merit adges descriptions - microsoft · small sailors will learn the necessary skills to command...

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18 Scoutcraſt Basketry (1) Each Scout will learn to weave their own basket that they can take home! This is a great merit badge for young scouts to parcipate in. Scouts will need to get a kit card from the Trading Post for $12. Camping (2)* Scouts will be taught the basic skills of both campsite and backcountry camping. They will be taught the importance of Leave-No-Trace. Scouts are welcome to bring some of their own gear, but it is not required. Requirements 4b, 5e, 7a-b, 8c-d, and 9a-b should be done before coming to camp. Cooking (A)* The Cooking Merit Badge introduces principles of cooking that can be used both at home or in the outdoors. Scouts who earn this badge will learn about food safety, nutrional guidelines, meal planning, methods of food preparaon, and will review the variety of culinary careers available. Kit Card $10. (Pre-req: 4) Emergency Preparedness (2)* Scouts will learn how to recognize, prevent, prepare for, and respond to a wide variety of emergency situaons. They will need to bring pen and paper with them to class. The First Aid Merit Badge is a pre-requisite. (Pre-req: 1, 2c, 6c, 8b) First Aid (A)* Scouts will learn what to do first when a medical emergency strikes. They should come with pen and paper so they can take notes about skills such as splints, bandages, and CPR. The skills they learn here might save someones life. (Pre-req: 1, 5) Indian Lore (2) Far different from the stereotypes or common images that are portrayed on film and in many books, this merit badge will involve the study of various American Indian Tribes, their culture, and their history. Scouts will need to buy a kit card from the Trading Post for $10 Leatherwork (A) Scouts will learn to make useful leather items using the same types of raw materials that our ancestors used. This is another excellent merit badge for young scouts. Scouts will need to get a kit card from the Trading Post for $5. Metalwork (3) Scouts will begin their work on this merit badge by learning about the properes of metal, how to use simple metalworking tools, and basic metalworking techniques. Then they will pracce using these tools and techniques before concentrang on the more intricate skills of one of four metalworking opons. Kit Card $12. Meet at Horseshoe Bend. Pioneering (2) Learn the rusc construcon techniques used by the pioneers of old. Scouts will learn a wide variety of knots, lashings, and splices. They will then use these skills to make camp gadgets such as tables or a bridge. They will be amazed by the awesome power of rope! * includes prerequisites to be completed before arriving at camp Merit Badges Descripons

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Page 1: Merit adges Descriptions - Microsoft · small sailors will learn the necessary skills to command sailing vessels, including knots and rigging. This badge is not for land lubbers!

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Scoutcraft

Basketry (1) – Each Scout will learn to weave their own basket that they can take home! This

is a great merit badge for young scouts to participate in. Scouts will need to get a kit card

from the Trading Post for $12.

Camping (2)* – Scouts will be taught the basic skills of both campsite and backcountry

camping. They will be taught the importance of Leave-No-Trace. Scouts are welcome to bring

some of their own gear, but it is not required. Requirements 4b, 5e, 7a-b, 8c-d, and 9a-b

should be done before coming to camp.

Cooking (A)* – The Cooking Merit Badge introduces principles of cooking that can be used

both at home or in the outdoors. Scouts who earn this badge will learn about food safety,

nutritional guidelines, meal planning, methods of food preparation, and will review the variety

of culinary careers available. Kit Card $10. (Pre-req: 4)

Emergency Preparedness (2)* – Scouts will learn how to recognize, prevent, prepare for, and

respond to a wide variety of emergency situations. They will need to bring pen and paper

with them to class. The First Aid Merit Badge is a pre-requisite. (Pre-req: 1, 2c, 6c, 8b)

First Aid (A)* – Scouts will learn what to do first when a medical emergency strikes. They

should come with pen and paper so they can take notes about skills such as splints, bandages,

and CPR. The skills they learn here might save someone’s life. (Pre-req: 1, 5)

Indian Lore (2) – Far different from the stereotypes or common images that are portrayed on

film and in many books, this merit badge will involve the study of various American Indian

Tribes, their culture, and their history. Scouts will need to buy a kit card from the Trading Post

for $10

Leatherwork (A) – Scouts will learn to make useful leather items using the same types of raw

materials that our ancestors used. This is another excellent merit badge for young scouts.

Scouts will need to get a kit card from the Trading Post for $5.

Metalwork (3) – Scouts will begin their work on this merit badge by learning about the

properties of metal, how to use simple metalworking tools, and basic metalworking

techniques. Then they will practice using these tools and techniques before concentrating on

the more intricate skills of one of four metalworking options. Kit Card $12. Meet at

Horseshoe Bend.

