plan programs that will help maintain interest and meet the goals and objectives of the Venturing program. . This course is designed for all crew members. It can be led by the crew Advisor or other adults, or by the crew officers.PROGRAM HELPS AND RESOURCES | |||
Below are the most commonly used materials available from your BSA local council service center or that can be purchased from the BSA Distribution Center by calling 800-323-0732 | |||
| Venturing Leader Manual No. 34655 |
| Sea Exploring Manual No. 33239A |
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| Venturing Program Development Guide No. 25-866 |
| Venturing Leadership Skills Development Course No. 25-564 |
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| Silver Award Guidebook No. 25-015 |
| Ranger Guidebook No. 3128 |
| VENTURING NEW CREW START-UP ORIENTATION Ready References |
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Addendum A | Parent Permission Sample Form |
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Addendum B | Program Capability Inventory (PCI) |
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Addendum C | Program Planning Form |
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Addendum D | Venturing Activity Interest Survey |
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| Venturing Activity Interest Survey – Alpha List |
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Addendum E | Suggested Program Activities |
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Addendum F | Sample Regular Crew Meeting Agenda |
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Addendum G | Activity Planner |
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Addendum H | Sample Annual Crew Program Outline |
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Addendum I | Crew Officer’s Seminar Agenda |
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Addendum J | Cooperative Games |
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Addendum K | Problem-Solving Initiative Games |
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Addendum L | How to Buy a Car |
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Addendum M | Job Interviews |
PARENT PERMISSION SAMPLE FORM
Sample
PARENT PERMISION
(For Venturers and guests, under 21 years of age, participating in a Venturing crew trip or activity)
| Has my permission to participate in | |
(Venturer or guest) |
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(Activity or trip) |
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I know of no health or fitness restriction(s) that preclude participation. In the event of illness or injury occurring to my son or daughter while involved in this activity, I consent to X-ray examination, anesthesia, medical or surgical diagnostic procedures or treatment that is considered necessary in the best judgement of the attending physician and performed by or under the supervision of a member of the medical staff of the hospital furnishing medical services. (it is understood that in the event of a serious illness or injury, reasonable efforts to reach me will be attempted.)
Signature Date
Phone numbers where I can be reached during the time of this activity:
Home ( ) Work ( )
Preferred Hospital
Family Physician
Address
Phone No.
PROGRAM CAPABILITY INVENTORY |
Venturing Crew No. Organization
Instructions Each year our Venturers need adult volunteers to serve as Advisors, program consultants and helpers with transportation, chaperoning, counseling and planning We would like to know in which areas of interest, hobbies or contacts you would be willing to help our Venturers | If they decide to call on you for help, an appointment will be made with you well in advance. Thank you for your willingness to assist our Venturers and please return this PCI form to: |
(Please Complete) Date:
Name:
Address:
City State Zip
Phone (home) (business)
Occupation Position
Yes! I would be willing to help in the areas designated below:
Backpacking |
| Canoeing |
| Equestrian |
| Orienteering |
| Sailing |
| Training |
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Basketball |
| Coaching |
| First Aid |
| Outdoor Living |
| Scuba Diving |
| Water Skiing |
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Bicycling |
| Cooking |
| Fishing |
| History |
| Shooting |
| Other |
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Bowling |
| Counseling |
| Marksmanship |
| Photography |
| Snow Skiing |
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Camping |
| Creating |
| Mountaineering |
| Promoting |
| Softball |
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Caving |
| Diving |
| Organizing |
| Public Speaking |
| Swimming |
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MEMBERSHIPS | CONTACTS |
Please list your clubs, associations, fraternal groups, etc. | Please list people that you would be willing to ask to share their careers, hobbies or skills |
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SPECIAL PROGRAM ASSISTANCE
| I have a station wagon |
| van |
| or truck |
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| I can help with leadership skills | |||||||
| I have a workshop |
| I can help with | |||||||||||||
| I have family camping gear |
| RV |
| Pop-up |
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| (career information) | ||||||||
| I can make contacts for special trips and activities |
| I can help with | |||||||||||||
| I have access to a cottage |
| or camping property |
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| (vocational information) | ||||||||||
| I have access to a boat |
| or airplane |
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| I can help with community service projects | ||||||||||
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| I can help with fund-raising projects | ||||||||||
PROGRAM PLANNING FORM
To be used for Program Capability inventory recap
NAME | PHONE | OCCUPATION | HOBBY | CONTACT |
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CREW COMMITTEE SUGGESTIONS
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EQUIPMENT AND FACILITIES
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CHARTERED ORGANIZATION SUGGESTIONS
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CONSULTANTS
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VENTURING ACTIVITY INTEREST SURVEY
Complete the following. Your responses will be used to help develop the program of activities throughout the year, so it is very important that you provide complete responses.
