Webelos Readyman Activity Badge
A readyman sounds like someone who is always on the “ready” – or more appropriately, he is a person who follows the Boy Scout motto, “Be prepared”. He is prepared to help an injured person – or to help himself. A readyman is confident enough in his skills to not be afraid to help. It takes courage to be strong, be calm, be clear and be careful.
§ Make a pack first aid kit or individual first aid kits.
§ Participate in a first aid meet with other Webelos Scout dens.
§ Have a mock disaster – could be done with a patrol from a nearby troop.
§ Plan a fire escape from your den meeting place or from your home.
§ Have a nurse or doctor come and visit your den to tell you how important it is to know first aid and use it.
§ Visit a hospital or a fire station with an EMS unit.
First Aid is immediate help right after an injury. First aid isn’t playing doctor. It’s doing the things that must be done before expert help arrives. How will you act in an emergency? Would you know what to do? If you do, you’ll be cool and calm, because you know you can help. Your confidence will show and it will help the injured as you ease their pain and worry.
Drowning (the number one home accident!)
Burns from pots, grease, irons etc.
Divide the boys into two teams. Have a compression bandage for each team. Start by wrapping the first boy’s wrist. What the first boy will do after you say “go” is take the bandage off and hurry up and wrap the next boy’s wrist. The next boy takes off the bandage and wraps the next boy’s and soon all the boys have had their wrist wrapped. The last boy must unwrap his wrist and then roll up the bandage. When this is done the game is over. Time this game for fun only.
Label four areas of a room with 911, Police Department (non-emergency), Poison Control, and Fire Department (non-emergency). Prepare cards with situations (some emergency and some not). Give boys 3 seconds to decide which corner to go to. Give a point for each correct decision.
Your brother drinks dish soap.
Your den would like a paramedic to teach basic first aid.
Your uncle collapses at a family gathering.
Your friend falls from his bike and cannot move his leg.
Your den would like a tour of the local police station.
Flames are coming from your neighbor’s garage.
A car in front of your house hits a young child.
Your baby sister eats a bottle of aspirin.
Equipment: Blanket or tarp; collection of 10 or more first aid items: gauze pads, bandages, splints, etc. Also 10 or more items not used in first aid: penny, photo, shoe, etc.
Spread all items on the floor and cover with blanket or tarp. Group teams around blanket, then remove cover for exactly 1 minute. Afterward, teams huddle separately and write down all first aid items they remember.
Scoring: Team with most complete list wins. Subtract 1 point for each non-first aid or absent item listed.
Scouts line up facing a post located 30 feet from the starting line.
Scouts on each team shall be numbered from 1 to 8.
On signal, Scouts #1 and #2 will carry Scout #3 with a four-hand seat carry (for conscious patient) up to and around the turn-around post and back to the starting line.
Scout #3 will then join with #4 to carry #5 around the course.
Then #5 will join #6 to carry #7 around, and finally #7 will join with #8 and carry #1 around.
If at any time a victim touches the ground, the Scouts transporting this victim must stop, re-form their carry, and continue.
The first team to make the full circuit with the four victims is the winner
Write down several different accidents or afflictions. (example: a broken leg, a nose bleed, choking, shock, etc...) Place these in a hat and have the boys draw them out one at a time. The boy that drew will have to act out that particular problem. The first boy to identify the problem must show how to treat it, he now gets to pick and act out an accident.
Use a nylon wallet
§ With a red marker draw on the wallet a red cross.
§ Put in the wallet Band-Aids (different sizes), gauze pad (2” x 2”), antiseptic swabs, safety pins, for example.
§ Cut a credit-card shaped piece out of stiff paper. On it write your name, address, emergency contact number, and personal information like your birth date, allergies and blood type.
§ On the back, tape 35 cents for an emergency phone call. (You do not have to pay for a 9-1-1 call.)
The Boy Scout motto is “Be Prepared”. It means that the Scout is always ready in mind and body to do his duty and to face danger, if necessary, to help other people. He learns first aid. He learns how to swim safely and how to ride his bicycle without danger to himself or others. He also learns how to make his home safer and the safety rules for passengers in the car. In earning the Readyman Activity Badge, you will get a faster start on being prepared as a Scout. Many of the things you learn help you advance as a Boy Scout.
§ Visit your local ambulance service or fire department rescue squad.
§ Ask a member of the local Red Cross or emergency trauma team to visit your den and show you how to save lives by learning: Hurry cases, shock, other minor emergencies.
§ Learn how to get help from the local authorities such as the police, fire department, ambulance, or hospital, contact the police department to find out how to report or summon help in these situations.
§ Consult with the local fire marshal, emergency services team, or police department to find out how to plan an emergency escape route, or find where most home accidents are likely to occur.
§ Invite a member of the local Red Cross or a qualified swimming instructor who is a Water safety Instructor to show your den how to have a safe and fun time at the beach or the local pool.