Pioneering (2) – Learn the rustic construction techniques used by the pioneers of old. Scouts

will learn a wide variety of knots, lashings, and splices. They will then use these skills to make

camp gadgets such as tables or a bridge. They will be amazed by the awesome power of rope!

* includes prerequisites to be completed before arriving at camp

Merit Badges Descriptions

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Sculpture (A) - This merit badge introduces Scouts to sculpture, an art form that allows an

artist to express what he or she sees and feels by using these three dimensions by shaping

materials such as clay, stone, metal, and wood.

Welding (3) – More goes into welding than just sticking two pieces of metal together! In this

merit badge Scouts will learn all about the different types of welding machines and will learn

several different types of welds. Suggested age 13+ and 1st Class Rank.

Wilderness Survival (2)* – What would you do if you were lost and stranded in the woods or

desert? Learn the skills of self-reliance and how to build shelters and start fires from nothing.

This merit badge requires an overnight camping trip while at camp, schedule for Tuesday night

weather permitting. Requirement 5 requires putting together a personal survival kit. This

should be done before coming to camp. Suggested age 13+ (Pre-req: 5)

Woodcarving (A) – Great for first-year Scouts! Whether it’s carving an elaborate piece or just

whittling around the campfire, Scouts will always be using the skills they learn here. Scouts

will need their Totin’ Chip which may be earned during open Scoutcraft. Knifes are available

for Scouts to use or Scouts may use their personal carving knives. Pocket knives do not work

well for this badge. Scouts will need to buy a kit card from the Trading Post for $8.

Eco-Con

Archaeology (1) - Archaeologist are detectives who study how people lived in the past. They

figure out what happened, when, how, and why. Using the clues that people left behind, they

try to understand how and why human culture has changed through time.

Environmental Science (3) – This badge is required for Eagle. It requires daily hikes, field

notes, and experiments. This badge is recommended for older scouts (age 13+) as it requires a

great deal of writing. Scouts will need to bring a notebook and pen.

Fish and Wildlife Management (2) – Wildlife Management is the science and art of managing

the wildlife. Maintaining the proper balance and the dynamics that go with it requires

humankind’s attention. We use this stewardship too; to help minimize or eradicate the

possibility of extinction of any given species. We want our descendants to have the

opportunity to experience the same animal diversity that we now enjoy.

Fishing (A)* – “Every Scout ought to be able to fish in order to get food for himself. A

Tenderfoot who starved on the bank of a river full of fish would look very silly, yet it might

happen to one who had never learned to catch a fish.” Robert Baden-Powell in Scouting for

Boys. Find Workbook for pre-req at isrsummercamp.org/forms

Fly Fishing( A)* – Fly-fishing is a specialized form of fishing that combines skill and artistry.

The beauty of the water, the solitude, and the skills that the sport requires have made fly-

fishing very important in the lives of many notable people. Find Workbook for pre-req at

isrsummercamp.org/forms

* includes prerequisites to be completed before arriving at camp

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Forestry (A) - Scouts will explore the remarkable complexity of a forest and identify many

species of trees and plants and the roles they play in a forest’s life cycle. They will also

discover some of the resources forests provide to humans and come to understand that

people have a very large part to play in sustaining the health of forests.

Geology (A) – Geology is the study of Earth. It includes the study of materials that make up

Earth, the process that change it and the history of how things happened, including human

civilization, which depends on natural materials for existence.

Insect Study (2)*- Scouts will glance into the strange and fascinating world of the insect.

There, they will meet tiny creatures with tremendous strength and speed, see insects that

undergo startling changes in habits and form as they grow, and learn how insects see, hear,

taste, smell, and feel the world around them. (Insect Study Pre-req: 5, 9)

Mammal Study (1) – A mamma may weigh as little as half ounce, as for some shrews, or as

much as 150 tons, like the blue whale. It may spring, waddle, swim, or even fly. But if it has

milk for its young, has hair of some kind, is relatively intelligent, and has warm blood, then it

is a mammal.

Mining in Society (1) - Mining has been an important part of our nation since the 19th

century. Today, the industry employs 3 million Americans, directly and indirectly, and is a

major contributor to the global mining landscape. This merit badge covers the history of

mining, explores the status of mining in the 21st century, introduces Scouts to modern

mining careers, and explores the all-important topic of mining safety.

Nature (2) – There is a very close connection between the soil, the plants, and all animal life,

including people. Understanding this connection, and the impact we have upon it, is

important to preserving the wilderness, as well as to our own well-being as members of the

web of nature.

