CUB SCOUT LEADERSHIP COURSE RESOURCE TRAINING MANUAL FOR LEADERS
INTRODUCTION January, 2005 This manual has been designed to assist Leaders to run a Leadership Course for Sixers and Seconds. It has been designed so that leaders can determine how they wish to run the course. It may be run by an individual Pack or if numbers are low then Packs may combine. It may also be run on a District or Region level. The course as it stands is a 3 hour course. It may be expanded to be run over a weekend if Leaders wish to do so. The length of individual sessions will vary according the number of Cub Scouts attending By attending this course Sixers and Seconds will gain confidence and strengthen their own abilities and will be able to take more responsibility in the Pack. They will also earn the Cub Scout Leadership Course Badge. In order to qualify for this badge Cub Scouts must attend sessions which cover the following topics: Leadership Problem Solving Challenges Pack Councils Session Session Number Page Number Duration (mins) Introductions and mixing activity and/or steam off game Queensland Branch Page 2 of 10 1 3 20 Practical skills 2 3 30 Uniform Presentation 3 4 30 Problem Solving 4 5 20 Pack Councils 5 5 25 Game 6 6 10 What makes a Sixer and Second 7 6 10 Duties of a Sixer and Second 8 7 10 Subs and Attendance (optional) 9 8 15 Promise and Law Challenge 10 8 10 Duties of a Sixer Checklist Promise and Law Challenge Card
Session No. 1 Name Introduction, Program and Mixing Activity and/or Steam off game 20 mins Introduce Leaders assisting with sessions. Advise Cub Scouts of rules for the course and amenities Present program for the course Run mixing activity where the Leadership course is run on a District/Region basis For example Have a coloured cardboard A4 sheet for each Six with the name of the Six. This is cut into puzzle pieces. Each Cub Scout is given a piece of the puzzle (their name can be put on the back of the puzzle piece). They then must find the other members of their Six and complete the puzzle. Run a steam off game for 10 minutes, preferably outdoors. 2 Practical skills for Sixers and Seconds 30 mins Ceremonies Book My Adventures into Cub Scouts Field book for Australian Scouting Cub Scout Leaders Resource Folder This is a practical session. Cub Scouts must have the opportunity to learn and practise the skills. Keeping in mind that the Scout method is learning by doing. If the course has large numbers then extra flagpoles could be constructed by Leaders. Sixers and Seconds need to be skilled in the following: Flag Rolling Hoisting Breaking Parades Opening flag, prayer, Grand Howl Closing flag, prayer, Grand Howl Queensland Branch Page 3 of 10
Investiture present New Chum, pin on Six patch Demonstrate the duties performed by Sixer and Seconds, keeping in mind that these duties may also be performed by Cub Scouts who are not Sixer and Seconds. 3 Uniform Presentation 30 mins Cub Scout Badge Chart The Cub Scout Record Book (page 8) Ironing boards/tables and irons Paper/cardboard uniform shirt cut out per Six Set of Cub Scout Badges per Six This is a practical session to develop a sense of pride and presentation of the Cub Scout and their uniform. Kim s Game (10 mins) A leader or youth member wears the uniform incorrectly eg scarf not rolled, white shoes, shirt hanging out, badges not in correct position, hair untidy etc. Cub Scouts then need to identify the inappropriate parts of the uniform. This can lead to a discussion of the wearing of the uniform including the following points:- Clean and Ironed Scarf neatly rolled Socks pulled up Badges in correct position as per The Cub Scout Record Book Shirt tucked in Uniform as per QBSI Pride in uniform Personal appearance eg hair brushed, clean hands Notepad, pencil, phone money, handkerchief/tissue Activity (10 mins) Base 1 Each Cub Scout irons their scarf. This activity needs to be under adult supervision at all times. Base 2 Each Cub Scout rolls their scarf, ensuring it is neatly and tightly rolled. Queensland Branch Page 4 of 10
Relay Game (10 mins) Cub Scouts in Sixes at one end of Den. At the other is a paper/cardboard cut out of a uniform shirt. In front of each Six are badges such as world badge, Australian Scout, District, Group nametag, Sixer and Second badges, boomerang badges, Grey Wolf some achievement badges etc. Cub Scouts one at a time, take a badge, run to the other end of the Den and place the badge in the correct position on the shirt. They then return to their Six and tag the next Cub Scout. 4 Problem Solving 20 mins Activity 1 Each Six is given matches, twigs/sticks of various sizes, rubber bands, newspaper, tennis ball, drinking straws and a bucket of water Activity 2 Each Six is given two buckets, one of which is filled with water Activity suggestions: 1. Each Six is to build and light a small fire which is 30cm off the ground. 2. Each Six is given a bucket of water and an empty bucket. The empty bucket is placed some distance away. Each Six has to transfer the water from one bucket to the other. 5 Pack Councils 25 mins Cub Scout Leaders Handbook Discuss the purpose and format of Pack Councils including the following topics:- Who attends What happens at Pack Council training of Sixer and Second in roles and responsibilities and skills learning new games Queensland Branch Page 5 of 10
