Journeys
Bring your Scouts on a Journey to discover their world, their planet, their own story, the outdoors, or STEM. Each Journey that your Scout takes is an in-depth exploration of a subject that is relevant to their world.
All troops may borrow Journey books from our Service Unit Library or purchase them from the Council store.
All troops may borrow Journey books from our Service Unit Library or purchase them from the Council store.
Daisies
It's Your World, Change It! Welcome to the Daisy Flower Garden ~
In Welcome to the Daisy Flower Garden, Daisies learn about the Girl Scout Promise and Law while planting a mini-garden, composting, or even talking to a beekeeper. Then they do a project using their new skills to help others or to improve their community.
It's Your Planet, Love It! Between the Earth and Sky ~
In the Between Earth and Sky Journey, Daisies learn about nature by visiting parks, farms, and zoos, talking to experts, or making origami butterflies. Then they take action to protect the Earth and help their communities by doing art projects, planting trees, or creating a garden.
It's Your Story, Tell It! 5 Flowers, 4 Stories, 3 Cheers for Animals! ~ By learning how to take care of animals, Daisies also learn to take care of themselves. On the 5 Flowers, 4 Stories, 3 Cheers for Animals! Journey, girls may visit a farm or a zoo, then share what they’ve learned in a puppet show, on a mural, or in a story they write themselves.
Outdoor ~
Daisies get outside to explore and enjoy nature. Explore the wonders of camping and learn how to make art outdoors. Earn the Buddy Camper badge, the Outdoor Art Maker badge, and a Take Action project.
Think Like a Citizen Scientist ~
Daisies will find out how scientists use the scientific method to investigate the world and make discoveries while doing hands-on activities to learn how to make observations and collect data. They will then take all that new information and complete a Take Action project.
Think Like a Programer ~
Daisies find out how programmers use computational thinking to solve problems. Daisies will do three computational thinking activities: Building a Foundation, Happy Maps, and Plant a Seed along with a Take Action project.
Think Like an Engineer ~
Daisies will find out how engineers use design thinking to solve problems. They will then do three hands-on design challenges: design and build a fairy house, a car powered by air, and a way to get across a canyon along with a Take Action project.
For more information on these Journeys, please click here.
It's Your World, Change It! Welcome to the Daisy Flower Garden ~
In Welcome to the Daisy Flower Garden, Daisies learn about the Girl Scout Promise and Law while planting a mini-garden, composting, or even talking to a beekeeper. Then they do a project using their new skills to help others or to improve their community.
It's Your Planet, Love It! Between the Earth and Sky ~
In the Between Earth and Sky Journey, Daisies learn about nature by visiting parks, farms, and zoos, talking to experts, or making origami butterflies. Then they take action to protect the Earth and help their communities by doing art projects, planting trees, or creating a garden.
It's Your Story, Tell It! 5 Flowers, 4 Stories, 3 Cheers for Animals! ~ By learning how to take care of animals, Daisies also learn to take care of themselves. On the 5 Flowers, 4 Stories, 3 Cheers for Animals! Journey, girls may visit a farm or a zoo, then share what they’ve learned in a puppet show, on a mural, or in a story they write themselves.
Outdoor ~
Daisies get outside to explore and enjoy nature. Explore the wonders of camping and learn how to make art outdoors. Earn the Buddy Camper badge, the Outdoor Art Maker badge, and a Take Action project.
Think Like a Citizen Scientist ~
Daisies will find out how scientists use the scientific method to investigate the world and make discoveries while doing hands-on activities to learn how to make observations and collect data. They will then take all that new information and complete a Take Action project.
Think Like a Programer ~
Daisies find out how programmers use computational thinking to solve problems. Daisies will do three computational thinking activities: Building a Foundation, Happy Maps, and Plant a Seed along with a Take Action project.
Think Like an Engineer ~
Daisies will find out how engineers use design thinking to solve problems. They will then do three hands-on design challenges: design and build a fairy house, a car powered by air, and a way to get across a canyon along with a Take Action project.
For more information on these Journeys, please click here.
Brownies
It's Your World, Change It! Brownie Quest ~ Girls learn how to take care of themselves, their families, their Girl Scout sisters, and their community in the Brownie Quest Journey. Together they read to younger kids, promote healthy eating, or choose a project that improves the lives of their neighbors.
It's Your Planet, Love It! WOW! Wonders of Water ~ Visiting lakes, learning about water quality, or hearing from experts are on the agenda for Brownies on the WOW! Wonders of Water Journey. They put theory into practice by making informative posters, promoting recycling at school, or planting low-water gardens.
It's Your Story, Tell It! A Wold of Girls ~ In A World of Girls, Brownies discover different cultures around the world and see how storytelling can inspire us to help others. Then girls may team up to tell their own stories through theater, crafts, painting, or even by developing their own advertising.
