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Cub Scout Games, Songs, and ActivitiesGames and ActivitiesThe Calculator Game
If you have a pocket calculator, your den can play a spelling bee. The game is based on the fact that when the calculator's display is held upside down, seven of the numbers look like letters of the alphabet. They are:
Turn your calculator upside down and enter the digits 3, 3, 8. The display will show "BEE." The object of the Calculator Game is to see how many words a boy can spell in this fashion. (Remind the boys that the words must be "spelled" backward on the calculator.) The Telephone Number Game
This is a secret-message game based on the telephone dial. Give each boy a pencil and paper and ask him to convert a very short message into code based on the dial numbers. Its tricky because there is a choice of three letters for each number. Here's a sample message: 36 The answer is "DO YOUR BEST!" The Changing Cups Puzzle
Place six cups in a row, with every second one turned down, as shown. Ask Cub Scouts to see if they can get the three cups that are turned the same way together in the row by moving two cups at a time in only three moves. Solution Move 4 and 5 to thre right of 6; then 1 and 2 between 3 and 6; then 3 and 1 to the right of 5. The Den Memories Book
Use it to keep the den's photos, certificates of awards, patches no longer worn, advancement records, etc. (Each boy might want his own memories book.) Cut covers from light wood paneling about 9 by 12 inches. Drill holes for three-ring binder paper. Cut front cover about two inches from left edge as shown and hinge with small metal hinges. Lace with leather or plastic thong. Decorate as desired with paint or woodburning set. String Code
Here's a way to send a secret message on a piece of string. First, write the alphabet on a long strip of cardboard as shown. Color one end of the string to show whcih end starts the message. Put the colored end of the string at the beginning of the scale and tie a knot in a position corresponding to the first letter of your message. For the next letter, put the knot you have just tied at the beginning of the scale and tie the next knot in a position corresponding to the next letter, and so on. (Leave an open square at the beginning of the scale so you'll have room to tie a knot for "A.") The Guess What I'm Doing GameOn separate slips of paper, write some directions. ("Buckle your seat belt" "Look both ways before crossing the street." "Take out the trash." "Wash the dog.") Put the slips in a hat and ask the first player to pick one. He reads his direction silently and pantomimes the action. The player who fist guesses what he is doing becomes the next pantomimer. Pass the WordForm the den in a large circle. Den leader whispers a message to one of the players, who then goes to the next player and whispers the same message to him, and so on around the circle. The last player to receive the massage repeats it out loud. How close was it to the message that started the game? You will probably find that the message has been garbled. Point out that this shows how hard it is to communicate clearly and why both speaker and listener must concentrate on the message. The What's It? Game
For a pack meeting preopening activity, disassemble some familiar device of appliance such as a mechanical alarm clock, lock, small electric motor, or ancient computer. Put various internal parts in four or five open boxes. In a closed box, or behind a screen, have the chassis or shell of the device. Players are asked to look only into the open boxes and guess what the device is. Reveal the correct answer as an icebreaker after the pack meeting opening. The Frankfurter TrickHold your two index fingers at eye level a little apart. Keep eyes on center but look into distance and watch a magic frankfurter appear between your fingers. DetectivesTwo Cub Scouts are chosen to be Dectectives and are sent out of the room. The others select an object which the Detectives will try to discover. This may be a piece of furniture, a book, a button on someone's clothing, or anything else. The Detectives are called back in and try to solve the mystery by asking questions. They can ask each of the other players three questions only. Suggest that they try to find the location first, then identify the object.
The Body Language GameTo play this game, give your den members a piece of paper and a pencil. Ask them to think about feelings they can show by body language only - without making a sound. Have them make a list of at least five feelings they can show. Den members take turns showing one of their feelings. The others try to guess what the feelings are. The den leader or den chief can be referee and decide whether the body language really shows the feeling. If a den member guesses correctly, he gets one point. If nobody guesses correctly, the boy who performed the body language gets one point. The final winner is the boy with the most points. CharadesPlayers act out the syllables of a word or phrase while the others try to guess what it is. Divide the den into two teams. Write a word or phrase and give it to one team. Ask them to leave the room to plan how they will dramatize the charade. After a quick rehearsal, the team returns and presents its act. Give each member of the other team a chance to guess what is being dramatized. Suggest that the teams start with simple charades, such as "air gun," "cat tail," "football," and "fire eater." When they have had some practice, try more complex charades such as TV show titles, book titles, and particular places. The Boy Scout Motto in Sign Language
People who cannot hear communicate with each other by forming symbols with their hands and fingers. Data Supplied by The Golden Spread Council | |
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