I GOTTA COLD
Patrol come tiptoeing out cautiously. Whatever is said is whispered loudly and passed down to the patrol second who replies and sends the whisper back up the line.
PATROL LEADER: That’s where I saw the ghost.
SECOND: Where?
PATROL LEADER: Near that tree.
SECOND: How big was it?
PATROL LEADER: About three metres tall.
SECOND: How long ago?
PATROL LEADER: Last year.
SECOND: Then why are we wispering?
PATROL LEADER: Because I gotta cold. All run off chasing the patrol leader.
MUSICAL FUN IN PATROLS
(Roughly one hour preparation)
Give each patrol a box containing a cassette player, sheets with the words of a song, (Tails, Yellow Bird, Jamaica Farewell, Three Pirates) a tape with music of the song, cardboard tubes, string, textas, crepe paper, dressing up gear, and sheet of instructions which might say:
• Go to patrol home. Each girl read words of song while you play tape a couple of times. Try to learn words and music.
• Choose two people, using material available, to make simple instruments, decorate and practice playing along with the music.
• Two people work out simple dance steps and rhythm on actions which fit the music.
Two people practice singing song, and help make costumes for dancers, and masks for themselves and musicians.
Put the item together and practice with the music.
When you’re all ready we’ll have a concert, each patrol in turn performing its item.
The land before time
The Land of Time
A mix of games and trails to enjoy yourselves with TIME challenges. Our Guides did.
White Rabbit has rushed ahead to keep a very important date in the Land of Time. When he came through here he was very worried because he had dropped his beautiful gold watch and couldn’t find it. To travel through the Land of Time every one must wear a watch to help them find their way. The White Rabbit asked if anyone finds his watch, could they please deliver it to his home and leave it on the front door step.
Instructions:
• Give each Guide a paper watch to wear showing the same time.
• Name each patrol—blue train, red train, green train, orange train etc.
• Find your train station (stations have corresponding colours).
• At each station the leader gives each patrol an envelope which reads: From your Station Master, Mr Backwards. Inside is a message which reads backwards:
| / have seen something gold shining near: toadstools, a fire place, cupboard, cork box. |
After the Guides have deciphered the message and have found a piece of the White Rabbit’s watch the leader says: “The watch piece is very precious and it needs to be carefully carried to the White Rabbit’s home so it can be mended. It must always be carried in someone’s hand and never be put down again until it is delivered.”
Each patrol now forms a train and is given words to say whenever they are travelling around:
blue says: digital clock, digital clock,
red says: grandfather clock, grandfather clock.
green says: cuckoo clock, cuckoo clock,
orange says: tic toe, tic toe.
When the train whistle blows it is time to move on to the next activity. Before leaving the station, the ’round robin’ begins:
1. On a large clock face at the station the Leader turns the hands to different times. The Guides discuss the time. When the hands are the same as their own watches, the train leaves the station and moves to the first activity.
2. Game as a unit: ‘What’s the time Mr Wolf.
3. Hickory Dickory Dock: Cardboard mice with a hole for a tail to be attached. The mice have run through the kitchen and the farmer’s wife has cut off their tails. The Guides must learn to attach a string tail on the mice using two half hitches.
4. Judging the time: Using a clock with a second hand, first count out one minute by seconds. Then standing away from the clock, judge one minute and sit down. Try sitting with eyes closed, then after one minute open them and stand up.
5. Across the ‘ice flow’: Learn to tie a reef knot. Join all the pieces of rope together then throw the rope across the ‘ice flow’ before it melts. Walk across the rope, but do not fall in. Try to complete the task before the next train whistle. If you finish early untie rope and throw back across for the next Patrol.
6. The crocodile from Peter Pan is lurking about. There are a variety of activities to try but keep a watch out for the crocodile. You know he is coming when you hear a bell. Quickly huddle together for safety and he will leave you alone. Go back to what you were doing and continue counting from where you left off. skip rope … count
• hop on one leg … count
• bounce a ball… count
• squat up and down … count
• pat a ball in the air with your hand … count.
7. Read the time relay: (as a unit) Each Patrol has a large clock with hands that move. In front of eachPatrol is a pile of small clock pictures showing different times. In a relay, a picture is picked up and the Guide sets the large clock to the time on that picture after discussing what the time is with her patrol. She then runs with the clock to the Leader at the end of the hall to show and tell her the time. She then returns for the next Guide in line to take her turn. Set a digital alarm clock to go off near the end of the meeting allowing enough time to find the White Rabbit’s hole and return the watch pieces. The White Rabbit has left as a reward for finding his watch a packet of Tic Toe biscuits.
THIS LITTLE BROWNIE
(tune: This Old Man)
This little brownie she plays one,
With a smile her work is done.
With a knick, knack, paddy whack
Mark it on her card
This little brownie tries so hard.
Two: Secret good turns she will do.
Three: Lends a hand so willingly.
Four: Sews on badges more and more.
Five: Never last one to arrive.
Six: With a new girl she will mix.
Seven: Prays to God high in heaven.
Eight: Learns to skip and stand up straight.
Nine: She her Promise badge will shine.
Ten: Will do her best again and again.
Actions:
Knick – slap left thigh with right hand.
Knack – slap right thigh with left hand.
Paddy – slap right elbow with left hand.
Whack – slap left elbow with right hand.
Mark it – slap left thigh with left hand.
On the – slap right thigh with right hand.
Card – clap hands together.
This little brownie tries so hard – pat your right hand neighbour on the shoulder.