Outdoor ~
Brownies will deepen their outdoor skills when they earn your Brownie First Aid, Hiker badger, and Cabin Camper badges. They will then plan a Take Action project that helps others.
Think Like a Citizen Scientist ~
Brownies will find out how citizen scientists make observations, collect data, and work with scientists to receive feedback on research. They will then do three citizen science activities: sharpen your observation skills through two observation games and a SciStarter project. Brownies will then finish the Journey with a Take Action project.
Think Like a Programer ~
Brownies will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: find out about paper programming; create a functional suncatcher to explore algorithms, variables, and functions; and create a personal innovation to discover rapid prototyping. Brownies will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Brownies will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build an assistive device, a water collection device, and a device that can launch a ball across a room. Brownies will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
It's Your World, Change It! Brownie Quest ~ Girls learn how to take care of themselves, their families, their Girl Scout sisters, and their community in the Brownie Quest Journey. Together they read to younger kids, promote healthy eating, or choose a project that improves the lives of their neighbors.
It's Your Planet, Love It! WOW! Wonders of Water ~ Visiting lakes, learning about water quality, or hearing from experts are on the agenda for Brownies on the WOW! Wonders of Water Journey. They put theory into practice by making informative posters, promoting recycling at school, or planting low-water gardens.
It's Your Story, Tell It! A Wold of Girls ~ In A World of Girls, Brownies discover different cultures around the world and see how storytelling can inspire us to help others. Then girls may team up to tell their own stories through theater, crafts, painting, or even by developing their own advertising.
Outdoor ~
Brownies will deepen their outdoor skills when they earn your Brownie First Aid, Hiker badger, and Cabin Camper badges. They will then plan a Take Action project that helps others.
Think Like a Citizen Scientist ~
Brownies will find out how citizen scientists make observations, collect data, and work with scientists to receive feedback on research. They will then do three citizen science activities: sharpen your observation skills through two observation games and a SciStarter project. Brownies will then finish the Journey with a Take Action project.
Think Like a Programer ~
Brownies will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: find out about paper programming; create a functional suncatcher to explore algorithms, variables, and functions; and create a personal innovation to discover rapid prototyping. Brownies will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Brownies will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build an assistive device, a water collection device, and a device that can launch a ball across a room. Brownies will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
Juniors
It's Your World, Change It! Agent of Change ~ As they explore their own talents and learn about women who have made the world better, Juniors following the Agent of Change Journey also discover the benefits of teamwork—whether it’s talking about energy use, helping a local food bank, or using their unique talents in other ways.
It's Your Planet, Love It! GET MOVING! ~ Energy use is the topic when Juniors on the GET MOVING! Journey go for nature walks, interview power-use experts, or conduct energy audits of local buildings. They take action by launching carpools, working to dim the lights on city buildings, or promoting energy savings at school.
It's Your Story, Tell It! aMUSE ~ Exploring new roles and busting stereotypes are just two of the activities Juniors enjoy on the aMUSE Journey. Whether it’s role-playing, speaking to actors about their characters, or starting a “mix-it-up” day to meet new classmates, girls develop increased confidence and inspire others.
Outdoor ~
Juniors will deepen their outdoor skills when they earn their Animal Habitat, Camper, and Eco Camper badges. They will then plan a Take Action project that helps make your favorite park, beach, or forest a better place for everyone.
Think Like a Citizen Scientist ~
Juniors will fnd out how citizen scientists make observations, collect data, and work with scientists to receive feedback on research. They will do three citizen science activities: sharpen your observation skills through 2 observation games and a SciStarter project. Juniors will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Juniors will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: create algorithms to make images with tangrams; create mad libs and craft suncatchers to learn more about algorithms, abstraction, functions, and variables; and create a personal innovation to discover rapid prototyping. Juniors will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Juniors will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build a paper structure that can support the weight of heavy books, an emergency shelter, and a prototype of a structure that can withstand an earthquake’s shaking. Juniors will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
It's Your World, Change It! Agent of Change ~ As they explore their own talents and learn about women who have made the world better, Juniors following the Agent of Change Journey also discover the benefits of teamwork—whether it’s talking about energy use, helping a local food bank, or using their unique talents in other ways.
It's Your Planet, Love It! GET MOVING! ~ Energy use is the topic when Juniors on the GET MOVING! Journey go for nature walks, interview power-use experts, or conduct energy audits of local buildings. They take action by launching carpools, working to dim the lights on city buildings, or promoting energy savings at school.
It's Your Story, Tell It! aMUSE ~ Exploring new roles and busting stereotypes are just two of the activities Juniors enjoy on the aMUSE Journey. Whether it’s role-playing, speaking to actors about their characters, or starting a “mix-it-up” day to meet new classmates, girls develop increased confidence and inspire others.