§ Build a buddy tag board and use it on an outing that involves water sports.
§ Attend a Boy Scout first-aid demo.
Wash and dry the bottle.
Cover the outside with red paper; glue ends.
Draw extinguisher shape on front of bottle.
Write the words with black marker.
Fill the jar with baking soda (the funnel helps, if you have one).
Place next to kitchen stove.
If there should ever be a stove fire, pour the baking soda on the flames to put them out.
35 mm film canister Rubber bands
Masking tape thumb tacks
paper clips Band-Aids
piece of chalk straight pins
Book matches Fishing line and fishhook
2 safety pins 1 quarter and 1 dime
2 kitchen matches 2 stamps
1 pencil stub 1 piece of string
Wrap masking tape and rubber bands around the outside of the film canister and carefully put all other items into the canister.
And it’s just possible that what you forgot is in there.
You will survive a little longer.
What to Include:
For open wounds, cuts, skinned knees, and scratches
For burns, sunburn
For bites or stings
For plant poisoning
Ideas for containers to use:
At your first meeting you will want the boys to explain what first aid is. FIRST AID is immediate help right after an injury. First aid isn’t playing doctor. It’s doing the things that must be done before expert help arrives. How will you act in an emergency? Would you know what to do? If you do, you’ll be cool and calm, because you know you can help. Your confidence will show and it will help the injured as you ease their pain and worry.
§ Ask a First Aid Merit Badge Counselor from a Scout Troop in your area to attend the meeting and explain the items in a first aid kit, or have him shoe what to do for “hurry cases.”
§ Invite a Scout Troop to your meeting to show first aid for cuts and scratches, burns and scalds, and choking.
§ Invite a police officer to speak on bicycle safety.
§ Have a swim instructor go over the safe swim defense plan.
§ Visit a fire station with an E.M.S. Unit.
§ Visit a hospital E.R. or an Emergency Clinic.
§ Put together a first aid kit for you Pack to take on outings.
§ Stage a mock disaster involving injuries and have the boys treat the injuries. This could be done in conjunction with a Patrol from a nearby Troop. With the Scouts demonstrating more complicated skills and acting the part of the injured.
§ Attend A First aid Rally in your area
§ Visit the local Red Cross office and learn about how the teach First Aid
§ Plan a fire escape plan for your home.
Severe Bleeding - Do not take any objects out that may have caused the bleeding and do not try to wash the wound. With one hand take a gauze pad and apply pressure with your hand. With the opposite hand wrap the wound. Continue to add pressure. If the wound continues to bleed apply pressure to an artery and seek medical attention. While doing all of the above elevate the wound above the heart to help reduce bleeding.
Stopped Breath - It is not necessary to determine if the victim has a pulse or not. In the event that the victim has a pulse, one would begin doing rescue breathing which is a process of blowing air into the lungs every 5 seconds in a effort to try to get them to breathe on their own. In the vent that the victim has no pulse one would begin CPR which is a process of blowing air into the lungs and pumping the heart at the same time. It is best that you do not give rescue breathing or CPR if you have not been trained. The best thing for you to do is seek medical attention as soon as possible. The brain can only go without oxygen for 4 - 6 minutes without damage.
Internal Poisoning - Poisons can be swallowed, inhaled, absorbed or injected into ones system. It is important that you call the Poison Control Center and get instructions on how to handle the emergency. Dial 911.
Heart Attack - Seek medical attention as soon as possible. It may be necessary to apply CPR.
Shock - Shock is a normal reaction to many emergencies and is the process of the body shutting down the normal flow of blood on a temporary basis. To treat, ask the victim to line down on their back and elevate their feet slightly. If they are conscious, get them to take some deep breaths and give them some water to sip. If they suffer from chills, offer them a blanket. If shock continues, seek medical attention.
Cuts and Scratches - Wash with clear water and bandage. Watch and treat for infection.
Burns and Scalds - Burns can be obtained by heat, chemicals, and electricity or radiation. Rinse all burns with dear water and wrap with dean and dry bandages. All burns except some first degree burns needs to have medical attention.
Choking - As long as a victim can speak, breath, or cough, encourage them to continue coughing. If the victim shows signs of troubled breathing, apply abdominal thrusts until the object is dislodged.
Buddy Board and Tags: One of the eight parts of the Safe Swim Defense is the use of the buddy system. In this everyone pairs off BUDDY TAGS with another person of his own swimming ability. Buddies check in and out of the swim area together.
The swim supervisor issues everyone a buddy tag so that he knows at all times that certain Scouts are paired with certain others. No one swims without a buddy tag displayed in the proper spot.
Simple badge tags make good buddy tags. So do wooden tongue depressors stuck into the ground or sand beach near the swim area. Both may be marked in pencil or waterproof marker with the swimmers name and his classification: non-swimmer, beginner, or swimmer.
