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Wolf Elective adventure 2nd grade

Germs Alive! requirements (Wolf)

Germs Alive! is a Wolf elective adventure with 6 requirements. Below is what each one asks in plain language, and a sixty minute den meeting plan that works through them: a gathering activity, the opening, the activity blocks, and what to say in the closing.

Free for one den. DenBuddy reads your den from Scoutbook Plus, and writes back only when you press Send.

Germs Alive! requirements

Paraphrased for planning. Read the current wording in the handbook or Scoutbook Plus before you sign anything off.

  1. Handbook requirement 1

    Wash your hands while singing the "germ song."

  2. Handbook requirement 2

    Play Germ Magnet with your den or your family. Wash your hands afterward.

  3. Handbook requirement 3

    Conduct the sneeze demonstration.

  4. Handbook requirement 4

    Conduct the mucus demonstration with your den or family.

  5. Handbook requirement 5

    Grow a mold culture. At a den or pack meeting, show what formed.

  6. Handbook requirement 6

    Make a clean room chart, and do your chores for at least one week

Ready to run

A 60 minute den meeting for Germs Alive!

Five kinds of block in the order that works: something to do on arrival, the opening, den business, the adventure work split into chunks a Cub Scout can hold attention through, and a closing that names what got finished.

0:00 · 10 min

Gathering: tallest tower

Give the Scouts who arrive first something to do, so the meeting starts the moment they walk in.

  • Put scrap cardboard, painter's tape and two pairs of safety scissors on the gathering table.
  • The task on the card: build the tallest thing that stands on its own before the opening.
  • Scouts join whichever table has room, so nobody waits alone for the meeting to start.

0:10 · 5 min

Opening

Flag ceremony, Scout Oath and Scout Law. The same five minutes every week, run by the Scouts.

  • The denner calls the den to order and leads the flag ceremony.
  • Say the Scout Oath and the Scout Law together. New Scouts read from a card and nobody makes anything of it.
  • One sentence on tonight's adventure, Germs Alive!, and the one thing everybody will get done.

0:15 · 5 min

Talk time

Den business while everyone is still sitting down, and a look at what is coming.

  • The two dates parents need: the next den meeting and the next pack event.
  • Ask who already did part of Germs Alive! at home, and write the names down so it gets recorded.
  • Take one question from the den. Answer it or say when you will.

0:20 · 12 min

Activity 1: Wash your hands while singing the "germ song."

Close requirements 1 and 2 of Germs Alive!.

  • Read the requirement to the den in plain words: "Wash your hands while singing the "germ song."".
  • Work it in pairs or small groups for most of the block while you move between them.
  • Bring the den back together and have each Scout tell you what they did.
  • Mark requirement 1 off as each Scout finishes rather than trying to remember afterwards.
  • Then requirement 2: run it as a game, one practice round and one for real, to cover "Play Germ Magnet with your den or your family".

Requirement 1 Requirement 2

0:32 · 12 min

Activity 2: Conduct the sneeze demonstration

Close requirements 3 and 4 of Germs Alive!.

  • Read the requirement to the den in plain words: "Conduct the sneeze demonstration".
  • Work it in pairs or small groups for most of the block while you move between them.
  • Bring the den back together and have each Scout tell you what they did.
  • Mark requirement 3 off as each Scout finishes rather than trying to remember afterwards.
  • Then requirement 4: read "Conduct the mucus demonstration with your den or family" out loud, work it in pairs, and mark it off as each Scout finishes.

Requirement 3 Requirement 4

0:44 · 11 min

Activity 3: Grow a mold culture

Close requirements 5 and 6 of Germs Alive!.

  • Do it once yourself at normal speed, then once slowly while you narrate every step.
  • Put the den in pairs so each Scout practices "Grow a mold culture" while their partner watches for the one thing that matters.
  • Go round the circle and have every Scout show you once, in their own way.
  • Mark it off as each Scout finishes rather than trying to remember at the end.
  • Then requirement 6: set the materials out on a second table and let them build "Make a clean room chart, and do your chores for at least one week" while you move between the two.

Requirement 5 Requirement 6

0:55 · 5 min

Closing

End on time, and make sure every Scout leaves knowing what they finished.

  • Cubmaster's minute: one short thought tied to what the den just did. Sixty seconds, no lecture.
  • Read back what got finished tonight, requirement by requirement, so the Scouts hear their own progress.
  • Send the den off with the den yell, and catch the parents who need to hear something at pickup.

What to bring

  • Tonight's requirement list, printed, with a box to tick per Scout
  • A clipboard and pen for sign-offs as they happen
  • Cardboard, painter's tape and safety scissors
  • Printed song sheets for the den
  • Seeds, cups and potting soil, plus a tray to carry them home on

Worked out from the requirement text. Swap anything you already have in the den box.

Plan this meeting for your own den

This plan does not know your Scouts. DenBuddy does: import your den from Scoutbook Plus and the planner starts from the requirements each Scout is actually missing, keeps the block times, and turns the agenda into the record sheet afterwards.

Plan Germs Alive! Create a free den

How the planner works

Youth protection is built in: Scouts have no accounts, check-in is done by a parent from a public link, and nothing DenBuddy does writes back to Scoutbook.

How youth data is handled

Questions about Germs Alive!

How many requirements does Germs Alive! have?

6. Each one is a single thing the Scout does. Check the current wording in the handbook or Scoutbook Plus before you sign anything off.

Is Germs Alive! required for Wolf?

No. Germs Alive! is a Wolf elective. A Scout needs the six required Wolf adventures plus at least two electives, and this one can be part of those two.

How long does Germs Alive! take?

The plan on this page runs 60 minutes and covers 6 of the 6 requirements. Most dens spend two meetings on an adventure, because somebody is always absent for the first one.

Can a Scout finish part of Germs Alive! at home?

Any of it can be. Nothing in Germs Alive! is marked as family-only work, so a Scout who misses the meeting can finish with a parent and you record it when the family tells you.

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Plan the meeting your den actually needs

Import your den from Scoutbook Plus, see who still needs what, and build the agenda from the gaps. One den is free, forever, and your Scoutbook records are never touched.

Free for one den. No credit card. Works with Scoutbook Plus.

Germs Alive! is a Scouting America adventure and the requirement text is theirs. The wording here is paraphrased for planning and may be behind the current handbook year, so use the official Wolf adventure page or Scoutbook Plus as the source of truth. The meeting plan is DenBuddy's own. DenBuddy is an independent tool and is not affiliated with or endorsed by Scouting America. Cub Scouts, Scoutbook and adventure names are trademarks of their respective owners.