Scouting, Volume 76, Number 3, May-June 1988 Page: 29
W1-W32, 50, E1-E24, [36] p. : ill. ; 28 cm.View a full description of this periodical.
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Stooper. Stand erect. On count of one,
raise arms; on count of two, bend down
and touch toes. Do not bend knees. On
count of three return to original position
and rest for a few seconds.
Wing Flapper. Stand erect. Swing arms
out horizontally and hold for long two-
count. Return to position at start. Swing
arms down by sides and hold. Return to
start.
FORESTER
Mote curs at
A B.C.and D.
PREPARING WOOD SAMPLES. Cut as
shown and sandpaper surfaces to
show grain. Shellac half of each cut to
show finish.
GEOLOGIST
FIELD TRIP. Rocks and minerals can be
found everywhere. However, for a varied
sample, some sites are better than others.
A local geologist or rock hounds' club
will be able to tell you the best sites.
If you're on your own, try one or more
of these places:
• Construction site, particularly a foun-
dation hole.
• Riverbank where erosion is at work.
• Road excavation or embankment.
• Quarry or mine dump.
• Monument works.
Be sure the boys are supervised when
they take the field trip. Get permission if
the site is private property.
See the Webelos Scout Book for needed
equipment. Also take along a field guide
to rocks and minerals from your public
library. It will be a great help in identify-
ing your specimens.
Geologists use such sophisticated tests
as X-rays, ultraviolet light, chemical
tests, and heat to identify minerals. But
you can make rough identifications with
simpler means, such as testing the min-
eral's hardness, cleavage, specific grav-
ity, color, luster, and the streak it makes
on unglazed porcelain.
These tests are explained in field
guides. If there is a rock hounds' club in
your community, ask its help, too.
Specimen
Boxes
DISPLAYING SPECIMENS. Use plastic
egg cartons or cigar boxes with
dividers.
LABELING SPECIMENS. Paint spot of
quick-drying white enamel on speci-
men. When dry, write number with
dark felt-tip pen. Number refers to
label or catalog file identifying
specimen.
HANDYMAN
1
SAWHORSES. Building two all-wooden
sawhorses, you can't get by with just one,
pulls into play several carpentry skills—
measuring, sawing, checking for square-
ness, nailing, and screwing. You may
even paint your horses.
Our sawhorses are simple wooden rec-
tangles and are therefore quite sturdy.
Make legs 30 inches or so, the cross-
pieces 40- to 48 inches long. Old ship-
ping crating works well as do 2x4s. But
the latter make for heavy horses. Strap
hinges screwed into place hold the two
sides together and allow you to fold them
up for easier storage. A piece of rope
knotted on the outside of holes drilled
into the two bottom crosspieces keep the
two sides from spreading too far apart.
KNOWING MOWING. Powered lawn
mowers improperly used can be danger-
ous tools. Youngsters of Webelos Scout
age should be supervised by parents who
have consented to allow the boys to use a
powered mower. These safety tips might
be shared with both boys and their
parents.
DOS:
• Always wear heavy-duty shoes with
nonslip soles, and long pants to protect
your legs.
• Always mow in sufficient daylight.
• Always mow when grass is dry.
• Always clear the area of all objects that
could be thrown by the blade.
• Always keep an eye out for children,
bystanders, or pets.
• Always look three-four feet ahead of
you while mowing.
• Always turn off the mower when cross-
ing a sidewalk or driveway.
• Always mow across an incline with a
walk-behind mower.
DON'TS:
• Never leave a power mower
unattended.
• Never adjust mower height, clean grass
chute, or remove grass bag with engine
running.
• Never attempt to lift or repair mower
with engine running.
• Never pull a walk-behind mower
toward you.
• Never mow across an incline on a rid-
ing mower.
• Never mow an incline that is too steep
for balance and control.
<§>
NATURALIST
NATURE GAMES. On a nature ramble,
try some of these games which combine
fun and learning.
FIND 'EM. Each boy is given a written list
of things which may be spotted along a
hike route, with a point score for each.
First player to find one reports to the
leader and is given the appropriate score.
Examples: bird's nest (do not remove it),
10 points; oak leaf, 2; cardinal, 10; lin-
den tree, 5; dandelion, 1; poison ivy or
poison oak, 10 (with bonus of 10 points
for not touching it!); any animal track 15.
TREE TAGGING. Divide den into two
teams. Give each team 20 strips of cloth
or paper and ballpoint or felt-tip pen or
baggage tags and china marking pencil.
Object of the game is for the teams to tag
as many different kinds of trees as possi-
ble within 100 feet of the starting point,
making correct identification. Set a time
limit. At the end of the time, the winners
are the team with the most correct tags.
MEMORY HUNT. Divide den into two
teams. Each team is seated facing the
same scene. For two minutes, all team
members study the view in front of them,
trying to memorize all plants, trees, and
animal life (including insects, birds, and
amphibians). At the end of two minutes,
both teams turn around and make lists of
everything they remember. Longest cor-
rect list wins.
FOOD CHAIN. (Note: Game requires a
leader with some knowledge of plants
and animals.) Find an insect nest or hive.
Tell the boys to observe the insects and
report what is below and above them in
the food chain; in other words, what the
W29 88
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Boy Scouts of America. Scouting, Volume 76, Number 3, May-June 1988, periodical, May 1988; Irving, Texas. (https://texashistory.unt.edu/ark:/67531/metapth353555/m1/79/: accessed April 19, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.