Making Disciples of Jesus Christ......

 
 

Crew Planning

 

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.

 

  1. To gain practical experience in a special interest, a skill or leadership.

  2. Engage in a program of activities centered on Venturing’s six experience areas: social, leadership, fitness, service, outdoor and citizenship.

  3. To experience positive leadership from adults and youth and to have an opportunity to lead others.

  4. 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
    Youth are receptive to new ideas, experiences and relationships that provide care, a connection to new ways of thinking and acting and a new identity.

    By taking responsibility for their programs, activities and experiences, Venturers learn how to make decisions and ethical choices.

    Venturing activities are interdependent group experiences in which success is dependent on the cooperation of all.

    . Recognition comes through a formal awards program and through the acknowledgement of a youth’s competence and ability by peers and adults.

    . The election of crew officers is important to the success of the crew.

    . Venturing is about curiosity and adve3nture. Learning by doing provides opportunities for developing new skills and participating meaningfully in action-oriented activities.

 

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
    . Identify other interested adults at the meeting to serve as members of the crew committee.

    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:

  1. Elect crew officers.

  2. Critique the first month’s activities.

  3. Conduct the elected crew officers’ seminar (see addendum I).

  4. 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
    . As soon as possible, find out what the youth want to do. Complete the Venturing activity interest survey (see addendum D).

    . Initiate a discussion with youth members to reveal ideas that might not be on the survey. Include the entire crew.

    . Compile the Venturing activity interest survey results and match them with the program capability inventory (see addendum C). When a suggested Venturing activity matches a resource from the PCI, you might have the basis for a possible program. The crew committee will need to find other resources for the remaining Venturing activity interests.

    . Make sure that the program activities are balanced and include the six experience areas.

    . Develop a 12-month program (see addendum E for suggested program activities and addendum H for a sample annual crew program outline). Be aware of conflicts with other community activities and avoid cancellations.

    . Appoint capable youth members for each activity and an adult consultant from the program capability inventory. The activity chairperson should use the activity planner (see addendum G) to complete the project.

    . Keep tabs on the program’s development to help ensure success.

 

Key Factors for Successful Crew Operations

 

    • Use crew resources
    • Get parents involved
    . Conduct the program capability inventory (PCI). This is an inventory of information about adults related to the chartered organization and parents who are willing to provide program help to the crew. This program help may involve their hobbies, special skills, contacts, facilities and ideas (see addendum B)

    . Encourage parents to become involved in Venturing activities whenever possible. Suggestions might include:

  • 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
    . A minimum of two Venturing crew meetings should be held each month. Discuss important business first. Reserve the remaining time for a planned activity. These activities could be learning new skills (i.e. CPR, rappelling, first aid, etc.) or preparing for a high-adventure trip or activity (see addendum F).

    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

. Provides crew leaders with all necessary information on program planning, leadership, resources and policies

 

Sea Exploring Manual

No. 33239A

. Designed for all adult/ youth members of Sea Scouting ships. The manual is an excellent resource for planning and developing Venturing crew aquatic activities

 

 

 

 

 

Venturing Program Development Guide

No. 25-866

. Provides Basic Information on developing a quality Venturing crew program.

 

Venturing Leadership Skills Development Course

No. 25-564

. A set of modules to teach leadership skills to all crew members.

 

 

 

 

 

Silver Award Guidebook

No. 25-015

. Provides detailed information on Venturing Bronze, Gold and Silver Awards, including requirements and award applications.

 

Ranger Guidebook

No. 3128

. The primary source of information for all Venturers working on the Ranger Award. This is an excellent resource for planning and developing outdoor crew activities.

 

 

 

 

VENTURING

NEW CREW

START-UP ORIENTATION

Ready References

 

 

Addendum A

Parent Permission Sample Form

 

 

Addendum B

Program Capability Inventory (PCI)

 

 

Addendum C

Program Planning Form

 

 

Addendum D

Venturing Activity Interest Survey

 

 

 

Venturing Activity Interest Survey – Alpha List

 

 

Addendum E

Suggested Program Activities

 

 

Addendum F

Sample Regular Crew Meeting Agenda

 

 

Addendum G

Activity Planner

 

 

Addendum H

Sample Annual Crew Program Outline

 

 

Addendum I

Crew Officer’s Seminar Agenda

 

 

Addendum J

Cooperative Games

 

 

Addendum K

Problem-Solving Initiative Games

 

 

Addendum L

How to Buy a Car

 

 

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)

 

 

 

 

 

on

 

(Activity or trip)

 

(date)

 

 

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

 