Name:
Date:
1. What specific interests do you have that you would like to see our crew pursue during this year?
2. Do you have any ideas or suggestions for activities that would address these interests?
- Consider for a moment the six experience areas (citizenship, service, leadership, social, outdoor and fitness). How would your interests fit into any of these areas?
VENTURING ACTIVITY INTEREST SURVEY – ALPHA LIST
Please check those activities, tours, projects and seminars that
you would like the crew to plan as part of its program for the year.
| Airport tour |
| Fishing |
| Recognition dinner |
| Auto mechanics |
| Gourmet cooking |
| Recycling center |
| Automobile plant/dealership |
| Government official |
| River rafting |
| Backpacking |
| Halloween party |
| Road rally |
| Barbecue party |
| Ham radio |
| Rock climbing/rappelling |
| Beach party |
| Hiking trail cleanup |
| Sailing |
| Bike Hike |
| History, study the town’s |
| Saving money |
| Block party |
| History, trace family |
| Scholarships |
| Bowling |
| Hobby smorgasbord |
| Scuba |
| Buy a car, how to |
| Horseback riding |
| Senior citizens, assistance to |
| Camping trip |
| Hunter education |
| Shooting |
| Canoeing |
| Ice-skating party |
| Sports meet |
| Car wash |
| Industry, local |
| Ski weekend |
| Career clinic |
| Intercrew activities |
| Slide show, plan a |
| Cave exploring |
| Job interviewing skills |
| Snorkeling/scuba diving |
| Child care |
| Leadership skills |
| Spaghetti dinner |
| Christmas party |
| Lifesaving, swimming |
| Sports medicine |
| Civil defense |
| Military base trip |
| Sports safety |
| College or university visit |
| Morality, ethics |
| Sports tournament |
| College panel discussion |
| Mountaineering |
| State capital, visit |
| Communications |
| Movies |
| Summer jobs clinic |
| Community cleanup activity |
| Music listening |
| Swim meet |
| Conservation project |
| Newsletter writing |
| Swimming party |
| Cooking |
| Orientation flight |
| Television station |
| Court session |
| Orienteering |
| Tennis clinic |
| Cruise, sailing |
| Outdoor living history |
| Train trip |
| Cycling/mountain biking |
| Pancake breakfast/supper |
| United Way, support the |
| Dance |
| Parents’ night |
| Watercraft |
| Diet and nutrition |
| Part-time jobs clinic |
| Water-skiing |
| Disabled citizens, assistance to |
| Photography |
| Weather bureau |
| Drug abuse/alcoholism |
| Physical fitness |
| Wilderness survival |
| Easter egg hunt for children |
| Planetarium |
| Winter camping trip |
| Emergency preparedness |
| Plants and wildlife |
| Winter sports |
| Family picnic |
| Play, produce a |
| Other |
| Family sports day |
| Power station |
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| Fashion show |
| Progressive dinner |
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| Fire safety |
| Project COPE |
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| First aid training |
| Public speaking |
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SUGGESTED PROGRAM ACTIVITIES
The following are specific elements that your venturing crew leaders might use when planning a well-balanced program around Venturing’s six experience areas.
