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1 Troop 213 Advanced Skills Program. Advanced Skills: (one month minimum between Skill level awards) 2 Advanced Skill Apprentice Description Journeyman.

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Presentation on theme: "1 Troop 213 Advanced Skills Program. Advanced Skills: (one month minimum between Skill level awards) 2 Advanced Skill Apprentice Description Journeyman."— Presentation transcript:

1 1 Troop 213 Advanced Skills Program

2 Advanced Skills: (one month minimum between Skill level awards) 2 Advanced Skill Apprentice Description Journeyman Description Master Description Primary Instructor Secondary Instructor Fire Starter click here LaingKelley 100 Knot Club click here KelleyMorris Wilderness Survival click here WintermutePowellGlenn Frontiersman click here Glenn Vanguard click here GriffoBrookins 50 Miler click here CurrensLaingWintermute B.A.T. Man click here McGrathMcNeill Poseidon click here HaleMenechellaNathan W. Iron Chef click here BeardBrothers Marco Polo click here HaleMercer MacGyver click here BrothersMorris Indiana Jones click here Mercer

3 Advanced Skills Program Overview: Who Can participate in the Advanced Skills Program? –Any Scout who is 1 st Class and above –Any Registered Adult Leader (Dad/Mom, are you tougher than a Boy Scout?) The Advanced Skills Program is an “Honors” Program –This is the “Pipestone Program” of Troop 213 –“Class A” uniform is required to work on/test out of Advanced Skills during Troop Meetings –There is no requirement to complete anything for the Advanced Skills Program for rank advancement. –If the Master level looks really hard, we have achieved our goal This is a multi-year program 3

4 Advanced Skills Program Overview: Recognition: –We are currently working on recognition awards. This will be coming out –Apprentice/Journeyman awards will be issued at Troop Meetings –Master level awards will be issued at Court of Honors –(Scout) Eagle and complete all Master levels – Special Award –(Adult) Wood Badge or Powder Horn and complete all Master levels – Special Award Logistics: –This will be a living program. We will keep what works, remove/change what doesn’t, and modify as we go. Details will be on the Troop website. –The Advanced Skills Program should not interfere with your rank advancement –There may be some cost specific to the Advanced Skill 4

5 How do I get started? To Join: To Advance: –Approach the Primary or Secondary Instructor for the Skill and get started! It is up to you to coordinate with the Adult Instructors! –May require work outside of Scout Activities. Don’t expect to be taught and then test-out during the same day! Practice! –Some Skills will be rotated in during Troop Meeting advancement time. 5

6 A Scout Must Display the ability to start a functioning fire that can be maintained and burned continuously for a minimum of 30 minutes with fuel for 1 hour. The Scout needs to demonstrate the following capabilities: 1.The Scout must demonstrate the appropriate site to build and maintain a fire and to able to explain the logic behind their choice. 2.A Scout must build a safe and appropriately sized fire ring and plan for and explain their fire safety plan. 3.A Scout must obtain the appropriate fuel for starting and maintaining their fire and explain their reasoning for their selection. Both a high-smoke and low smoke fire must be demonstrated in the fire building. 4.Both the Teepee and square fire technique must be shown, and discussed by the Scout as to the fire plan for the individual fires. There will be a 1 Match limit for the fires. One try per day.

7 All fires must maintain burn for 30 minutes with fuel for 1 hour. Sun and Electric and Flint Source Fires: 1.Using only a working battery-powered flashlight, a Scout must build and maintain a 30 minute fire with the items, explaining their strategy and safety approach as previously applied in the Apprentice Level. 2.Using only the Sun as a "SOL" Source of Energy, the Scout must build a 30 minute maintainable fire with the following materials: Glass, Metal, Candy Bar, Water. 3.Using a Flint, build and maintain a fire for a 30 minute time period safely. BE able to explain set-up, safety, and fire strategy. 4.A Scout must make, transport, and rebuild a fire 3 Miles from an existing fire with an Ember from the existing fire. The Scout must build a transport mechanism to keep the ember hot and intact to be able to rebuild a new fire from the original fire at a minimum of a 3 mile distance. 5.A Scout must fully describe the multiple sources of fuel available to them in any given situation when a fire needs to be built. A Scout must identify how these sources would be obtained and potentially manipulated in any given fire-starting scenario to include sun, wind, rain, snow, dry, or wet conditions