feedback from Sixer and Seconds program ideas problems setting the example FUN!! Where do we have it Anywhere eg Den, park, someone s home, McDonalds etc When Monthly or six weekly for 15 30 minutes Role Play In Sixes, Leaders run a short Pack Council including a new game or activity 6 Game 10 mins An active game could be run at this time. This game would be selected and run by Leaders. 7 What makes a Sixer and Second 10 mins Paper and pens Tape Game The following statements are written on pieces of paper and then placed around the room on the walls. In addition to these also have behaviours that are inappropriate eg swearing, bullying, grumpy, talking while leaders are talking etc. Cub Scouts are asked to collect the behaviours which are appropriate for Cub Scouts. Discuss these with the group. Set an example by living the Promise and Law Your behaviour affects others: your Six, other Cub Scouts as well as the leaders Be happy and have fun Be caring of others Be reliable and on time Queensland Branch Page 6 of 10
Be friendly Help other Cubs Scouts and Leaders Follow the rules of your Pack Set the example by the way you behave Do your best 8 Duties of a Sixer and Second 10 mins Ball Checklist of duties of a Sixer Chart paper and pens Game Cub Scouts form a circle with a Leader in the middle. A ball is thrown to a Cub Scout. They then have to name a duty of a Sixer and throw the ball back to the leader. The ball is thrown to the next Cub Scout and the game continues. As the duties are called out another Leader marks them off on the checklist. At the end of the game display the duties of a Sixer on chart paper or a whiteboard. Briefly discuss these. The following should be included in the discussion. Inspecting their Six for appropriate uniform Assisting members of Six Visit Joey Scout Mob and be part of the Linking Looking after New Chums and be part of their training Help in Games Attend Pack Council Take Grand Howl on Parade Hoist, break and lower flag on parade Fold the flag after final parade Lead or choose a prayer for parade Collect subs where applicable Supervise cleaning of the Den after Pack Meetings Pin the colour patch on a new Cub Scout at the investiture ceremony Runs games under supervision Assist with simple instructions Set a good example to the other Cub Scouts Assist Leaders as required ( eg with equipment) It is the duty of the Second to assist the Sixer with these duties and take over when the Sixer is absent. Queensland Branch Page 7 of 10
9 Subs and Attendance (optional) 15 mins Copies of subs books This is a practical session. Copies of subs books are used for Cub Scouts to practice completing correctly with the assistance of Leaders. Cub Scouts should have the opportunity to complete several Subs books. 10 Promise and Law Challenge Card 10 mins Copies of the Promise and Law Challenge Card Cub Scouts are to complete the challenges over a two week period and return the challenge card to their Leader The Cub Scout Leadership Course Badge is not to be awarded until this Activity/Card has been completed to the satisfaction of their Pack Leader Queensland Branch Page 8 of 10
Duties of a Sixer Inspecting their Six for appropriate uniform Assisting members of Six Visit Joey Scout Mob and be part of the Linking Looking after New Chums and be part of their training Help in Games Attend Pack Council Take Grand Howl on Parade Hoist, break and lower flag on parade Fold the flag after final parade Lead or choose a prayer for parade Collect subs where applicable Supervise cleaning of the Den after Pack Meetings Pin the colour patch on a new Cub Scout at the investiture ceremony Runs games under supervision Assist with simple instructions Set a good example to the other Cub Scouts Assist Leaders as required ( eg with equipment) Queensland Branch Page 9 of 10
PROMISE and LAW CHALLENGE CARD Name Six This challenge has been set by your Branch Commissioner for Cub Scouts and is to be completed over a two week period, between Pack meetings, and then returned to your Leader. Remember you are a Cub Scout (Sixer/Second) everyday, not just on the day you go to Cub Scouts. As you complete each challenge mark it off in the completed column. DATE CHALLENGE COMPLETED Do a Good Turn. Make sure you follow your Pack and School rules Tell your Leader the Cub Scout Promise & Law Make a special effort to say kind things to people today. Do something for Mum/Dad without being told to do it. Remember to think of your God and thank Him for all the things you have enjoyed this week. Write a prayer for a Pack meeting. Make sure you dress neatly for Cub Scouts tonight to show you are proud to be a Cub Scout. Queensland Branch Page 10 of 10