CITIZENSHIP: Develop a better understanding of America’s governmental systems. Learn the rights and expectations of citizenship. Encourage a pride in our American heritage.
Plan programs to learn more about your community, county, state or nation. Learn about the judicial system by attending a court in session. Visit the local jail or prison. Find out how the jury system works in your community. Participate in a local "get out and vote" effort. Plan trips to your state capital or local military installations. Find out how an American citizen acquires a travel visa. Help local service clubs and veterans associations with holiday events. Hike historical trails or visit local historical sites.
LEADERSHIP: Prepare to give leadership and to fulfill our responsibility to American society and to the peoples of the world. Create opportunities for decision making and goal setting, and for developing confidence and independence of judgment.
Use the Venturing Leadership Skills Development Course to develop and plan monthly forums for both youth and adults. Plan discussion groups that would involve representatives of various banks, newspapers, advertising groups and secretarial associations for a question-and-answer session. Study the effect of private enterprise on the community state and nation. Review taxation, political involvement and regulation of business. Learn about federal and local programs to aid small businesses. Read and study world trade and the national economy.
SERVICE: Gain a respect for the basic rights of others. Develop the skills and desire to help others and set goals for a life of service.
Provide personal assistance to charities, community organizations, the disadvan-taged, elderly and disabled. Support community projects planned by professional business organizations and assist public service groups with programming projects.
Learn to use other types of equipment such as a Braille typewriter and to transcribe books or letters for those with sight disabilities. Landscape public property, clean up a cemetery, conservation work, paint, repair or assist a charity.
OUTDOOR: Develop a degree of self-reliance based on courage, initiative and resourcefulness. Understand and appreciate the wise use of resources and the projection of our environment.
The Venturing Leader Manual provides detailed plans for preparing for activities such as hiking, backpacking, rappelling, rock climbing, sailing, caving and camping. Plan camps and weekend activities in winter and summer. Plan a bicycling outing using computers to detail the route, schedule of events and competition scores. Have an outdoor equipment outfitter demonstrate the use of equipment and clothing. Orienteering, road rally, swimming, canoeing, golfing or ice-skating.
FITNESS: Improve mental and emotional fitness. Enhance physical fitness and an appreciation for recreation and prepare for a lifetime of fitness.
Plan programs on self-defense, nutrition and exercise. Learn aerobic exercises for use by office workers, study first aid, CPR, review working conditions, lighting, noise and stress challenges. Offer fitness programs to community centers. Team handball, flag football, Venturing Olympics sport, mini-marathon, field hockey or softball.
SOCIAL: Instill stable personal values firmly based on religious concepts. Develop skills in dealing with all people and encourage a sense of family and community responsibility.
Plan parents’ night programs, open houses and family activities to include tours of Venturing chartered organizations. Plan parent/ Venturing activities, hold a fashion show with elementary school children and senior citizens. Have a year-theme party for a community social activity or a senior citizens center. Scavenger hunt, entertainment, party, recognition night, campfire program, family picnic or mall shopping.
SAMPEL REGULAR CREW MEETING AGENDA
3 min | 1. Call to Order and Introduction of Guests |
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| Crew President |
10 min | 2. Old Business |
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| Crew President |
| A. Secretary reads minutes of previous meeting |
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| B. Treasurer reports |
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| C. Crew officer’s report |
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10 min | 3. New Business |
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| Crew President |
| A. Discussion by crew members on matters that need a decision |
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| Administrative Vide President |
| C. Promotion of upcoming events |
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| Program Vice President |
| D. Crew Advisor comments |
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| Crew Advisor |
45 min | 4. Crew Activity* Program |
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| Youth Activity Chair |
| A. Remind Venturers about materials needed, requirements or what to bring and wear, etc. |
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2 min | 5. Announce Date, Place and Time of Next Meeting |
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| Crew President |
5 min | 6. Closing |
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| 7. Refreshments and Fellowship by Crew Members |
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After the meeting: advisor and crew president confirm plans for the next officers’ meeting. Crew president follows up with next meeting; youth activity chair to double-check all arrangements.
