Proficiency Badge

GUIDELINES FOR PROFICIENCY BADGE

1.     The aim of the Proficiency Badge system is to allow a Scout to develop a pursuit that will be challenging to that individual and to provide diversification in the program.
2.      A Proficiency Badge requires at least ten hours effort or participation (depending on the nature of the Badge) and must not exceed four months.
3.      To achieve a Proficiency Badge, you must fulfill requirements set in conjunction with your Scoutleader. These include the three elements, demonstrate/investigate, skill and an activity.
                                i.            Demonstrate/ Investigate: Find out aspects of your chosen pursuit.
                              ii.            Skill: Learn & develop skills required in your chosen pursuit.
                            iii.            Activity: Produce an end product or a Write-up (presentation/project) of your chosen pursuit.
4.      Your knowledge or ability will be assessed and the Proficiency Badge is to make some advancement in an established field or learn something about a new one.
5.      The details of the Badge should be discussed with the Scoutleaders and recorded. A copy of the requirements should be given to the Scoutleaders.
6.      Proficiency Badges have only one level. You need to choose a new Proficiency Badge for every additional badge to be completed.
7.      The following Other Badges can be completed and worn as a Proficiency Badge:
                                i.            Outdoor
                              ii.            First Aid
                            iii.            Arts & Craft
                            iv.            Games & Sports
                              v.            Culture
                            vi.            Environment



Outdoor

The completion of one of the following outdoors activity will qualify:
A.    Camper

1.      With other Scouts, camp under canvas for at least three nights (not necessarily on the same occasion).
2.      Help pack your Equipment for a Scout camp.
3.      Help to pitch and strike a tent and know how to take care for it.
4.      At camp, help to prepare, cook, serve and clear away a simple meal, if possible out of doors.
5.      Know the basic health and safety rules for camp and how to prepare for tent and kit inspection.
6.      Take part in at least one of the following activities while at camp:
a)      Campfire.
b)      Scout’s Own.
c)      Wide Game.
d)     Joint activity with other Cub Scouts on site or from a local group.
e)      A Good Turn for the site.
f)       Help to tidy up the campsite before you leave.
g)      Any other suitable activity agreed with the examiner.

B.     Pioneer

1.      Understand the main characteristics of various types and sizes of man-made and natural fiber rope useful in pioneering. Show how to coil and care for them and how to assess strength and condition.
2.      Be able to ensure safety. Understand the possible dangers from negligent leadership, from indiscipline, from misuse or overloading of gear, and from incorrect rope work, including knots and lashings. Understand the special danger from the recoil or fracture of man-made fiber rope.
3.      Understand and demonstrate in use, pioneering anchors suited to a variety of project, location and soil; to include loose or marshy ground.
4.      Demonstrate mastery of all the knots, lashings, splices, whippings and machines described in the Badge Book - or their orthodox equivalents - by completing a journey, short in length but searching in technique, round a circuit of situations devised by the Examiner. At least 3/4 of these situations are to be completed successively with correct technique and without undue hesitation.
5.      Play an efficient part, other than that of leader, in the construction by a Patrol of one project selected from a small batch of drawings or models presented by the Examiner.
6.      Efficiently lead a Patrol to construct successively one further project chosen by him from the Examiner's batch, taking all prudent safety measures.
7.      Efficiently lead a Patrol to construct a successful pioneering project of his own unaided design. The design, shown by drawings and a scale model, and the scheme of work, to include detail of all necessary gear and an estimate of the time involved, are to be discussed with and agreed by the Examiner beforehand.



C.     Camp Cook

1.      Plan and cook the following for a Patrol of 8:
2.      Show an understanding about fire safety and demonstrate proper food handling.

a)      Cook a pot of rice over open/natural fire.
b)      Cook without using foil, a chicken over open/natural fire.
c)      Cook and serve successfully a dessert of your own choice.
d)     Draw up 2 menus (including quantities) of 3 courses each (not all of which need require cooking) for a Patrol of 6.

Note: All dishes to be cooked under camp conditions using only open/natural fire, with or without utensils.
 First Aid
1.      

