Sea Scout Academy

Lesson Plan

ORD-7 Boat Handling

This and other plans are for Sea Scout and leaders to teach maritime and leadership skills. They are based on the 2010 Sea Scout Manual and requirements. Some lessons have an accompanying PowerPoint presentation. I consider PowerPoint an introduction the topic, to be followed by hands-on practice. Several lessons will not have PowerPoint, usually because it is my judgement that PowerPoint is not an appropriate aid to teaching that lesson. Lesson plans and presentations will be added and modified when ready.

Each plan and presentation has the rank, requirement number and short name. LP means lesson plan, PPT means PowerPoint. APP means Apprentice, the number is the number of the requirement. ORD = Ordinary. ABL = Able. QM = Quartermaster. There are a few miscellaneous items as well.

I created these lesson plans primarily for the Houston area Sea Scout Academy. However, I hope that they are also useful for other Sea Scout situations and venues. So, I expect everyone using the lesson plans to modify them to fit their audience and their style. There are also other resources in the DVD with the Sea Scout Manual, and on www.seascout.org.

I invite comments from those that use these lesson plans, so we can have continuous improvement. If you are aware of a better example, or a great illustration that is not in them, please send them to me for inclusion. Especially, if I miss applying a change from the Sea Scout Manual, Guide to Safe Scouting, or a Coast Guard publication, please contact me so we can keep these current and accurate.

You may contact me at or .

George Crowl; Skipper, Ship 1996; Sam Houston Area Council

Philosophy: Sea Scout Academy’s primary purpose is to teach the material to the Sea Scout. If the Sea Scout demonstrates mastery of parts of the subject, then the instructor should annotate on the class roster what has been passed, in the instructor’s opinion. Skippers have the right to re-examine any Sea Scout in any requirement.

Requirements: 7. Boat Handling:

  1. Name the principal parts of a typical sailboat and a runabout.
  2. Name the principal parts of the masts, booms, spars, standing and running rigging, and sails of a gaff- or Marconi-rigged sloop, schooner, and ketch or yawl.
  3. Describe the identifying characteristics of a sloop, ketch, yawl, cutter, and schooner.

d.  Demonstrate your ability to handle a rowboat by doing the following: row in a straight line for a quarter mile, stop, make a pivot turn, return to the starting point and backwater in a straight line for 50 yards/meters. Make a turn and return to the starting point.

Reference: "Parts of a Boat" on pages 125-7, "Types of Sailing Craft" on pages 128-130, “Rowing” on pp. 145-6, "Rowing" merit badge pamphlet.

Equipment Required: This course is designed to be given in the marina and/or on the water where a number of different kinds of vessels are visible. In warm weather, a Sunfish or day sailer should be available, as well as larger boats. In cold weather, it will be necessary to use large sloops and look for other varieties. If not available, use the illustrations in the SSM. For 7d, several rowboats and sets of oars, and lifejackets.

Ratio: 1:8 Instructor:Student.

Lesson Plan: If conducting this course on a large sloop in conjunction with a sailing exercise, the instructor for this lesson can conduct it while the other lesson’s practical exercise is being done, and on shore in the marina. Sit on the foredeck and discuss the items below, or walk the marina. Depending on the situation, the class may be broken into two or more groups, or kept together.

Find out what the principal vessels used by the Sea Scouts are. Adapt your discussion.

Point out the various boat types in real life, and if necessary in the book. Ask what the distinguishing characteristics are.

7a. Name the principal parts of a typical sailboat and a runabout.

Have the students point out all the vessel parts they know, identify the remainder to them.

Principal parts: Depends, but

Bow

Stern

Port

Starboard

Hull

Freeboard

Draft

Keel

Above are listed in the book. Also reference p. 127, outboard boat illustration.