Basketball

 

Coaching

 

First Aid

 

Outdoor Living

 

Scuba Diving

 

Water Skiing

 

Bicycling

 

Cooking

 

Fishing

 

History

 

Shooting

 

Other

 

Bowling

 

Counseling

 

Marksmanship

 

Photography

 

Snow Skiing

 

 

 

Camping

 

Creating

 

Mountaineering

 

Promoting

 

Softball

 

 

 

Caving

 

Diving

 

Organizing

 

Public Speaking

 

Swimming

 

 

 

 

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

 

 

 

 

 

 

 

SPECIAL PROGRAM ASSISTANCE

 

I have a station wagon

 

van

 

or truck

 

 

 

I can help with leadership skills

 

I have a workshop

 

I can help with

 

I have family camping gear

 

RV

 

Pop-up

 

 

(career information)

 

I can make contacts for special trips and activities

 

I can help with

 

I have access to a cottage

 

or camping property

 

 

(vocational information)

 

I have access to a boat

 

or airplane

 

 

I can help with community service projects

 

 

 

 

 

 

I can help with fund-raising projects

PROGRAM PLANNING FORM

To be used for Program Capability inventory recap

 

NAME

PHONE

OCCUPATION

HOBBY

CONTACT

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CREW COMMITTEE SUGGESTIONS

 

 

 

 

 

 

EQUIPMENT AND FACILITIES

 

 

 

 

 

 

CHARTERED ORGANIZATION SUGGESTIONS

 

 

 

 

 

 

CONSULTANTS

 

 

 

 

 

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?

 

 

 

 

 

 

 

  1. 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

 

 

 

Fashion show

 

Progressive dinner

 

 

 

Fire safety

 

Project COPE

 

 

 

First aid training

 

Public speaking

 

 

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

 

 

 

Crew President

10 min

2. Old Business

 

 

 

Crew President

 

A. Secretary reads minutes of previous meeting

 

 

B. Treasurer reports

 

 

C. Crew officer’s report

 

10 min

3. New Business

 

 

 

Crew President

 

A. Discussion by crew members on matters that need a decision

 

 

B. Registration of new members

 

 

 

Administrative Vide President

 

C. Promotion of upcoming events

 

 

 

Program Vice President

 

D. Crew Advisor comments

 

 

 

Crew Advisor

45 min

4. Crew Activity* Program

 

 

 

Youth Activity Chair

 

A. Remind Venturers about materials needed, requirements or what to bring and wear, etc.

 

 

B. Introduction of presenters

 

 

C. Carry out plan or conduct the activity

 

2 min

5. Announce Date, Place and Time of Next Meeting

 

 

 

Crew President

5 min

6. Closing

 

 

 

Assigned Member

 

7. Refreshments and Fellowship by Crew Members

 

 

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

 

Activity Chairman

Check Experience Areas

Consultant

¸ Leadership

Address

¸ Outdoor

 

¸ Fitness

Phone

¸ Service

Place Date

¸ Social

Officers’ comments

¸ Citizenship

 

 

 

 

 

Filled in by Activity Committee

Committee members

 

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

 

Cost and how activity is paid for

 

Manpower required

 

CONSIDER ALTERNATIVES

How can activity be accomplished?

 

 

What are alternate plans?

 

 

Filled in by Activity committee

REACH A DECISION – MAKE THE PLAN – DELEGATE RESPONSIBILITIES

 

 

Job to be done

 

Assigned To

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

 

 

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?

 

Number participating

 

Venturers

 

Friends

 

Adults

 

Should we repeat this activity? yes ¸ no ¸ why ?

 

 

How well did the plan work?

 

 

How can we improve the activity?

 

 

What were costs? To the crew

 

Cost per person

 

 

Attach all receipts or bills for the activity

 

 

Signed

 

Date

 

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

 

 

 

June 1

Crew Officer’s Meeting

Geoffrey Smarte

June 10 – 17

Colorado Trip

Robert Yarbrough

 

 

 

July 1

Crew Officers’ Meeting

Geoffrey Smarte

July 13 – 15

Gulf Sailing Trip

Joe Henning

 

 

 

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.

</dir></dir>

  1. 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:

 

              1. Determine the activity (what is to be accomplished)

              2. Identify resources (equipment, costs, manpower)

              3. Consider alternatives (brainstorm how to accomplish)

              4. Reach a decision (what, when, where, make assignments)

              5. Conduct the activity (share plan, follow up)

              6. Evaluate the activity (determine if members liked it)

 

  1. 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.

  2. 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.

  3. 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.

  4. 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")

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