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ATHLETE
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ATHLETE
Webelos enjoy games and enjoy participating in them. Many
games should not necessarily have "best winner", but should be
geared toward personal betterment. The Webelos book and
attachments have a number of good suggestions. Use simple games
and easy-to-obtain materials.
• If your -meeting place is large enough, dedicate one meeting
entirely to games. Put together a series of games and allow
the scouts to participate as teams or individually
(depending on the number of scouts). Use such activities as
relay races; obstacle courses; tossing activities; run,
crawl, roll feats; etc.
The game most requested to play at camp is called "Steal the
Bacon". Ask your Boy Scout Den Chief to outline and
supervise the game.
WEBELOS - ATHLETE
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HOMEMADE EXERCISE EQUIPMENT
JUMP ROPE: Use a 5-6 foot length of heavy-duty sash cord. Keep the ends
from unravelling by either taping the ends (Wolf Achievement'8), whipping the
ends (Bear Achievement 3) or dipping into thick paint, to include handles,
cut 2 six-inch lengths of broom handle or a 3/4 or 1 inch deep. Place glue in
the hole and force rope into the handle. Secure by fastening with screw or
small nails.
BARBELLS: Depending on the weight desired - use a #10 can, a 1, 2, or 3
pound coffee can. Pill the container with wet ready-mixed concrete to the
top. Then insert a broom handle or dowel into the center of the can. Allow
to harden and repeat with a second filled can the following week. To help the
broom handle stay in the concrete, place nails into it first before putting in
concrete. A quicker method, but not as stable, is to use filled plastic milk
jugs and hang them from a broomstick. A gallon of water weighs a little over
8 pounds, sand much more.
DUMBBELLS: Fill plastic bleach bottle or milk jugs with water or sand. Have
Scouts do various lifts or arm length exercises with them.
PUNCHING BAG: Stuff a pillow case with rags, tie at top and hang from
doorway,' ceiling rafter, etc.
WRIST BUILDER: Tie a length of cord around a brick (fancy building bricks
with holes in them make it easier) and tie the other end to center of a piece
of broomstick (staple cord to broomstick to keep from slipping). With cord
fully extended, raise and lower brick by twisting broomstick.
STRETCHERS: Use 2-inch strips cut from auto inner tubes or a bicycle inner
tube. (Want roughly a circle of tube - if you cannot get a continuous circle,
tie strips together with a square knot). The circle should be large enough
for the Scout to put ftis foot on the tubing and it reaches between his chest
and waist.
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<*' Stretching is accomplished by Scout having ono foot on the tube and1 .
pulling it upward or outward, over the head, or sideways. Using 2* tubes -j
ono under each foot, many variations of stretching can be accomplished. See
Figure page for more ideas.
GAMES
YARN BALL: Materials - Skein of_/e?r*V (multi-colored), cardboard, string or
wire.
Construction - 1. Cut two large cardboard circles about 3 to 4 inches in
diameter. Cut a hole 1 1/2 to 2 inches in diameter in the center of the
cardboard circles. 2. Place the circles together one on top of the other.
Wrap the yarn tightly around the two circles until the holes are nearly full.
You can cut 8-10 foot lengths off the skein to do this. 3. Cut yarn around
the outside edge of the 4 inch circle. Slide the two circles apart only enough
to allow a string to pass between them. Tie the yarn TIGHTLY in the center
with STRONG STRING OR WIRE. MAKE SURE IT IS TIGHT. 4. Cut away the
cardboard and fluff into a round ball. Trim as needed. See figure page for
illustrations.
SCOOPER: Cut half-gallon plastic bleach bottle or milk boitle to form a scoop.
This can be used as a catcher or thrower for playing games with whiffle balls,
yarn balls, or tennis balls.
BALLOON STEEPLEACHASS: You need an inflated balloon for each Scout plus a
few extra, an area with obstacles around, over or through which you can
layout a race course. Each player receives a balloon at the starting line. On
signal to go, all players begin running the course while batting their balloons
in the air. If the balloon hits the ground, the player must repeat the last
obstacle. If the balloon bursts, he gets a new one and continues on the
course.
