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CLUB%u2019S STAFF SESSION
CLUB%u2019S STAFF SESSION
COUNSELOR &
INSTRUCTOR
TRAINING COURSE
Training Outline
Instructor Counsellor
Junior
Counsellor
• Unit Counsellor
• Junior Counsellor
• Instructors (Honours, Arts & Crafts)
Counsellors Qualification
• Counselor JumpStart Certification
• Be at least 18 years old.
• Be at least 8 years older than your unit members.
• Be a baptized Seventh-day Adventist Christian who loves Jesus and is
willing to share this love in both word and deed.
• Hold a Pathfinder/Adventurer Basic Staff Training Certification
Duties of a Counsellor
• Take charge and lead/teach a unit of class, working and staying with them during all
programmes
• Encourage, teach, and test necessary classwork for successful investiture of members.
• Set a good example in neatness, attendance, punctuality, uniform, et cetera
• March and drill with units
• Develop happy understanding and friendship within unit.
• Help members with any problems that may arise and keep leaders informed (respect
confidentiality)
• Encourage all members to participate in all activities
• Participate in camp-outs, arranging all details with deputy director and members
• Attend staff committee meetings
• Notify the director in advance if unable to attend a meeting
Junior Counsellor
This is often a Master Guide in Training (16 years +) or other young person who
has just finished the Pathfinder Classes but who wishes to stay and assist in the
club. Junior Counsellors should posses the same qualities as unit counsellors and
have a desire to learn to become leaders.
• Assist the Counsellors and take charge • Carries the National or Club flag when
when asked to do so. chosen
• Report unit attendance at roll-call time
• Drill the unit as assigned by counsellor
Duties of Unit Scribe
• Acts as deputy to the Captain and assist when not around
• Ensure Unit’s items are returned and stored after campout
• Serves as messenger on errand from his Counsellor to the Director
• Serves Excuse Blank Form to a unit member who was absent to fill and
returned to update the attendance record
• Keep the unit’s record and works with club secretary in sending monthly
report to the Conference.
Instructorship : Prerequisites
• Be at least 16 years old.
• Be a baptized Seventh-day Adventist Christian who loves Jesus and is
willing to share this love in both word and deed.
• Hold a Pathfinder/Adventurer Basic Staff Training Certification
• A learned or expert in the field
• Teaches specific class and reflect SDA
ideals while doing so.
• May or may not be SDA members
INSTRUCTOR • Need not be at every club meeting
• Carefully study the class curriculum and
be guided by the requirements
• Works in close co-operation with the
counsellors and award/craft co-ordinator
Instructor
• These are persons who teach specific skills or subjects such as Bible, Spiritual
growth, outdoor skills, honours, or crafts.
• These may be drawn from Regular Pathfinder/Adventurer class
• These may be selected from the Church or Community to teach specific subjects
• These may or may not be members of the church.
• These should be considered as temporary staff
• They should study the curriculum before introducing it to Pathfinders/Adventurers
• They must work in close contact with Pathfinder Counsellors to help the unit/club
achieve their investiture requirement
RISK MANAGEMENT IN JUNIOR
YOUTH MINISTRIES
Managing Risk
• I will both lie down in peace and sleep; for You alone, O Lord, make me dwell in safety. Psalm 4:8
• As a leader, you must accept the moral obligation of protecting from injury those who are under your care.
This moral duty is reinforced by a legal liability, and while a moral obligation might be shrugged off,
leaders cannot escape legal liability for injuries or abuse resulting from their actions or omissions.
• To minimize risks, you must educate yourself to observe and recognize potential hazards. As leader, you
are in a position of trust for those under your care, and you cannot delegate your legal or moral duty to
anyone else.
• Accidents will happen. Injuries will occur. But don’t let them happen through your negligence in using
dangerous or faulty equipment, meeting in unsafe facilities, or not providing skilled or adequate
supervision. [Adapted from “Safety and Your Club”, Adventurer Club Manual.]
Aspects of Risk Management
• Be Prepared. Make A Plan (Have a team discuss risk areas relating to Adventurers or
Pathfinders)
• Screen Volunteers – Do the leaders poses danger to the children
• Prevent Or Report Abuse : Since the average age of an abuse victim is 8 to 11 years old,
your Adventurers are particularly vulnerable. This is why it is important that your risk
management plan safeguards your club against child abuse in all forms: physical,
emotional, sexual and neglect. It is often required by law that you report suspected abuse
to the police or a child protection agency.
