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SMARTNESS AND

GOOD ORDER

Prepared by: Joezar V. Barreto,


Abstract
WBH

This Session teaches Scouts how to be involved in Scouting Activities without


losing
their
cool.
This Session will be focusing on: Crew and Outfit Formations, Whistle Calls,
Bugle Calls, Hand Signals and the Scout Uniforms and Paraphernalia to be
used during Scouting Activities. This also includes Team Games and Songs and
Yells.

Notes for Sessions and Activities

SMARTNESS AND GOOD ORDER II


This should be an active and could well begin with a few brisk Hand Signals with a few
inter Crew Relay Games thrown in to brighten up the program and bring the Outfit under
proper discipline. The Scouter in-charge of games, however noisy they may prove to be,
should always insist on a disciplined start and finish, with Crews standing at the alert in good
order.1
An early opportunity should be taken to introduce the tradition of giving the winning Crew the
Outfit Cheer, with a courteous reply from the winners.2
The whistle signal Leaders come here (dit-dit-dit-dah) might be introduced at this point and
used throughout the course.3
The synchronization of watches by all present might help to underline the importance of split
second punctuality.4

Lesson 1:

1 Crew Leaders Training Course Instructors Manual, Smartness and Good Order II, p. 19, para.
1.
2 Crew Leaders Training Course Instructors Manual, Smartness and Good Order II, p. 19, para.
2.
3 Crew Leaders Training Course Instructors Manual, Smartness and Good Order II, p. 20, para.
1.
4 Crew Leaders Training Course Instructors Manual, Smartness and Good Order II, p. 20, para.
2.

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