8 Deserted on an Island… 1.A Scout must demonstrate how to build Wood on Wood Fires in both a 2 Man, and Solo Fashion. 2.The Fires must be created only from the sources of Wood available to the Scout at the time of the attempt. 3.Any tools needed for these attempts must also be made only from the natural resources available to the Scout at the time of the attempt. 4.These fires must be maintainable indefinitely, until the leader determines time of extinguish. This could last several Days. Wood on Wood Fires in Rain... 1.A Solo Wood on Wood Fire must be started and maintained in the rain indefinitely with only the wood sources available to the Scout at the time of the attempt. 2.The Scout should be prepared to do whatever it takes to accomplish this task. 3.Should the Scout Fail at this attempt, Journeyman requirements must be repeated again before a Master attempt can be made again. 4.There will be a 6 Hour Limit to this attempt. The Master Fire builder Cannot Fail in a life and death situation where fire is the only way to survive, therefore the Journeyman is necessary to be repeated to refocus, and re-stress the importance of planning and ultimately the highly focused intimate knowledge of building a fire in any condition.

9 A Scout must tie the following 10 knots in ten minutes without help or prompting. A knot frame will be provided with 10 pieces of rope for the Scout to use. Scouts are limited to one attempt per day/session: 1.Square Knot 2.Bowline 3.Sheepshank 4.Sheet Bend 5.Two Half Hitches 6.Clove Hitch 7.Taut Line Hitch 8.Timber Hitch 9.Figure Eight Follow Through 10.Figure Eight With Loops

10 A Scout must tie all 10 of the apprentice level knots before tying the following knots for their journeyman level of 50 knots. These knots must be tied without help or prompts with a time limit of 20 minutes. After tying the following 15 knots Scouts are free to use hitches, toggles, lashings, splices, decorative knots, and double knots not previously used. Once a Scout passes 40 knots they will be required to draw at random 5 knots from their list to tie to prove mastery before continuing on for the final 10 knots. There is no time limit on completion once you have tied the required 25 knots. You will have to keep your official list. However, randomly drawn knots have a time limit of 1 minute for simple knots and 5 minutes for decorative knots. 1.Figure Eight Bend 2.Figure Eight On A Bight 3.Water Knot 4.Double Fisherman’s Knot 5.Safety Knot 6.Bowline On A Bight 7.Double Bowline 8.Munter Hitch 9.Carrick Bend 10.Double Sheet Bend 11.Surgeons Knot 12.Diamond Knot 13.Alpine Butterfly Loop 14.Ashley Stopper Knot 15.Tensionless Hitch

11 A Scout must teach 5 Scouts 5 new knots, or mentor a Scout through completion of apprentice or journeyman level of the 100 knot club. Scouts must tie any 10 of the journeyman level knots before tying knots for their master level of 100 knots. – These knots must be tied without help or prompts with a time limit of 1 minute for simple knots and 5 minutes for decorative knots*. – Scouts are free to use hitches, toggles, lashings, splices, decorative knots, and double knots not previously used. – Once a Scout passes 75 knots they will be required to draw at random 10 knots from their list to tie to prove mastery before continuing on for the final 25 knots. – There is no time limit on completion once you have tied 50 knots. You will have to keep your official list. However randomly drawn knots have a time limit of 1 minute for simple knots and 5 minutes for decorative knots.

12 Must obtain Apprentice Fire Starter, 100 Knot Club, Frontiersman, and 50 Miler. Successfully complete timed orienteering course. Attend one of the First Year 5 Mile Hikes with a fully loaded backpack (25 to 35 pounds) as if for an overnight campout.

13 Must obtain Journeyman for Fire Starter, 50 Miler, 100 Knot Club. Complete Wilderness Survival Merit Badge. Wilderness Survival day challenge: – Dropped off at unfamiliar location, using compass and map, find your way to basecamp >10 miles away ('camp' also to be in unfamiliar location, but marked on map). – Carry necessary survival basics (in 'Survival' daypack only)for an overnight stay.

14 Must obtain Master Fire Starter and 100 Knot Club. Wilderness Survival Weekend: Same as Wilderness Survival Day Challenge adding an overnight. – Each scout starting his own fire (no help); – prepare shelter; – build trap sufficient to secure food - no animals will actually be trapped - (food reward for functional trap; (alternately, food [but no passing grade] for no functional trap). – Water must be replenished safely (no toughing it out).

15 Must obtain Apprentice 100 Knot Club. Show proficiency in all basic lashings. Create A-frame and camp tri-pod. These must be completed with proper lashings without any guidance or help. Complete Apprentice Leatherwork and wood carving project. Make a rudimentary fishing pole, that you can cast at least 20 feet, and show how to use it.