Oceanography (3) – The oceans covers more than 70% of our planet and are the dominant

feature of Earth. Wherever you live, the oceans influence the weather, the soil, the air, and

the geography of your community. To study the oceans is to study the Earth itself.

Plant Science (1) - Plant scientists use their curiosity and knowledge to develop questions

about the world of plants. Then they try to answer those questions with further

observations and experiments in the laboratory and in the field. To earn this merit badge,

Scouts will explore three of the most important plant science specialties: agronomy,

horticulture, and field botany.

* includes prerequisites to be completed before arriving at camp

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Reptile and Amphibian Study (2)* – Scouts have always been interested in snakes, turtles,

lizards, as well as frogs and salamanders. Developing knowledge about these captivating

creatures leads to an appreciation for all native wildlife; understanding the life cycle of a

reptile or amphibian can be a good introduction to natural history; and knowing about

venomous species can help Scouts to be prepared to help in case of an emergency. (Pre-req: 8)

Soil and Water Conservation (3) - Conservation isn’t just the responsibility of soil and plant

scientists, hydrologists, wildlife managers, landowners, and the forest or mine owner alone.

It is the duty of every person to learn more about the natural resources on which our lives

depend so that we can help make sure that these resources are used intelligently and cared

for properly.

Weather (1) - Meteorology is the study of Earth’s atmosphere, its weather and the ways in

which temperature, wind, and moisture act together in the environment. In addition to

learning how everyday weather is predicted, Scouts can learn about extreme weather such

as thunderstorms, tornadoes, and hurricanes, and how to stay safe.

Aquatics

Canoeing (2) – This is a classic Scouting activity. Scouts will learn the stokes, swamp their

boat, and paddle the lake!

Kayaking (A) – This merit badge will introduce you to recreational kayaking and help

prepare you for advance paddle sports such as touring/sea and whitewater kayaking. This is

a great way to prepare for more adventurous paddling trips!

Lifesaving (2)* – This badge is required for Eagle (with alternatives). It is a challenging merit

badge that requires physical strength and stamina. Bring long pants, long-sleeved button-

down shirt, and shoes that can get wet. Second Class requirements 5a-5d and First Class

requirements 6a-b, 6e should be completed prior to camp (Pre-req: 1a). Recommended age

13+.

Rowing (2) – In this merit badge session, Scouts will learn this unique skill that can turn into

a hobby, or even competitive sport. Come row on Lake Roberts!

Small Boat Sailing (3) – Have your Scouts climb aboard and set sail in this merit badge! Your

small sailors will learn the necessary skills to command sailing vessels, including knots and

rigging. This badge is not for land lubbers! It’s big fun in small boats! (recommended age

13+)

* includes prerequisites to be completed before arriving at camp

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Snorkeling Activity Badge (1) – This badge introduces Scouts the special skills, equipment,

and safety precautions associated with snorkeling, encourage the developments of aquatics

skills that promote fitness and recreation and provides a foundation for those who will later

in more advance underwater activity.

Stand-Up-Paddleboarding Activity Badge (1) - Scouts will spend time on Lake Roberts

learning the basic of Stand Up Paddleboarding (SUP) including skills, equipment, self rescue,

and safety precautions. This award also encourages Scouts to develop paddling skills that

promote fitness and safe aquatics recreation.

Swimming (A)* – This life skill is the gateway to many hobbies and experiences. This is a

good entry-level aquatics badge and is required for Eagle (with alternatives). It is strongly

suggested that Scouts take this before other Aquatic merit badges. Scouts must pass the

BSA swimmer test in order to take this badge.

Shooting Sports

Archery (2) – A classic summer camp activity, Scouts learn to shoot on compound bows.

With a steady hand and a calm eye, a Scout may be able to even split an arrow! Scouts will

also learn how to make a bowstring and fletch an arrow.