• Train Staff : Appropriate training and policies can safeguard Adventurers and prevent
you and your staff from being held liable. Your risk management plan should include
policies on reporting suspected abuse, training staff regarding abuse, the use of
appropriate touch and discipline
Aspects of Risk Management
• Maintain A Safe Facility Prepare for Accidents and
Medical Emergency
The facility should • be safe,
clean, well ventilated, free of
When you get a group of active kids
hazards, and have at least two together, accidents will happen, no
exits. • be large enough for the matter how much planning to
planned activities. • have first-aid prevent them you do. Medical
equipment. • have accessible emergencies also occur when you
toilets, including facilities for least expect them. A vital
people with disabilities. • be component of your risk
accessible by phone. • have management plan is to prepare your
emergency exits that are Adventurer Club staff and families
functioning, well marked and for accidents and medical
easily accessible. emergencies
Aspects of Risk Management
• Staying Safe During Dangerous Weather Or Natural Disasters
Be aware of severe weather or natural disasters that occur where you live. You and
your team should develop a plan for monitoring, responding to and taking shelter
during severe weather and natural disasters.
• Preventing And Responding To Fire Emergencies
Your team should develop a fire prevention plan, as well as knowing how to respond
to fires. If you need help with this, contact your local fire department and arrange for
training for your Adventurer/Pathfinder staff.
Aspects of Risk Management
• Minimizing Travel Hazards
If you are planning to take your Adventurers on field trips, you and your
team will need to include a travel safety section in your risk management
plan. Your plan should include permission forms for the parents or care
givers to sign (even if they are going on the trip), back ground checks on
drivers, motor vehicle checklists, and safety checks of the facilities to be
visited
• Safe And Fun to Environment
While it’s impossible avoid all risk, by creating a risk management plan, you,
your Adventurer team and families can be assured that your Adventurers will
have a safe, fun, environment in which to grow, make friends and become
closer to Jesus.
MULTIPLE INTELLIGENCE
UTILIZING MULTIPLE
UTILIZING MULTIPLE
INTELLIGENCES IN
INTELLIGENCES IN
YOUTH MINISTRIES
YOUTH MINISTRIES
“HUMAN INTELLIGENCE HUNT”
• What is an “intelligence?”
• “An intelligence is a CAPACITY. . . that is geared to a specific
CONTENT in the world (such as musical sounds or spatial
patterns).” Howard Gardner
• “An intelligence is a biological and psychological potential.”
Howard Gardner
COMPARISON WITH LEARNING
STYLES
FEELING
Imaginative
Dynamic Relational
Learner Learner
Common
Sense Analytical
Learner Learner
THINKING
One Learning Cycle
• 1. Connect the learner to the central concept. Create an experience or
have them recall one.
• 2. Share with them the expert information. Use as many modalities as
possible.
• 3. Have them apply what they’ve learned to their personal life. Test them.
• 4. Have them explore new possibilities this learning opens up to their
lives. Share value.
GARDNER’S EIGHT
GARDNER’S EIGHT INTELLIGENCES—
INTELLIGENCES—
How do
How do you
you recognize
recognize them?
them?
WHAT ARE YOUR
INTELLIGENCES?
HOW JESUS
HOW JESUS TAUGHT
TAUGHT TO
TO EACH
EACH
INTELLIGENCE:
INTELLIGENCE:
1. VISUAL/SPATIAL: Jesus used visuals to help
people remember. “And he took bread, gave
thanks and broke it, and gave it to them, saying,
‘This is my body given for you; do this in
remembrance of me’” (Luke 22:19, NIV).
2. LOGICAL/ MATHEMATICAL: Jesus asked lots
of questions. “Why do you notice the little piece of
dust in your friend’s eye, but you don’t notice the big
piece of wood in your own eye?” (Matthew 7:3).
3. VERBAL/LINGUISTIC: Jesus was a
storyteller. “Then he [Jesus] told many things in
parables. . .” (Matthew 13:3, NIV).
4. MUSICAL/RHYTHMIC: Jesus and his disciples
sang hymns. “After singing a hymn, they went to
the Mount of Olives” (Matthew 26:30).
5. BODILY/KINESTHETIC: Jesus used active
learning. “So during the meal Jesus stood up and
took off his outer clothes. Taking a towel, he
wrapped it around his waist. Then he poured water
into a bowl and began to wash the followers’ feet,
drying them with the towel that was wrapped around
him” (John 13:4-5).
6. INTERPERSONAL/SOCIAL: Jesus used small
groups. “Jesus chose 12 men and called them
apostles. He wanted them to be with him, and he
wanted to send them out to preach” (Mark 3:14).
7. INTRAPERSONAL/INTROSPECTIVE: Jesus
modeled solitude and reflection. “He went into
the hills to pray. That night, the boat was in the
middle of the lake, and Jesus was alone on the land”
(Mark 6:46-47).
8. NATURALIST: Jesus used illustrations from
nature. “Then he told them many things in parables,
saying: “A farmer went out to sow his seed. As he
was scattering the seed, some fell along the path,
and the birds came and ate it up. . . .” (Matthew
13:3f).