Know about the responsibilities of a first aider

2.      Know how to deal with the bleeding major or minor.
3.      Be able to diagnose and bind a broken limb.
4.      Know how to deal with choking by Heimlich maneuver
5.      Demonstrate mouth to mouth resuscitation
6.      Be able to improvise a stretcher with the available materials.
7.      Be able to apply the bandages as per syllabus
8.      Be able to send a correct message, verbal, written, or by telephone.
9.      Be able to demonstrate different method of carrying a casualty.
10.  Know how to implement the golden rules of first aid.

Arts and Crafts


The completion of one of the following art or craftsmanship will qualify:
A.    Artist

a.       Paint or draw an illustration of a scene from a story selected by the Examiner.
b.      Paint or draw a person from life or an abject set before you
c.       Paint or draw a landscape set by or known to the Examiner
d.      Keep a sketch book for a period of 6 months or portfolio
e.       Portfolio should include 10 drawings and 2 – 3 different art works
f.       2 to 3 project works to be included either in the Scout Unit, school or community
g.      A scout who has professional qualifications awarded by a recognized art institution or have gained recognition at national or international level, or represented the school in art/design competitions at national or international level would automatically qualify for this badge.

B.     Craftsman
i) Basket maker
a.       Have a general knowledge of the raw material used in making baskets.
b.      Know where and how raw material is obtained for working.
c.       Prepare and produce an article of practical use made by the scouts by using either bamboo, cane, reed or straw & other natural material.
d.      Contribute to the units by selling some articles through scouts.
e.       Train at least three scouts in some of the skills of basket making.

ii) Book binder
a.       Be able to perform the following operations in binding of books: prepare parts of sections for sewing & sew sections on tapes, fold and paste on the end papers, glue up and line with mull round the back and add second lining.
b.      Bind five books of poor children from your troop or neighbors or from your school library.
c.       Be able to teach binding at least for three scouts of the troop.

iii) Pata
a.       Identify different types of tools used for curving.
b.      Prepare materials and tools for curving an object
c.       Demonstrate how to remove the unwanted portion of the material
d.      Identify three types of materials used for curving
e.       Prepare a master with the theme on “Tashi Ta-gay
f.       Participate in an exhibition with his/her artwork.

Games & Sports
The completion in one of the following games & sports field will qualify:

A.    Sportsman

1.      Have a good knowledge of the rules or laws of one of the games such as football, basketball, volleyball, cricket, table tennis.
2.      Be capable of acting as an official such as referee, linesman or umpire in a game organized for young people (School, Youth Club or Unit).
3.      Take an active part in one seasonal game and show reasonable proficiency and evidence of a sportsman - like approach to the games.
4.      Be able to discuss with the Examiner the advantages which can be gained from participation in sport and show that you have a good knowledge of the history of 2 games chosen by you.

B.      Athlete

1.      Understand the importance of physical endurance, circuit training and weight training.
2.      Demonstrate a correct technique in starting a race and pass in any 3 events to qualify:


a.       100 m - 13 seconds
b.      200 m - 26 seconds
c.       400 m - 60 seconds
d.      800 m - 2 minutes 30 seconds
e.       1500 m - 5 minutes 30 seconds
f.       3000 m - 10 minutes 30 seconds

g.      High Jump - 1.42 m
h.      Long Jump - 5.2 m
i.        Triple Jump - 11 m
j.        80 m Hurdles - 13.5 seconds
k.      Discus - 29 m
l.        Shot Put - 9.75 m
m.    Javelin - 29 m

Culture

The completion of one the following sections will qualify:

A.     Singer
1.      Be able to perform on the stage
2.      Know a minimum of  one Zhungdra, two Boedra and two Rigsar songs
3.      Know the origin and the history of the songs – zhungdra, boe-dra and zhey
4.      Should have participated in any of the cultural competitions in the school, Dzongkhag, Regional or National level.

B.      Musician
1.      Be able to perform on the stage
2.      Demonstrate how to use a musical instrument proficiently
3.      Know the basic musical cord sa-rey-ga-ma-pa and be able to teach your friends
4.      Explain the history of the musical instrument being used
5.      Should know different types of drum beats
6.      Should have participated in annual school concert or in the Dzongkhag, Regional and National level program.

C.      Mask dancer
1.      Know at least one type of mask dances
2.      Know and explain its history
3.      Should be able to teach his friends the steps

4.      One who have performed in the school or in the community temples will automatically qualify for this badge