Display the buddy tags by hanging them on inverted cup hooks screwed into a rectangle of plywood. Buddies hang their tags on the same hook. Have Scouts make a buddy board. Cut the wood, drill holes as show, and mark off the areas of equal dimensions. Shellac or varnish the whole works. Your Scouts may also make buddy tags for your pack.
Car Breakdown Marker
Cut paddles as shown. Cover one side of 3 paddles with reflective tape. Drill 1/4 or 3/8 inch holes as shown. In actual use, bolt or fasten the paddles together into a triangle shape as Illustrated. Fasten rear supports by tying with twine. Place the warning marker about 100’ behind the disabled car parked on the shoulder of the road. Reflective tape faces oncoming traffic. Weigh down the bottom rear support with a large rock or something similar.
Equipment - Each boy using his own neckerchief.
One boy lies about 30 feet in front of the team with arterial bleeding” of the left wrist.
There is one judge for each victim.
On signal, the first boy from each team runs up and applies a pressure pad over the simulated would.
When correct, the judge yells “off’, the boy removes the pad and runs back to the team, tags off the next boy who repeats the operation.
Equipment - As needed. One member of a den is the patient; the rest are first-aiders.
On “go” Number 1 runs to the patient and ties a head bandage and runs back;
Number 2 ties cross chest;
Number 3, thigh;
Number 4, ankle bandage;
Number 5, sling for arm; then
Numbers 6 and 7 go up and be chair carry transport for the patient back to the starting point. NO TIME ELEMENT (Note: In case of a small den, one or more boys may go up twice, until the project is completed).
Write down several different accidents or afflictions. (example: A broken legs A nose bleed, Choking, Shock, etc...) Place these in a hat and have the boys draw them out one at a time. The boy that drew will have to act out that particular problem. The first boy to identify the problem must show how to treat it, he now gets to pick and act out an accident.
Seat Webelos Scouts in a circle with one in the center.
The one in the center calls out one of the following and points to one of the seated players: “Earth”, “Air”, “Water”, or “Fire”. (If there are more than four players, the names may be repeated.)
As he points, he begins counting slowly to 10.
The player to whom he points must answer as follows:
“Earth” must name four animals,
“Air” must name four birds or flying insects,
“Water” must name four fish or sea creatures.
If “Fire” is called, he remains silent.
If the player succeeds before the count of 10, another seated player gets a turn, and the Webelos in the center remains there.
If the player fails, he becomes the new leader and the old leader takes his place in the circle.
Each team has a pail with a candle stub in a holder on the bottom. Fill the bucket to two inches below the candle wick and light the candle. Divide the den into two teams and give each team a cp and a jar of water. On signal, the first player on each team fills his cup, runs to the bucket, and empties the water into it. He then runs back with his cup and the next player repeats the action. Continue until one team has doused its fire by filling the bucket to candlewick level. A team is disqualified if a player pours water on the candle flame.
Prepare for this game by creating some fire hazards in and around your meeting place -- matches left carelessly within reach of children; outside door blocked by a chair, oily rags in a pile in the garage; grease spilled near stove burner, newspaper piled near furnace; fireplace screen away from fireplace; frayed electric cord, etc. Ask boys to find and list on paper as many hazards as they can find. At the end of the game, check findings and explain the hazards. Urge Webelos to check their own home.
Divide den into two teams. One member of each team (the “child”) sits on an old throw rug or heavy cloth about 2’ x 3’ about 15 feet from his team. Each of the other players has a four foot length of rope. On signal, the boys tie their ropes together with square knots to form a rescue rope. When all ropes are tied, a player throws the rescue to the child and the team pulls him to safety. The den that ties all knots correctly and first pulls its child to safety is the winner.
This is a series of tests for each den leading to the discovery of Bigfoot. It can be adapted to either indoors or outdoors, but if you have a choice, make it outdoors. The object of the hunt is to complete the tests and find Bigfoot in the shortest time.
Station #1: Climbing the Mountain –
Build a string trail, with the string leading high and low between tree trunks, branches, etc. The den is blindfolded and each member follows the trail by sliding one hand along the string. (If indoors, run the string from chair to table to side of the room and back again.)
Station #2: One member of the den is lost and presumably injured in the mountains. That Cub Scout is sent some distance away and left lying on the ground. The other den members must find him, apply some simple-first aid, and bring him back to the stretcher made from two poles and a blanket.
Station #3: Finding Shelter - One the way up the mountain, a fierce storm stops the den. The boy must build a shelter with a blanket and a few poles that all den members can get under.
Station #4: After the storm, the den finds Bigfoot’s footprints near the camp. (The footprints are huge cardboard cutouts of an ape’s print and lead toward a wooded area or, toward another room.)
Station #5: As the den follows the footprints, the boys see Bigfoot (a leader in a fur coat and mask) scurrying off into the woods (or other room). Start dens at four or five minute intervals. Time each start. The winning den is the one which tags Bigfoot in the shortest time.