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I GAMES
Most games used by recent leaders are simple and use items found
around the house. ' :
A. Physical Dexterity
1. Target Toss games: Try to toss a ball (tannia, rubber, or
homemade yarn ball) through or into a target.
Ez. frcm a set line bounce the ball once on the floor into a bos
cr trash can.
2. Relay racss: perform a taam relay raca and include some activity
cr task into the game.
QEs. make up a closed circle of ropes which locssly fita ovar the■
students. Pair o£f into teams. Eave start line and ropes in circle
^ 15-20 feet aT,ray. Players have to go to circle, work rope over
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bodies (head to toe or vise-varsa) return to line, and nest player
proceeds*
B. Mental Dexterity
1. Dot-to-dot Game: Matris 628 dots. Player3 connect 2 dots at a
■ time. If line completes squaro, initialise, continue until no dots
left to connect. Person with most squaros wins.
2. Ridiculous Chai^ades: 2 person teaas with 1-S minute time limit
3z, Dog chases mailEian
52epi?.anc xaoving a leg.
3. Descriptive words or Phasas: Present a unusual picture of a
word.
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.i.nes iike the ones on these pact
. :i :.\;rc •>! l an it culture lor .l-
re tun to play, but they're also :
for building the strength.
endurance, eonccntrai ion
and ability necessary
; n i tie dori'i.
iect
(Sam's Jumping Game)
Lie down on your back
with your feet flat against
the wall. Put a pencil on
the floor at your head to
mark your body length.
Get up, crouch
down with your
back to the wall and
try to leap out to the
pencil on the floor.
XauUtii, develops lower
body strength.
(Thong Game)
Sit with your legs straight
and your feet against your opponent's.
Using a strong leather belt looped around two
short poles, try to pull your opponent up off the ground.
SV/ R-i'i develops strength in your arms.
TiruMi!.H;twt \c|ii[)iutanin (Kneel Reach)
Kneel on the floor and ask a friend to sit
on your feet. With one hand behind your back,
place a block on the floor in front of you
— as far away as you can reach. Return to an
upright position. N.B. You're not
allowed to touch the floor with your
hands .U any time. l':r\>-,":.;/ut I'/ufir,- ;nn
devriops strength and endurance in your
tin nk 11111 1< iwcr bodv.
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[These exercises
are like any
others —
don't overdo
them.
Tiliraginik
Qiriqtagtut
(Jump Through Stick)
Hold a stick
in front of you
with your hands
the width of your
shoulders apart.
Jump over the
stick without
getting it go and
Ift land on both feet,
;well balanced.
.epeat the jump
iackwards.
uiraginik Qiriqtagtut
jfevelops flexibility.
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Iu Nu Miu (The Backpush)
Mark a line on the floor. Sit back
to back with your opponent, so that
the line runs between you. The
object of the game is to be the first
to cross over the line. You can
use your hands and feet only
for balance and leverage.
Tu Sfu Mi i develops
strength and endurance
in the trunk, legs and
lower bodv.
Build
your
strength
gradually and
ifyou've got
neck or back
problems, get
permission to
do themfrom
your doctor.
RS. Warm
upfirst.
-•30340. : ( *
idMBuflJHNewYork
.^ INB9 4 Inuit Games
Havefun and stayfit the In >
JU 6 Ask OWL
OWL answers more of your u
10 Dr. Zed's
Magnetic Hill
.his is
Sitturtaq —
an Inuit game
in which you
squat down
and stick one leg
straight out
in front of you.
Then as fast
and as many times
as you can,
alternate your
outstretched leg.
It's
just one
of the several
Inuit games
in this issue
that can help you
build your muscles
for your favourite
sports...
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?Q33ib1.3 ten Qsmes
the following are oooe idsas you nay wish to use for den or pack meetings.
POO DASH ( or use aoma appropriate animal)
s starting lina and another point (chair/lies) sbout 20 faat away* Form 2
teams cf equal number of players« Ehe players hAve £c go from one line to the other on
hand* and feet* Cn the signal go the first playar rushes to the far point on all fours
when he crosses the point, he wags his tail 3 tines while saying Bark-1, 3ark-2,
Baric-3* He then returns to the starting point on all fours. He faoos the next team
member and barks 3 more tomes* On the third bark, the next playsr does the same thinge
First team done it) the winner.