*Note: conduct activity planned by committee and consultants using the activity planner. See addenda’s E and H for sample crew activity programs.
ACTIVITY PLANNER
Filled in by Officers | Activity |
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Activity Chairman | Check Experience Areas | |
Consultant | ¸ Leadership | |
Address | ¸ Outdoor | |
| ¸ Fitness | |
Phone | ¸ Service | |
Place Date | ¸ Social | |
Officers’ comments | ¸ Citizenship | |
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Filled in by Activity Committee | Committee members | |
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DETERMINE THE ACTIVITY (call a committee meeting, discuss the event, make the plan) | ||
What is to be accomplished? | ||
IDENTIFY THE RESOURCES | ||
Equipment and facilities needed | ||
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Cost and how activity is paid for | ||
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Manpower required | ||
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CONSIDER ALTERNATIVES | ||
How can activity be accomplished? | ||
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What are alternate plans? | ||
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Filled in by Activity committee | REACH A DECISION – MAKE THE PLAN – DELEGATE RESPONSIBILITIES |
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Job to be done |
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Follow up – at additional meetings and through personal contacts, follow up on all assignments until you are sure you are all set. If the going gets rough, call on your Advisor for help | ||||||||||||||||
CARRY OUT THE PLAN – CONDUT THE ACTIVITY | ||||||||||||||||
Just before the activity, double-check all arrangements and conduct the activity to the best of your ability, using your committee and consultant | ||||||||||||||||
Notes | ||||||||||||||||
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After the activity be sure and thank everyone involved and leave things clean and in good order | ||||||||||||||||
EVALUATE THE ACTIVITY | ||||||||||||||||
Did the members like it? |
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Number participating |
| Venturers |
| Friends |
| Adults |
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Should we repeat this activity? yes ¸ no ¸ why ? |
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How well did the plan work? |
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How can we improve the activity? |
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What were costs? To the crew |
| Cost per person |
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| Attach all receipts or bills for the activity |
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Signed |
| Date |
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Fill out and return this report as you plan, execute and evaluate your activity. Turn the completed report into the vice president for program for inclusion in the crew’s activity file. | ||||||||||||||||
SAMPLE ANNUAL CREW PROGRAM OUTLINE
Date | Topic | Activity Chair |
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June 1 | Crew Officer’s Meeting | Geoffrey Smarte |
June 10 – 17 | Colorado Trip | Robert Yarbrough |
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July 1 | Crew Officers’ Meeting | Geoffrey Smarte |
July 13 – 15 | Gulf Sailing Trip | Joe Henning |
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August 1 | Crew Officers’ Meeting | Geoffrey Smarte |
August 22 | Firstnightger Plans | Bill Rogers |
CREW OFFICERS’ SEMINAR AGENDA
WELCOME BY ADVISOR AND CREW PRESIDENT
Explain the purpose and objective of the seminar.
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I. DUTIES – Review and discuss officer and Advisor roles and responsibilities. Whey they joined and what they expect to get from their participation.
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- Activities – Discuss program planing process. Select one activity and practice steps in the planning process using the Activity Planner (addendum G).
Plan this activity using the following steps:
- Determine the activity (what is to be accomplished)
- Identify resources (equipment, costs, manpower)
- Consider alternatives (brainstorm how to accomplish)
- Reach a decision (what, when, where, make assignments)
- Conduct the activity (share plan, follow up)
- Evaluate the activity (determine if members liked it)
- SCHEDULING – Plan and schedule a year’s program. Review importance of all six experience areas reflected in the year’s activities. Review Program Capability Inventory and Venturing Activity Interest Survey for capabilities and interests. Use the brainstorming method to list definite activities for the year. Put the twelve month calendars on the wall and write in dates of crew meetings, topics of selected activities or special events and the names of activity chairs. Avoid conflicts with school, vacations, etc. Before selecting activities, discuss their advantages and disadvantages and be sure activities are based on the six experience areas and crew goals. Decide which fund-raising activities are necessary.