Rifle Shooting (2) – Accurate rifle shooting requires discipline and control. Scouts will learn

firearm safety, the mechanics of a rifle, and how to accurately fire a .22 caliber rifle. There is

an accuracy requirement that may require Scouts to come to open rifle if they need more

practice. (Pre-Req: 1f)

Shotgun Shooting (3) – This program will teach Scouts the basic of handling and shooting a

shotgun as well as safety precautions for firearms. They will have the chance to shoot trap

and practice to sharpen their skills. Scouts in this merit badge session will need to purchase

Shotgun Cards from the Trading Post for $7 per 25 shells. (Pre-Req: 1f)

STEM

Astronomy (3)* – In learning about astronomy, Scouts study how activities in space affect

our planet and bear witness to the wonders of the night sky: the nebulae, or giant clouds of

gas and dust where new stars are born; old stars dying and exploding; meteor showers and

shooting stars; the moon, planets, and dazzling array of stars. Meets Monday Afternoon and

at 8:15pm Monday Night (Pre-req: 5b)

Chemistry (1) – Chemistry explores how substances react with each other, how they change,

how certain forces connect molecules, and how molecules are made. Stretch your

imagination to envision molecules that cannot be seen, but proven to exist, and you become

a chemist. * includes prerequisites to be completed before arriving at camp

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Chess (A) – Scouts will learn the classic game of Chess. Going beyond the basics, they will

learn different tactics, strategies, and moves to emerge victorious with a checkmate. A great

way to begin the journey towards becoming a Chess International Grandmaster!

Composite Materials (1) – Composites can be found just about everywhere: in airplanes and

sports cars, golf clubs and guitars, boats and baseball bats, bathtubs and circuit boards, and

even bridges. Composites make bicycles and skis lighter, kayaks and canoes stronger,

houses warmer, and helmets tougher.

Electronics (2) – Electronics is the science that controls the behavior of electrons so that

some type of useful function is performed. Today, electronics is a rapidly-changing and

exciting field. This is recommended for older Scouts because they will be soldering and

building their own circuits.

Engineering (1)* – Engineers use both science and technology to turn ideas into reality.

Scouts will learn about a career that is central to modern society. If you or another adult in

your unit is an engineer and would like to talk to Scouts about your work, please see the

STEM Director. (Pre-req: 1, 2, 4)

Exploration (2) – Expeditions are widely variable. You do not have to climb Mount Everest

or go to a jungle to be an explorer. For this badge, an expedition should be viewed like a

field trip or science project. While you cannot just hike some place and call it an expedition,

you can hike to a location and study an aspect that interested you. Suggested age 13+.

Inventing (2)*- Inventing involves finding technological solutions to real-world problems.

Inventors understand the importance of inventing to society because they creatively think of

ways to improve the lives of others. Explore the world of inventing through this merit

badge, and discover your inner inventiveness. (Pre-Req: 8)

Space Exploration (A) – Ready for lift off? Scouts should prepare themselves for an epic

journey through the cosmos. Scouts will design, construct, launch, and recover a model

rocket!

Climbing Tower

Climbing (3) – Scouts will learn the skills of climbing, rappelling, and belaying. They will have

many opportunities to practice these throughout the week on our 50 foot climbing tower!

Suggested age 13+.

Low COPE (3) - Challenging Outdoor Personal Experience (COPE) is designed to meet the

needs of people of all ages who are seeking ways to challenge and expand their physical and

mental abilities. The group activities challenge individuals can be used to promote self-

efficacy and personal growth.

* includes prerequisites to be completed before arriving at camp

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Brownsea Island

Communication (3)* – Communication focuses on how people use messages to generate

meanings within and across various context, cultures, channels, and media. Requirement 8

involves planning and hosting a campfire program which can be completed at camp in your

campsite or at unit campout before arriving to camp.

Citizenship in the Nation (3)* - As Scouts fulfill the requirements for this merit badge, they

will learn how to become active citizens are aware of and grateful for their liberties and

rights, to participate in their governments an protect their freedom, helping to defend their

country and standing up for individual rights on behalf of all its citizens.

Scouting Heritage (2)* - The Scouting Heritage merit badge introduces Scouts to the history

of the Boy Scouts of America. They’ll learn it all - from Scouting’s beginnings under Lord

Baden-Powell to the history of their own troop. (Pre-req. - 5, 6)

* includes prerequisites to be completed before arriving at camp

Brownsea Island

The Brownsea Island program gives 1st year Scouts an introduction to Scouting Methods and Camp. Scouts

will work as a model Troop. The focus of this program is not on rank requirements, but on the basic skills of

the patrol method, orienteering, knots, first aid, and

nature.

Over the course of the program, Scouts will complete

some advancement requirements. The camp staff will

not sign off on the Scout’s book but will provide a list of

all requirements they went over during the week for

the Scoutmaster to review with the Scout and sign off.

The Requirements that will be covered during this

program are:

Tenderfoot: 3a-d, 4a-d, 5a-c, 7a, 8

Second Class: 1b, 2f-g, 3a-d, 4, 5a-d, 6a-e, 8a-b,

9a-b

First Class: 3a-d, 4a-b, 5a-d, 6a-e, 7a-c