PIflG POKQ RACE ( 2 teane)
Ha?e a starting point and a siadliar point abcut 20 Jfoot *waya Place a ping-
pong ball at the starting point9 On tha signal to 3tart, plajors sust blow the ball
down to acd across the opposite lir.o and than return th® ball to th« starting line*
Players may not usa their handa or bed?" to guide ths bail at any tiaa* Coatlsue the
race aa a relaz and the first tosa done Is the winner o
FRIS3SS OR KXygBALL TOSS
soss cbject as the target ( box. hmiylng tire, zuarbxid circle, trashcan),the 0073 ans^s toss a frisbea cr football throagh or into the -oarget from soma distance
which j<sti conaider appropriate* Yon aiay wi3h to start ac a short distance and then
langthaa tiia di3taccea Jen csa csa frisbses, football ( raal or aoi-f), coffas nan lidsor aliaawnin pie
CLOTHES PIN PICXIJP
2 lines marfcsd abcut 20 faet Apart* Indicate 02© .13 the starting line*
Co t*ie Jecorxi Una place 10 - 20 clothaapiia or see© other cbjact3o Eacicg is don<9by boys nxening to the cLotheapina, pi^x up 1 arid retain to -She start line* The
second aamb^r it tha taaia thca doss tfco sssna thlrg until all piss aro re«oTarodo
Winnar can ce dat:*radaed by vti.ch taczn geta all the objacts *>ack to the starting
line firat cr ^et a tins IS art, t and the winner ia the taaa vrtrich haa returned th8objects within the tiaa framec This gsssa can bo done as a torsi gsse or for
individual races.
BHISQB PASS
-*«ass*3 tfiussd HO £s*b sport ^xn a level sarfasao One acoat is tha
Tha othar acsas ia tho «,«atei;er. Use a t.acntJ bell jr scootScLsg siailiar, the bowl(srwill roll tha bill ao that it p*s2eo th^ongh the sctchar's sjraad Lsgs-, lie catcherwho siiumcLs vjith ids back to she bowlerj banda over asxd jaaat sateh tiia ball before
1* paaaea betsteea his sprs^d logsa Award 1-3 point* to tha bowler If the «at«herfalla sued Tta«-yersa<, Set total pdata at vbatevez* li*aita you
BQPNCg SKILL GAMS
s. box or mstriKtaoa 10 Taut f?cn a eturtiUag lin©o Boys mist get * robber
ball or tennis ball into the ban: or cau wtha ans bor,a»« aa ths floor.,
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n CH&a&DES ( 2 person tsama : 1 minute tine limit ) •
aat oat their aharade* Winner is gr*riar&l.ly teaa wfc$sa charada is gnesaed
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1 „ Dog chases mailran o
2« Two Idttana play withof tablo tennis <>
erfcohaa
aeeta
6» Ballfighl&r aud the Bnll
7« Ccagsxtur aact^ roboto
do Two fliparea c& « amaia
I An altttm&tiTQ to thia ia to baro t2is boys ehcssa tha nasu» of scza tolao!frca a ysp^r saoko Tha boy acaat pscfom tha sliarsda and let tli« other boys goaso
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FGCTtfORS
yra s-fcart faoisg iiay dlr««tlon with thoir feet tcgavhsro Ca tha word nQCn
e playor arc»33o3 bia right foot orcr his left# and &*sna aligiitly to tho laft
until his right foot or tea ia fii» onough to allow hi3 l«^t ?oot to ba lifted and
pl&cad s3.a2g3±da hia right ^ooto Iffiis ia rcr>«s'b<5d nntil tho player toes cooplately
aroissdo Do this oeco gI.ouLj ^ith ht-3 boyo so tha'fe oYorycK© laidar^tsndds TSien start
tha gaaa whora ths iTirat scout to turn srcTsad tvlca idaau To s»ka tha s«ja
a light turn followed by a laft t^im iToiloifcd by a rLzfrt t
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THB CG4PASS
Hark a drsla 2-3 fa«"u in diasso-bur en a asooth^ Slat cntsio Uraif a 3 ir.ch
circlo ia hhe ooater of tlio larger «ir«le.> Hark tho other cir»la with N,S9SyW for
points.