WORLD CENTRES YELL
- Image via Wikipedia
Divide the Guides onto four sections. There are different ways of doing this yell based on the experiance of the Guides. Firstly section one yells out the first line. As they move onto the second line the second section yells out the first line. On it goes.
Alternatively all the sections begin only yelling out their own line. Start this way with section one and then section two while section one keeps up their Yelling.
Grand finally of this Yell is the fifth line.
San – gam Pu-ne
Pax Lodge London
Our Chalet Adelboden
Our Cabana Cuernevaca
ALL WO-OR-RLD CENTRES!!
SONGS etc ‘C’
Where possible throughout the index of songs, chants, yells shirts etc has hand the prefixes ‘the’ or ‘a’ removed from the title.
Cheer- Countdown, Insect
Closing :
Games played by the Hazelwood and Churchill Guides
As time moves on I will be adding more games that have been played in the Hazelwood and Churchill Guide Units, used on camps, been trained with or learned through, activities and so on. Comments and observations, or variations from the Guides themselves may at times find themselves included. Feed back would be good.
Accident Nearby, A Wicked Stepmother and a Handsome Prince, Africa, A Participatory Game, Alphabet toss, Alphabetical Game, Anatomy Game, An A.N.Z.A.C. experience wide game, Architect and Builder game, Artifact Mixer Game, Australian Circle Game, Autograph Game,
Ball and Cup Game, Ball in Stocking game ,Ball on loose, Ball relay, Balloon basket ball, Balloon Bursting, Balloon Volley ball, Bag Circle, Barn Yard bedlam, Beach Treasure , Bean Game, Beans game and song, Beast, Bird and Flower game, Blindfold Knotting game, Blind mans Bluff
Cap’n Jenks, Car Headlines Game, Chain Tiggy , Chinese Dragon Game, Chocolate Game, Cinderalla Game, Clapping Game ZA Marajaha, Crossing the ice, Crows and Cranes
Eggs ans Spoon race, Elastics
Face Off, Fairy Godmothers mime, Farmyard Talk, Fifty Cent Game, Find the Rabbit, Fish Tail, Fishing Game, Flood water is rising, Follow the instructions, Follow the Leader Campfire Game, Friendship Recipe, Frisbee, Fugitives Game, Full the bucket, Further Preparations for Turkey.
Ghost Busters, Grandpa Jingle, Guarding the Lighthouse, Guide Law Monopoly, Guide Promise Game, Gumnut, Gumnut Guide,
Hare and Hounds, Highest to lowest, Hopping Sticks, Hot Box
Iceblocking, Infiltration ,InPound, out of the Pond,Invisible knot game,
Kangaroo Skiparoo, Kick Ball, Kidnap game, Kim’s game , Knots Game, Knots XXX
Land before time, Les Grelots, Loading up the water game, Lost Slipper
Memory name game, Musical Ball and Chocolate game, Musical Statues,
Octopus, Olave Baden-Powell Game, One Survival Game
Passing through the loop, Patrol fires, Phillipine rod skipping, Pick up sticks, Princess ‘P’ and Pirate ‘P’
Quick Pursuit, Quick sight Memory.
Sardines game, Scarecrow race, Seeing eye dog rally, Settling in at Gallipoli, Skipping, Soccer, Smile Tag, Spaghetti Knots, Stand Up, Streets and alleys,
Tarzan in the Jungle, The Wicked Stepmother and the Handsome Prince, Tidal Wave, Thinking day Relay, Tick tac toc, Trust me game, Tug of War,
Waves on the beach, Waves Game, What flies, What is a minute Game, What’s in the box, Whistle Rally, Who will come into my Guide Ring?, Word Memory
Through out this site there are articles written about what we as guide leaders of over 20 years experience in Guiding have seen. Either as youth members ourselves, or what our daughters, their friends and other Guides have done or written from both a Leader of Youth or a District Leaders perspective.
Choosing governace
Governance is about having the choice to choose, then knowing what to do with this choice. All levels of Guiding are shown different processes for the same thing.
The 7 to 9′s are called Dolphin Patrol. We already have the Koala Patrol for the 10 to 13′s.
We played Hop-Scotch. And we did some more of the Columbia badge.
Some more Guide revieved their sashes and some badges.
There were
Special Badges – 100 year celebration, Jota/Joti, 2 round badges called Build a better World, Discover your Potential.
Some Guides got their Explore: Freiendship badges.
We are nearly finished some others too. They are
Explore: Our World, Life Skills,Guiding, Outdoors, Arts
Some have started their Explore: Faith Awareness and their Explore: Health and Fitness and Science and technology badges.
And we have also begun the :
Challenge Badges: Girls, Rope, Food, Fire, Hands, The Arts.
Theres one called the Bridges over to Argetina and we have started that too.
Outcomes from the overnight stay [Food and Four World Centers]
- Governance practiced in situations where the Guides begin to understand their roles, how governance occurs, the implications of Governance
- Structuring the Guides in their own Patrols so that they are comfortable to allow Advocacy has occurred.
- What is a Patrol Activity is becoming clearer to the Guides.
- Leadership under different situations occurred.
- Recognition of each guides potential is being gained by the Guide herself, those Guides around her and the friends and family.
- Life skills are being recognised as needed, looked for and fulfilled to each Guides individual pace.
- Seeking out information skills has begun.
- Joining the library as members.
- Identity issues are still being worked on.
- Badges, and other rewards and recognitions for a job being attempted, roll being taken on , skill learned are appreciated.
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