- MEETINGS – Discuss format for crew meetings (see Sample Regular Crew Meeting Agenda – addendum F). Explain role of each officer, activity chair and crew member. Develop sample agendas for meetings.
- BYLAWS – Appoint a youth committee and chairperson with adult consultant to establish crew by-laws and code of conduct. Establish rules of conduct, attendance expectations, qualifications for participating in crew superactivities, dues and allocation of funds from approved money-earning projects, etc.
- CLOSING – Congratulate officers. Reflect on and evaluate day’s activities. Reinforce need to carry out each assignment and that their newly planned calendar of activities should be printed and distributed to all crew members, crew committee members, consultants and parents.
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Cooperative games emphasize participation, challenge and fun rather than defeating someone else. Cooperative games emphasize play rather than competition. Cooperative games are not new. Some of the classic games we participated in as children are classic because of the play emphasis. There may be competition involved, but the outcome of the competition is not losing and sitting out the rest of the game. Instead it may involve switching teams so that everyone ends up on the winning team.
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This can be played anywhere, indoors or out. The goal is similar to "Hide and Seek", except that "it" hides first. Everyone else then tries to find "it". When someone finds "it" they hide in the same spot. The game ends when everyone finds "its" hiding spot.
Blob Tag
A variation of "tag", the persons who are caught join hands with the "it" person to form a blob. As more people are caught, the blob becomes larger. It is probably a good idea to limit the playing area so the blob does not have to chase people through the neighborhood.
British Bulldog
The playing area is a rectangular open field with well-defined boundaries. One person stands in the middle and is the bulldog. Everyone else stands on one end outside the boundary. Then the bulldog is ready, they yell "British Bulldog, one, two, three,." Everyone must run from one end of the field to the other. The bulldog must grab people, lift them off the ground and yell, "British Bulldog, one, two, three." The caught person then becomes a bulldog also. Eventually everyone will become a bulldog.
Variation: instead of lifting people off the ground, the bulldog can simply hold on while yelling.
Toss the Bird
This is a tag game with a twist. The "bird" can be a knotted towel or some other soft object suitable for throwing. You can have as many as you think are necessary. The point of this is that you can’t be tagged if you are holding a bird. People can toss the bird(s) to each other to help "protect" each other from being caught. Obviously you will want to have fewer birds than you have people who are being chased. More than one person can be "it".
—from the Bottomless Bag
Caterpillar
Each person lies down own their stomach, side to side with their arms straight out in front. The person on the end begins to roll over the top of the row of bodies until he or she gets to the end. This can be done as a race, with two teams competing to get to a predetermined point.
—from New Games
Eeny-Einy-Over
Remember this classic game? Here’s a reminder. All you need is a large building—churches work best—and a medium size ball. The game begins with two teams, one on each side of the building. One team has the ball and throws it over the building while yelling "eeny-einy-over". The throwing team then runs around the building and tries to tag members of the receiving team. Tagged people join the other team. The receiving team tries to avoid being tagged, of course, and also can throw the ball at members of the throwing team. If they hit anybody, the hit person switches teams. Players are safe when they reach the other side of the building. The game ends when everyone is on the other team.
Variation: players are safe only when they do a complete revolution of the building
Flying Dutchman
The group forms a circle and holds hand, with one pair remaining outside the circle. Holding hands, the couple on the outside walks around the circle. They choose a point in the circle to break the handhold of two people. When that happens the outside couple runs around the circle in one direction and the couple whose handhold was broken runs in the opposite direction. The couple who loses the race back to the open spot is "it" for the next round.