16 Create mock-up catapult lashing project. Create a full size catapult based on the mock-up design. Compete in catapult distance competition. Design must meet safety requirements and must be approved prior to implementation. Complete Journeyman Leatherwork and wood carving projects. Basic flint knapping project. Complete Pioneering/Leatherwork/Wood Carving/Rifle Shooting Merit Badges. Pan for gold.

17 Must obtain Journeyman Wilderness Survival, Master 100 Knot. Create, plan, present, guide and implement a major non- catapult lashing project. Project must meet safety and complexity requirements and must be approved prior to implementation. Complete Frontiersman Master Leatherwork project. Complete Frontiersman Master carving project. Successfully complete 7 Ranges Survivor program. Advanced Flint knapping project. Create partial miniature log cabin with lapped joints using only an ax.

18 Attend Troop 213 Youth Leadership Training (First Session is March 30, 2013) Be a Grubmaster on a minimum 2-night camping trip but do NO cooking and NO cleanup yourself – For Adult Leaders: be in charge of the Grubmasters for a campout, where you are responsible at the planning meeting to facilitate the Grubmaster process, and making sure that the Scouts are completing the Grubmaster requirements during the campout. Lead a major Troop meeting event.

19 1.Attend the Troop 213 Vanguard Weekend Camping Trip 2.Invite an outside speaker to attend a Troop meeting and present to the Troop on a topic of interest, approved by the Scoutmaster 3.Shadow a manager at his job for a day 4.Satisfy your Troop leadership requirement for your next rank 5.Earn the American Business Merit Badge 6.Lead a Troop camping trip 7.Serve at least 6 months as a Troop Instructor.

20 1.Complete National Youth Leadership Training (Or have completed it in the past) 2.Earn all 3 Citizenship Merit Badges 3.Serve at least 2 months as a Troop Guide 4.Run for SPL 5.Be acting SPL for a Major Troop Event or Outing (Scout Requirement Only). Be acting Scoutmaster for a Major Troop Event or Outing (Adult Requirement Only).

21 10 mile backpacking trip: Prior to trip, 1.list 10 items that are essential to be carried on any backpacking trek and explain why each item is necessary; 2.describe the importance of using Leave No Trace principles while backpacking; 3.demonstrate how to pack, adjust and carry your gear in a backpack; 4.demonstrate ways to treat water and tell why water treatment is essential; 5.demonstrate that you know how to operate a backpacking stove safely and to handle fuel safely; 6.demonstrate that you know how to select, cook and store food appropriate for a backpacking trip; 7.demonstrate that you know how to keep cooking and eating gear clean and sanitary; and 8.describe proper methods of handling human and other waste while on a backpacking trip. Example Trip: Ravenrock State Park

22 20 mile backpacking trip: While retaining all of the skills from the apprentice stage, 1.write a plan for a 20 mile backpacking hike that includes the route and schedule; 2.describe 10 ways you can limit the weight and bulk to be carried in your pack; 3.describe the health and safety risks present on a backpacking trek; 4.demonstrate understanding of wilderness first aid; 5.tell what factors are important in choosing a campsite; and 6.demonstrate that you can read topographic map and while on the trip, periodically use a map and compass to establish your position on the ground. Example Trip: Neusiok Trail, Croatan National Forest

23 50 mile award trip: applying skills learned in Journeyman stage, 1.make complete and satisfactory plans for the trip; 2.cover the 50 mile route by foot, canoe and bicycle in not less than 5 consecutive days; 3.during the time on the trail complete a minimum of 10 hours each of group work on projects to improve the trail, springs, campsite, or area. Example Trip: Uhwarrie National Forest

24 1.Develop a one-page summary outlining the appropriate responses to all First Aid rank requirements (Tenderfoot, Second Class, First Class). pass/ fail only 2.After successfully passing requirement #1 above, discuss and demonstrate correct first aid responses to 5 of the scenarios listed in these requirements, as selected randomly by the adult leader. pass/ fail only

25 1.Complete First Aid and Lifesaving Merit Badges 2.Demonstrate First Aid for concussion, choking, impaled object, and all other "hurry cases".. 3.Interview and prepare a report on a medical profession of interest (education requirements, career options, etc.), and present to the troop. 4.Complete Red Cross "Adult First Aid" certification.

26 1.Complete Emergency Preparedness (E-Prep) Merit Badge. 2.Complete Red Cross "Wilderness and Remote First Aid" certification. 3.Lead a group of 3 other scouts to evacuate a patient (climbing accident, lacerations, broken bones, etc.) on a homemade stretcher. Show ability to evacuate patient using 2 different carries and make and use litter out of tree branches and either sleeping bag or blanket. Evacuate over a 1 mile distance including obstacles.