INTEGRATING
INTEGRATINGTHE
THEEIGHT
EIGHTMULTIPLE
MULTIPLE
INTELLIGENCES
INTELLIGENCESAND
ANDTHE
THEFOUR
FOURLEARNING
LEARNINGSTYLES
STYLES
Teachers Facilitate Learning.
FEELING
Imaginative
Dynamic Relational
Learner Learner
Common
Sense Analytical
Learner Learner
THINKING
Learning Is the Making of Meaning
Teachers Facilitate Learning
Sharing Readiness
the Lesson Activities
Help them add
value and use it Create a reason
in their lives. to know it.
Help Learners Help learners
PRACTICE IT. FEEL IT.
Teacher is an Teacher is
encourager. 4 1 motivator.
3 2
Let them try it. Teach it to
Help learners them. Help learners
APPLY IT UNDERSTAND IT.
to their lives. Teacher is an
Teacher is a information
Applying coach. giver. PROGRESSIVE
the TEACHING WORK/HONOUR
CLASS
“To learn is a natural pleasure, not confined to
philosophers, but common to all” (Aristotle, 4 B.C.).
Teachers Facilitate Learning.
FEELING
Imaginative
Dynamic Relational
Learner Learner
Common
Sense Analytical
Learner Learner
THINKING
THE
THE HOUSE
HOUSE OF
OF LEARNING
LEARNING
“To learn is a natural pleasure, not confined to
philosophers, but common to all” (Aristotle, 4 B.C.).
“I can do everything through Him who
gives me strength” (Philippians 4:13, NIV).
Learning Styles (Adventurers)
One theory on learning is that each child has a preferred style, or
method, of acquiring information. According to learning styles
theorists, learning occurs in the following modes: auditory, visual,
kinesthetic (touch), and experiential.
Children’s learning preferences are influenced by their personality,
culture, abilities, disabilities and the learning environment. These
influences make each child unique. However, understanding and using
a variety of learning styles can help you keep Adventurers engaged
and active.
Visual Learners
• watching skits or movies.
Visual learners favor activities that use • looking at pictures.
their sense of sight. You may hear • following written directions.
children with visual preferences say • using color, shapes or symbols.
things like guess what I saw, look at • solving mazes or doing “seek & find” puzzles.
this, do you see, or show me. Visual • listening to stories with illustrations.
• singing illustrated songs or having the words to
learners tend to prefer the following
the song
types of activities: • projected on a screen.
• using or making time lines, charts and graphs.
Visual learners benefit from written • using or making maps.
directions, examples of completed projects, • seeing rooms decorated with posters, banners,
and color photographs.v
coding directions.
Kinesthetic Learners
• Kinesthetic learners favor activities
that use their sense of touch and
movement. You may hear children • acting out stories.
with kinesthetic preferences say • playing games or sports.
things like can I touch it, I feel, I • standing or moving about while doing other activities
made or it’s itchy (tight, soft, stiff ). like reading or drawing.
• touching objects while they learn.
Kinesthetic learners tend to prefer
• using clay or blocks.
the following types of activities: • performing skits.
• singing songs with actions.
Kinesthetic learners benefit from • learning sign language.
opportunities to move about, to • using modeling clay.
touch things, to stand or lay down • painting.
while listening to stories or doing • playing in the sand.
crafts. • building objects with blocks or real materials.
Experiential Learners
• Unit Time
– AY Classwork
– Honors / Activities
Staff Manual pp 58-59
Club Meetings (Programme Components
• Club Components
• Club honors / activities / drill
• Guests
• Closing Exercises
• Announcements
– Dismissal
Club Meetings (Programme Guide)
• Short attention spans = change activities often
• Active learning works better
• 20 - 40 minute components
Special Programmes
• Investiture (Award Ceremony)
• Concludes the Pathfinder Year
• Is usually held in the church or meeting place
• Is a showcase opportunity for Pathfinders to demonstrate their
accomplishments
• Contains a song service & worship thought
– Each club turns in a form to the
conference this weekend giving their 1st
& 2nd choice of dates in order to have a
conference representative in attendance
Staff Manual pp 126-128
Special Programmes
Planning a Balanced
Program Developing Unit
Cohesiveness
Meeting Place
be to:
Proper and Improper Administration of Discipline
O individual
differences
relic of the past. This type of punishment
only causes rebellion or a thing to laugh
at. Some Adventurers even appear to
• Expel if enjoy the recognition or attention it
necessary gives.
• Use corporal punishment. Because of the
many difficulties that arise from its use,
it would be best to leave this method to
the parents.