—from New Games
Slaughter
The arena is a circle about thirty feet in diameter with a clearly defined boundary. Two holes about a foot wide are dug out at opposite sides of the circle (substitutes for the holes are appropriate). Everyone takes off their shoes. Balls are placed in the holes and each team, on their knees, forms a huddle around their own ball. At the signal, both teams try to move their ball into the other team’s hole. As long as you’re on your knees and within the boundaries of the circle, anything goes. The only other rule is that to neutralize their opponent, you can drag your opponent outside of the circle. If any part of their body crosses the line, they are out.
—from New Games
COOPERATIVE GAMES
WHAT ARE COOPEARTIVE GAMES?
OUTDOOR ACTIVE GAMES
Sardines
INDOOR GAMES
Positive Reinforcement
One person is selected to leave the room and should be out of earshot. The rest of the group chooses some action they would like the absent person to perform. When they are ready they call the person back in. the reinforcement means is clapping. By clapping louder or softer they influence the subject to do whatever they want.
—from Games
Continuous Story
The rules are simple. One person creates a story line and everybody in turn adds a few sentences until the story is complete or everybody gets tired.
If You Love Me Won’t You Please, Please Smile?
Everyone is seated in a circle with a volunteer standing in the middle. The volunteer sits in the lap of the seated person of their choice, looks them in the eye and says "If you love me won’t you please, please smile?" The seated person responds by saying "You know I love you, but I just can’t smile." This must be said without smiling. If he or she does smile, they become the person in the middle.
Princess Uggawugga
The purpose of the game is to make your opponent laugh. In pairs, one person starts by saying "Princess Uggawugga is dead, gone, deceased." The other person responds by saying "How and when did she die?" The game continues with one person asking questions and the other responding until someone laughs.
Word Whiskers
A word whisker is a time-filler word like "you know", "uh", "er", "em", etc. The object is to try to talk for 30 seconds without using a word whisker. Not talking for more than 3 seconds is also a word whisker.
—from Games
Botticelli
One person is "it". "It" must thing of the name of a person or fictitious character. This character is referred to by the initial of his or her last name (Mr. F.) The players, in turn, ask "it" yes or no questions in order to discover the name of "its" character. However, they must earn the opportunity to ask each question by asking "it" to name a character with the same initial in response to their questions. For example, "it" begins play with the statement "I am thinking of a Mr. B." A player then asks "it" a question such as "Was Mr. B a president?" If "it" cannot name a president who name starts with B, the player has earned the right to ask "it" one yes or no question for a clue to the character’s identity. However, if "it" is able to name a Mr. B who was a president, that person forfeits the opportunity to question "it". The player who correctly guesses the name of "its" character is the new "it".
—from Games
Going to the Moon
This is a guessing/deductive game in which the first person establishes a word pattern for everyone else to figure out. He or she says, "I’m going to take (name an object)". Everyone else follows by repeating the same phrase but naming a different object with the same pattern. Patterns could include words that start with the same letter, words with double consonants or words that being with the last letter of the previous word.
—from Games
Hawaiian Hand Clap
The players sit in a circle or a line and count off. Then they set up a 1, 2, 3, 4 rhythm by slapping their knees, clapping their hands and snapping their fingers – first right and then their left. Everyone does this in unison. Once the rhythm is established, the first player calls his own number on the first finger snap and someone else’s number on the second finger snap. On the next sequence of finger snaps, the person whose number was called must then say their own number and someone else’s. If he or she misses their turn, says it too early or says a non-existent number, they have to move to the end of the land. Everyone’s number will change as they move up and down the line.
Variation: the people who miss can sit out instead of going to the end of the line. Everyone else always keeps their number for the whole game so that you have to remember which numbers are in and out.
Peek-A-Who Name Game
Materials: One opaque blanket or sheet
Divide into two teams. Have people who are not on either of the teams hold the blanket up by the ends so that it is vertical or perpendicular to the ground. One team will gather on each side of the blanket. One volunteer from each team will crouch down on their knees behind the blanket. When the blanket is dropped, each player tries to say the other person’s name first. Whoever loses, joins the other team. Eventually everyone will be on the same team.
