This page contains a Flash digital edition of a book.
ETHICS


A Winning Hand Card game can help you turn Leave No Trace principles into action.


ate a few dozen cards with ideas. For Cub Scouts, create a set of


20 or more cards ahead of time that show actions humans take that affect the environment. Examples: stray- ing from established trails, picking wildflowers, building large campfires, running and yelling, feeding wild animals, littering, urinating near streams, and cutting down trees. To start, collect all of the cards


and pull two from the stack at random. Read the impacts listed aloud and have the players decide which is more disgusting or distaste- ful, setting that card aside (no need to take a vote; just get a consensus of which action is worse). Repeat with additional pairs of cards until you’ve worked your way through the deck. Play a second round, this time


WHEN SCOUTS GO CAMPING, they build muscles and memories. With a little guidance, they can build some- thing else, too: a stronger sense of outdoor ethics. In recent years, Leave No Trace


principles have become entrenched in Scouting. Cub Scouts and Boy Scouts now earn Leave No Trace Awards, Leave No Trace requirements appear in both Boy Scout and Venturing advancement requirements, and many Scouters have become Leave No Trace Master Educators or Trainers. As a result, many boys and adult leaders can recite the seven principles of Leave No Trace as easily as they can recite the 12 points of the Scout Law.


18 S COUT ING ¿ MARCH•AP R I L 2 0 1 1 Leave No Trace, though, is about


more than just awareness. It’s about action. And you have a great way to bridge the gap with your Scouts. Play an outdoor ethics card game, adapted from the BSA’s Leave No Trace Trainer Course Manual, at your meeting place or on an outing. It’s designed to help Scouts develop a personal sense of outdoor ethics by teaching them to consider the impact of their actions. If you’re playing the game with


Boy Scouts or Venturers, distribute index cards and pens or pencils to the group. Give the players a few minutes to record actions humans take that affect the environment. Each action goes on a separate card. Aim to gener-


using only the cards you set aside in the first round. Follow the same process, again setting aside the cards most players selected. With Boy Scouts and Venturers, challenge players to explain why they chose each impact before finalizing the selections. You might find that one player’s logic will sway the choice of other players. Play a third round with the set of cards set aside in round two. Again,


GUIDELINES FOR CUB SCOUTS


1 Plan ahead. 2 Stick to trails. 3 Manage your pet. 4 Leave what you find. 5 Respect other visitors. 6 Trash your trash.


TIM TOMKINSON


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56