Scouting, Volume 28, Number 2, February 1940 Page: 16
34, [2] p. : ill. ; 28 cm.View a full description of this periodical.
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TROOP PROGRAM
and Patrol Meetings (as in first
meeting).
8:10 Setting-Up Evercises
Limber up period. Make it short
and snappy.
8; 20 Instruction
Triangular Bandage. Have older
Scout demonstrate and explain the
various bandages. After he shows
a bandage, the other Scouts (one
bandage or handkerchief to each
pair) practice the same bandage.
And so on until all the bandages
have been practiced. The same
method may be used for demon-
strating artificial respiration and
carries.
8:40 Inter-Patrol Contest
Patrol Bandaging Relay. Patrols
line up in parallel files, with a
"victim" and a judge (senior offi-
cer) at the other end of room op-
posite each Patrol. Each boy in
turn runs down to victim, applies
bandage, removes it as soon as
judge says "Correct," and runs
back to Patrol, giving bandage to
next Scout, until all have run.
Either all may do the same band-
age, or each boy may do a different
one. If enough bandages or necker-
chiefs are available for every one
taking part, all the bandages (dif-
ferent ones of course) can be left
on the victim until the race is
over.
See also the First Aid Game
(Handbook for Boys). If time per-
mits, have a rapid fire quiz on both
First Class and Second Class first
aid. Encourage the boys to study
the Handbook and other texts.
8; 50 Open Period.
To let off steam, practice one or
two good Scout yells, such as:
A-M-E-R-I-C-A
Boy Scouts! Boy Scouts!
U—S—A
Troop Six, Troop Six, Troop Six!
Or give each Patrol a few min-
utes to make up and practice a
Patrol yell. Then have each Patrol
demonstrate its yell. Finally have
all Patrols give their various yells
at the same time.
9:05 Games
If your meeting room can safely
stand a little roughhouse, try No
Man's Land. Divide the boys into
two teams, posted at opposite ends
of the room. Then turn out all
lights. The objective is to catch
one of the enemy and drag him to
your home wall, whereupon he
becomes a member of your team.
With electric lights, variety can
be introduced by occasionally
Suggestions for
Ideas for Meeting No. 3
7:30 Standard Opening
Patrol Assembly, Troop Assem-
bly, Flag Ceremony, Inspection
and Patrol Meetings (as in first
meeting).
8:10 Marching Drill
Many Troops do not make a
good showing when marching.
Some Scouts do not know how to
make the facings properly. Prac-
tice in both of these features will
help your Troop.
Mi
Camporee set-up. Forester and pyramid homemade tents. Note the great number of cars
in the background.
flashing on the lights. The game
continues until most or all of the
boys have been pulled over to one
side. Also see Handbook for Scout-
masters for Pull Him Over, and
Wet and Dry.
9:20 Announcements and Closing
Period
Tell a short story around a
camp fire (get several logs and
use red electric bulb for fire). If
camp fire is not available, have
Troop sit in circle formation on the
floor. Encourage your A.S.M. or
older Scouts to learn some good
short stories and tell them. Close
with repeating of Scout Oath.
8:20 Instruction
Morse Signaling —• Instructor,
standing before the Troop with a
flag, first runs through the alpha-
bet, having the boys shout out the
signals and the letters as he goes
along, as follows: "Dot, dash, A!
Dash, dot, dot, dot, B! etc." Then
send single letters at random, hav-
ing the boys shout out the letters
sent as soon as recognized. After
five or ten minutes of this, break
up into groups for further practice
in signaling. The boys who know
the code should pair off and prac-
tice swapping messages back and
forth. The beginners should have
Page Sixteen
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Boy Scouts of America. Scouting, Volume 28, Number 2, February 1940, periodical, February 1940; New York, New York. (https://texashistory.unt.edu/ark:/67531/metapth313057/m1/16/: accessed March 28, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.