—from The Bottomless Bag
PROBLEM-SOLVING INITIATIVE GAMES
WHAT ARE INITIATIVE GAMES?
Initiative games are fun, cooperative, challenging games in which the group is confronted with a specific problem to solve. In Venturing we use initiative games for two reasons. First, initiative games demonstrate and teach leadership skills to Advisors which helps to promote the growth of Venturers. Second initiative games demonstrate a process of thinking about experiences that helps Venturers learn and become responsible citizens.
Happy playing!
The Reversing Pyramid
Have ten people form a 4-3-2-1 horizontal pyramid (like bowling pins). Tell them to reverse the apex and base of the pyramid by moving only three people.
—from the Bottomless Bag
Gimme A Leg To Stand On
The goal of this activity is to try to get your group to have a minimum of contact points with the ground. In other words, we want to find out how few legs and arms we have to use to maintain a balance point for, say, five seconds.
—from the Bottomless Bag
Popsicle Push-Up
This is a variation of the standard one-person push-up. The easiest way to teach it is to start doing a four-person push-up. The first person should lie down on his or her stomach. The second person should lie down perpendicular to the first with their feet and ankles over the lower back of the first. The third and fourth persons do the same thing, with the first person’s feet over the lower back of the fourth so that the torsos form a square.
The challenge is to have all four people do a push-up at the same time. When they have done this, the goal it to add more people until you are doing a push-up with everyone in the group involved.
Variation: A more challenging alternative is to tell the group at the beginning that the goal is to get everybody off the ground with only their hands touching without telling about any possible solutions like the four-person variation.
The Great Egg Drop
The goal of this activity is to build a structure that will prevent an egg from breaking when it is dropped from a height of 8 feet. The only materials allowed are twenty straws and 30 inches of ½ inch masking tape. Try to do it with as few materials as possible.
—from the Bottomless Bag
Traffic Jam
Materials: something to mark spaces that individuals in the group stand on. (There should be one more space than people in the group).
In this activity, half of the group stands in a single file row facing the other half (also in single file). The empty spot should be in the middle between the two groups. The goal of the activity is for each group to exchange places.
Restrictions involve: first, only one person moves at a time; second, a person may not move around anyone facing the same direction; third, they may not move backward; and finally, no one can move around more than one person on the other team at a time.
Two by Four
Have eight people line up shoulder to shoulder, alternating male and female with everyone facing the same direction. The object is to get all the females on one end and all the males on the other.
Restrictions: first, the goal is to solve the problem in the fewest possible moves, with a maximum of four moves. It’s probably not a good idea to tell them the maximum until they’ve had a couple of successes. Second, all moves must be made in pairs. A pair is you and anyone standing next to you. Third, when a pair moves out of the middle of the group, the empty spot they left must be filled with another pair. Fourth, pairs may not pivot or turn around. Fifth, there should be no gaps in the solution of the problem
—from Silver Bullets
Diminishing Load
The object is to move the group across an open area. To cross the area, a person must be carried. The carrier must return and be carried himself. If a carried person touches the ground, the carrier and the carried person have to return.
HOW TO BUY A CAR
Many Venturers own cars or plan to buy one in the near future. This meeting will help them learn what to look for an provide information on registration, credit and insurance.
Ask a car dealer or sales associate to help with this meeting. Most Venturers will buy used cars. Most car dealers will be delighted to create goodwill among young adults and should be willing to help. This subject could expand to seminar meetings. A mechanic might be asked to show the crew what to look for in a used car.
Try to hold this meeting at a car dealership or a used-car lot so that Venturers can "inspect" various cars.
MATERIALS NEEDED
- Sample of a Blue Book containing used-car prices
- Information on safety inspections, contracts, and related items
- Several used cars to inspect (if a dealer can’t be secured, cars of parents or crew members could be "inspected")