Swimmer I


  • Learn and recite seven safety rules for swimmers.
  • Hold your breath and duck your head under water for five seconds.
  • Demonstrate how to jump properly in water that is not over your head.
  • With your friends, play a water game in shallow water.
  • Hold on to the edge of the pool and demonstrate how to kick your feet properly. Demonstrate your ability to:
    • Float on your back
    • Swim underwater
  • Know where and when it is possible to swim without danger.


NOTE: The goal is to introduce the children to swimming and to help them get over any fear they may have.

  • Rules:
    • Do not swim without an adult present.
    • Do not run near water.
    • Do not dunk another person.
    • Do not push or shove another person.
    • Do not play in water over your head until you can swim well.
    • Do not depend on flotation devices; learn to swim.
    • Do not jump into water without knowing it is safe.
  • Along with the Adventurers, make a game of holding your breath and ducking your head under water. You may want to have them practice holding their breath out of the water first.
  • Teach the Adventurers to jump safely into water after the area is clear of rocks, other swimmers, etc.
  • Play a water game in which the Adventurers will get some water splashed on them without scaring them.
  • Show the children how to hold on to the edge of the pool or a paddle board while developing a proper and strong kick.
  • Demonstrate these to non-swimmers. Supervise their attempts. Never leave a non-swimmer to try these alone. Show the children how to push off, hold their breath, and kick under water.
  • Teach the Adventurers safety rules for where and when it is safe to swim. For example, never swim without an adult present; do not swim when it is stormy; never jump or dive into water without checking out the area first; swim only in clean pools, lakes, and rivers where it is safe and where you have permission to swim, etc.
Adventure Awards Book