An efisy torsion, of tliia gasio «cni/i3t3 of csio ssont standing; -.tzi tha Inner
circlo f-adag M^rtii.. Ha ifl tha aarks? or arrcu of the ccu^asso Ac^ther b«jy
stands afcoat 6 faet &u*y asd 3.3 tha sailor<, Thd «a3JL<^r salla cut tars direatiGO* oca ES
the 6ttspa3a (IS^sk^I^: Hor-ch & lfest)o 2ha uiarkar shaold then ^009 09 acd
ca» foot at tha aorth pusitdoti and tha etSzor f*ro« at tha Tltsst
thi.2 phass of the gamo 1^ asstsred. -aar> tjia ciz-tar «ir-^.lo nith pc&itioaa
for Uor^^.«fc {3B)> Socthoaat (33) > vJortlnxrsgt* (ffrf) ,Scathweat (Stf)* Stirs the
Aftar each jxcro tha sarkar r^piaeoa h±3 faet on ths inner cirol f&oisg Northo
After 3 errors or Loading balanca, tha boys srtfi
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*"*r ««- aaquare of 6 ,iot-j acroea by 5 dct* down. Twotfn ta!c« turn.* cwn-cMiu 2 cats at a tin*. £f a line fcrias i ^-
square, f.h*a that play«T plac** fcia initial ia th« squ-rc aad -■«♦ s£"otJi*r turr.. The g*.*,> la cossets* *rh«a all dots hav« b«*a connecte* WAnn«r i* the .a.Uv-«r with ^h« nest initials in tr.« boxes.
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APRA6Tj
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^ T^'O playors. «tand facijR* each ot.fc«r at ar«is i*cgth. Touch pa~C4.9se fth«ip «ya*. Hold *hi.a poaitiou for about 10 seconds,»-ag: eyas do^asti, drop hand* dawn to *h«£r aids and both oeoola
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invDvp,5 o i>. or, t
a ^^O 37A.\^-V? :7v^h mom ^ha^ 5 fffiopi£r<. fourth
o.t zag tjbp part c-t; th« cap
3 w
h* s*at^r and fchoii cuttis^ts it will hold on'v
Be «.iascias £ov ,» 5 ^
OSSCRIFTXVS
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Wy to u-« tv- 5 and
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.^ than j^«t a word, but ar
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CARNIVAL TYPE GAMES
BASKETBALL .
1. Cut the bottom off of a grocery bag and tape to a wall or doorway.
2. For a ball, uae rolled up paper, aluminum foil, Nerf ball, etc.
3. The ball is moved by passing from player to piayer on the same team.
If the ball is pa dropped on a pass, the ball goes.to the opposite team.
BAG GAME
1. Open up 2 lunch bags and place on opposite ends of a table.
2. The object of this game is to blow the bags and slide them across the table.
If the bag falls over, the player must start again.
BLYING SAUCERS
1. Bend a caat hanger into a circle and hang from a doorway with a string.
2. Glue 2 small paper plates together to make the saucer ( need 3 for contests)
3. To play, players take turns trying to fly the saucers through the circle
from a distance. Score as appropriate.
BOTTLE TOSS
, 1. Place 3 plastic bottles, on a stand or floor ( 2 green and 1 clear).
2. Players toss tennis balls (2-3) and try to knock them over.
3. Score 10 points for clear and 5 points for green bottles.
DISC TOSS
1. Use as a target, a box, grocery bag, or area marked on the floor.
2. Use as discs: paper plates, aluminum plates, coffee can lids, etc.
3t From 8-10 feet, have players toss discs trying to land in or on target.
4. Score 1 point for each successful attempt.
RING TOSS
1. Target: Plumber's Helper ( plunger)
2. Rings: 5-6 rings cut from the outer part of a plastic coffeee can lid.
3. Players from a distance of 5-10 feet toss the rings so that they land
over ( encircle) the wooden handle of the plunger. Score 1 point for each,
BOUNCE GAME
1. Target: Waste can or small - medium size box.
2. Players from 5- 10 feet away must get a rubber ball into the target by
making it bounce at least once on the floor. 5 points for 1 bounce, 10
points for 2 bounces.
3. To make this more difficult, raise the target on a chair.