RELATING WITH PARENTS
RELATIONAL & PARTNERSHIP With
PARENTS
Is Interactive
Engages the child individually
Uses all the senses
Responds to the child
Makes small but critical
adjustments in presenting ideas
Makes what is said memorable
Guidelines and methods in programming
Friend of Animals
Friend of Jesus
Artist Guide
Bible I Health Specialist
Butterfly Home Helper
Buttons Honey
Fish Music Maker
Flowers Reading I
Sand Art
Safety Specialist
Spotter
Swimmer I
ADVENTURER AWARDS
Sunbeam Awards
• The Sunbeam Awards are design for children seven years old or second-
graders. A patch for each award is available through AdventSource
Honey Bee
Basket Maker
Hygiene
Bible II
My Church
Bible Royalty
My Picture Book
Caring Friend
Outdoor Explorer
Carpenter
Pearly Gates
Computer Skills
Prayer Warrior
Environmentalist
Rainbow Promise
Fruits of the Spirit
Reading IV
Geologist
Reporter
Habitat
Sign Language
Steps to Jesus
Tabernacle
Weather (HH)
ADVENTURER AWARDS
Multi-Level Awards
• The Multi-level Awards are design for children of all grade level. A patch for
each award is available through AdventSource
Multi-Level
• Bread of Life
• Cooperation
• Listening
• Parables of Jesus
• Universe
• Dogs
ADVENTURER AWARDS
Special Award Patches
• Adventurer's Evangelism Patch
• Adventurer's Excellence in Reading Patch
Class Planning
• My World
Adventurer Curriculum
I. I Am Special
• Busy Bee: Make a booklet showing different people who care
for you.
• Sunbeam: Make a tracing of yourself. Decorate it with pictures
and words which tell good things about yourself
• Builders: Put together a scrapbook, a poster, or collage showing
things you can do to serve God and others.
• Helping Hand:
A. List some special interests and abilities God has given
you.
B. Share your talent using one of the following: talent show,
show and tell, Earn an Adventurer Award
My Self
Requirements - continued
II. I Can Make Wise Choices
• Busy Bee: Name at least four different feelings. Play the
“Feelings” game.
• Sunbeam: Play the “What If?” game.
• Builders: Earn the Media Critic Adventurer Award.
• Helping Hand:
A. Learn the steps of good decision-making.
B. Use them to solve two real-life problems.
Is Interactive
Engages the child individually
Uses all the senses
Responds to the child
Makes small but critical
adjustments in presenting
ideas
Makes what is said memorable
The family and the adventurer club
• The Club exists to support the parents and not to take over their
responsibilities of raising children for Jesus Christ
• Parents are an integral part of the Club. My FAMILY track is designed
especially for parents.
• Parents should be officially written to specially communicate this aspect
of achievement class requirement to them.
Adventurer awards
Friend of Animals
Friend of Jesus
Artist Guide
Bible I Health Specialist
Butterfly Home Helper
Buttons Honey
Fish Music Maker
Flowers Reading I
Sand Art
Safety Specialist
Spotter
Swimmer I
ADVENTURER AWARDS
Sunbeam Awards
• The Sunbeam Awards are design for children seven years old or second-
graders. A patch for each award is available through AdventSource
Honey Bee
Basket Maker
Hygiene
Bible II
My Church
Bible Royalty
My Picture Book
Caring Friend
Outdoor Explorer
Carpenter
Pearly Gates
Computer Skills
Prayer Warrior
Environmentalist
Rainbow Promise
Fruits of the Spirit
Reading IV
Geologist
Reporter
Habitat
Sign Language
Steps to Jesus
Tabernacle
Weather (HH)
ADVENTURER AWARDS
Multi-Level Awards
• The Multi-level Awards are design for children of all grade level. A patch for
each award is available through AdventSource
Multi-Level
• Bread of Life
• Cooperation
• Listening
• Parables of Jesus
• Universe
• Dogs
ADVENTURER AWARDS
Special Award Patches
• Adventurer's Evangelism Patch
• Adventurer's Excellence in Reading Patch
Class Planning
• My World
Adventurer Curriculum
I. I Am Special
• Busy Bee: Make a booklet showing different people who care
for you.
• Sunbeam: Make a tracing of yourself. Decorate it with pictures
and words which tell good things about yourself
• Builders: Put together a scrapbook, a poster, or collage showing
things you can do to serve God and others.
• Helping Hand:
A. List some special interests and abilities God has given
you.
B. Share your talent using one of the following: talent show,
show and tell, Earn an Adventurer Award
My Self
Requirements - continued
II. I Can Make Wise Choices
• Busy Bee: Name at least four different feelings. Play the
“Feelings” game.
• Sunbeam: Play the “What If?” game.
• Builders: Earn the Media Critic Adventurer Award.
• Helping Hand:
A. Learn the steps of good decision-making.
B. Use them to solve two real-life problems.