7b. Name the principal parts of the masts, booms, spars, standing and running rigging, and sails of a gaff- or Marconi-rigged sloop, schooner, and ketch or yawl. (Reference pp. 126-7)

Transom

Rudder

Tiller/Wheel

Engine

Cockpit

Cabin

Mast(s)

Forestay

Backstay

Shrouds

Boom

Mainsail

Jib/Genoa

7c. Describe the identifying characteristics of a sloop, ketch, yawl, cutter, and schooner.

Identifying characteristics: (pp. 128-130)

(Catboat) - One mast, one sail, mast normally a little further forward

Sloop - one mast, main and foresail (jib/genoa)

Cutter - one mast, two foresails

Yawl - two masts, shorter stepped aft of rudder post, smaller sail.

Ketch - two masts, shorter stepped forward of rudder post, larger sail.

Schooner - two masts or more, aft mast normally higher, two foresails, often lateen or square rig on masts

Have the students identify all the different vessels they can see on the water or in the marina. Identify the remainder in the book. Point out the identifying characteristics.

Following vessels may be in sight. While not a requirement, it should be educational to point out any that are visible.

Canoe - usually 14-18’, no keel, upturned ends, paddled, unstable

Catamaran - two hulls

Dinghy - small rowboat/power, square back

Dory - double ended, deep, rowed, fishing

Kayak - sit inside, decked over, double bladed paddle, usually single

Motor cruiser - no sails, flatish bottom, windscreen for pilot

Motor lifeboat - open, high sides, large capacity, “Jolly”

Motor sailer - characteristics of sloop and motor cruiser

Motor whaleboat -

Pram - flat bottom, mid thwart, some taper, blunt ends

Pulling whaleboat - double ended, multi-crew rowing boat

Punt - flat bottom, square, poled

Runabout - open cockpit, outboard or I/O, 15-25’

Self-bailing surfboat - double ended, designed for surf, inner flotation

Skiff - square stern, 2-4 oarlocks, 2-3 thwarts

Trimaran - three hulls, one more than catamaran

7d. Demonstrate your ability to handle a rowboat by doing the following: row in a straight line for a quarter mile, stop, make a pivot turn, return to the starting point and backwater in a straight line for 50 yards/meters. Make a turn and return to the starting point.

Find out how much rowing experience the students have.

Teach the basic rowing stroke, including feathering the oars if the oarlocks allow.

Discuss ways of maintaining direction, stopping, reversing, and turning the rowboat.

Allow the students to practice under supervision.

  1. In the Beginning…
  2. OG the caveman and his log – able to move directly against the wind.
  3. Rowing History -

Phonecians – triremes

Vikings – longships

Sailing warships - sweeps

Small craft – ship’s boats, fishing boats, etc

Competitive rowing – racing (sliding seat sculls & shells).

  1. The paddle vs the oar.
  2. Face forward to paddle – many types of strokes required for maneuvering.
  3. Face backward and row –
  4. Simple machine: lever and fulcrum - mechanical advantage
  5. Advantages / disadvantages
  6. More muscles used – more power, more endurance, less fatigue.
  7. Balanced propulsion – easier steering
  8. Increased maneuverability
  9. Facing the wrong way!
  10. Harder to master – especially the oarlock
  11. Difficult docking alongside
  12. Parts of the system:
  13. oar (handle, loom, throat, blade, tip)
  14. oarlocks (thole pins, closed ring, open with pin, open)
  15. The Rowing Stroke: (it’s all in the back & wrist)
  16. Catch – handle & wrist up (2/3 blade in the water)
  17. Pull – handle fwd
  18. Feather – handle & wrist down to lift oar
  19. Recovery – handle aft to start position
  20. Basic oar commands:
  21. Out oars (Oars)
  22. Give way
  23. Hold water
  24. Backwater
  25. Boat oars

Direct each youth in turn to row as directed by an instructor in the boat. Have each youth after rowing give directions to another youth using rowing commands.

Set buoys to maneuver around and a stake to mark the landing point. Each youth should maneuver around the buoys and attempt to land ashore at the stake by giving rowing commands to another rower.