27 1/4 mile continuous swim (pool or lake) Complete Swimming Merit Badge

28 1/2 mile continuous swim (pool or lake) Complete Lifesaving Merit badge. Assist in teaching 2nd and 1st class aquatics requirements

29 1 mile continuous swim (pool or lake) Plus 1 mile open water swim (lake) Mile swim events to be separated by at least 11 months Earn BSA or Red Cross Lifeguard.

30 1.Identify the proper uses of the various pots and pans in a residential kitchen. i.e. sautéing, boiling, frying. 2.Utensil care (as in the good knives, stainless/non-stick/cast iron pots and pans) 3.Learn basic kitchen skills: using knife on veggies, fresh garlic prep, kneading dough, brining meat, etc 4.Hygiene and food safety requirements 5.Serve as grub master and chef for the adult leaders on a camping trip. 6.Assist in making an evening meal for your family

31 1.Obtain Cooking Merit Badge 2.Dutch oven cobbler (assist a scoutmaster when he is preparing one for the troop, then do one of their own during a future camping trip). This also includes learning how to clean the pot in the field. 3.Show proficiency in using three of the following: home propane grill, charcoal grill, old style Coleman liquid gas stove (yes, I have one of these relics), smoker and portable propane grill. 4.Clean a fish in the field and then cook it.

32 1.Bake bread from scratch using a cardboard box oven in the field. 2.Construct a fire pit/coal grill from scratch and use it to feed your patrol a meal. 3.Plan and serve a 5 course meal in the field; menu and ingredients to be reviewed and approved beforehand. Cook for a minimum of two adult leaders. It involves preparation, timing and execution precision that is tough enough in a kitchen.

33 Complete Requirement #2 of the Citizenship in the Nation MB Prepare a presentation for the troop of an Historic site in North Carolina - post your presentation to the troop web site Historical site page (yet to be created).

34 Plan and execute a "side trip" in conjunction with a Troop outing. The destination of the side trip should be an Historic site or recognized geologic site (Not the same as Indiana Jones). Serve as the Trip Guide for the side trip. – During the trip, describe the historical significance or geologic origins of the site to your fellow travelers. Upon return, prepare a presentation to the troop on your trip and what you discovered.

35 Plan and implement an Historic Site trip for the Troop. 1.Must include details of site(s) as well as guidelines during site visit. 2.Must include at least 2 separate minor sites, or 1 major site (Not the same as Indiana Jones). 3.Trip plans must be approved prior to implementation. 4.Maintain a log of the trip describing where you visited, your impressions of the site, and what you would tell another person about the trip. 5.Add your site to a list of historic / geologic sites on the troop website along with a brief description of the site.

36 Complete these three requirements: 1.Complete one of the following STEM modules: – Shoot! – Start Your Engines! – Whoosh! – Designed to Crunch 2.Compete in a water rocket competition. 3.Complete two Odyssey of the Mind spontaneous problems.

37 Complete these three requirements: 1.Complete three of the following STEM modules, including Apprentice module: – Shoot! – Start Your Engines! – Whoosh! – Designed to Crunch 2.Build a basic homemade robot that moves for at least 2 minutes. 3.Complete three (beyond those done for apprentice) Odyssey of the Mind spontaneous problems.

38 Complete these two requirements: 1.Complete all 9 requirements for the Dr. Bernard Harris Supernova Award. 2.Lead an Odyssey of the Mind activity as part of a troop event (meeting, camping trip, etc.). Complete the Masters MacGyver Challenge.

39 Demonstrate and Present basic understanding of Archaeology using online UNC activities and worksheets: – Why is the past important? – Culture Everywhere – Observation and Inference – Archaeological Context – Chronology: The time of my Life – Classification and Attributes – Scientific Inquiry – It’s in the Garbage

40 Spend 6 hours in the UNC Archaeology Lab learning and participating in artifact cleaning, cataloging and other general lab work Spend 8 hours participating on an archaeological dig Prepare a comprehensive report of work conducted above Visit two prehistory sites (not the same as Marco Polo) and write: – Description of the site – How it relates to water and food – Why was this a good spot?

41 Spend one week during the summer digging at a site along with UNC staff. Help process findings and keep a daily journal of your work. Deliver a comprehensive presentation including: – Timeframe of site – Culture – Diet of people – Environment of site at the time of human occupation – What artifacts were found


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