Outdoor ~
Juniors will deepen their outdoor skills when they earn their Animal Habitat, Camper, and Eco Camper badges. They will then plan a Take Action project that helps make your favorite park, beach, or forest a better place for everyone.
Think Like a Citizen Scientist ~
Juniors will fnd out how citizen scientists make observations, collect data, and work with scientists to receive feedback on research. They will do three citizen science activities: sharpen your observation skills through 2 observation games and a SciStarter project. Juniors will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Juniors will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: create algorithms to make images with tangrams; create mad libs and craft suncatchers to learn more about algorithms, abstraction, functions, and variables; and create a personal innovation to discover rapid prototyping. Juniors will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Juniors will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build a paper structure that can support the weight of heavy books, an emergency shelter, and a prototype of a structure that can withstand an earthquake’s shaking. Juniors will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
Cadettes
It's Your World, Change It! aMAZE! The Twists and Turns of Getting Along ~ Developing healthy relationships, navigating cliques, and moving beyond stereotypes are major themes in aMAZE! The Twists and Turns of Getting Along. Cadettes team up on projects with younger girls, senior citizens, or classmates to share their new friendship-building skills.
It's Your Planet, Love It! Breathe! ~ A wind farm, an environmental scientist, or experiments using wind teach girls about the air we breathe. Cadettes can work together to complete their Breathe! Journey by planting an indoor garden, campaigning against smoking, or pushing for clean-air initiatives in their community.
It's Your Story, Tell It! 5MEdia ~ Taking a critical look at media from movies to music to TV, Cadettes learn how to reshape negative messages into positive ones. As they continue on the MEdia Journey, they may re-write hurtful song lyrics, start a blog about movies, or use social media to combat stereotypes.
Outdoor ~
Cadettes will deepen their outdoor skills when they earn your Night Owl, Trailblazing, and Primitive Camper badges. They will then finish a Take Action project that helps make your favorite park, beach, or forest a better place for everyone.
Think Like a Citizen Scientist ~
Cadettes will find out how citizen scientists make observations, collect data, and help scientists conduct scientific research. They will then do three citizen science activities: make observations about your environment, create a community field guide, and a SciStarter project. Cadettes will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Cadettes will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: categorize various objects as “Computer” or “Not a Computer” to explore the four tasks that define a computer, create a card-sorting algorithm to learn about processing, and design technology that will best meet a user’s needs using user-centered design. Cadettes will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Cadettes will find out how engineers use design thinking to solve problems. They will the do three design thinking activities: design and build prototypes of a life vest for a dog, a model camp cabin inspired by nature, and a prosthetic leg for an elephant. Cadettes will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
It's Your World, Change It! aMAZE! The Twists and Turns of Getting Along ~ Developing healthy relationships, navigating cliques, and moving beyond stereotypes are major themes in aMAZE! The Twists and Turns of Getting Along. Cadettes team up on projects with younger girls, senior citizens, or classmates to share their new friendship-building skills.
It's Your Planet, Love It! Breathe! ~ A wind farm, an environmental scientist, or experiments using wind teach girls about the air we breathe. Cadettes can work together to complete their Breathe! Journey by planting an indoor garden, campaigning against smoking, or pushing for clean-air initiatives in their community.
It's Your Story, Tell It! 5MEdia ~ Taking a critical look at media from movies to music to TV, Cadettes learn how to reshape negative messages into positive ones. As they continue on the MEdia Journey, they may re-write hurtful song lyrics, start a blog about movies, or use social media to combat stereotypes.
Outdoor ~
Cadettes will deepen their outdoor skills when they earn your Night Owl, Trailblazing, and Primitive Camper badges. They will then finish a Take Action project that helps make your favorite park, beach, or forest a better place for everyone.
Think Like a Citizen Scientist ~
Cadettes will find out how citizen scientists make observations, collect data, and help scientists conduct scientific research. They will then do three citizen science activities: make observations about your environment, create a community field guide, and a SciStarter project. Cadettes will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Cadettes will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: categorize various objects as “Computer” or “Not a Computer” to explore the four tasks that define a computer, create a card-sorting algorithm to learn about processing, and design technology that will best meet a user’s needs using user-centered design. Cadettes will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Cadettes will find out how engineers use design thinking to solve problems. They will the do three design thinking activities: design and build prototypes of a life vest for a dog, a model camp cabin inspired by nature, and a prosthetic leg for an elephant. Cadettes will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
Seniors
It's Your World, Change It!
GIRLtopia ~ In GIRLtopia girls develop their own vision of an ideal world and acquire the skills to make it a reality. By exploring women in history, interviewing inspiring mentors, or creating a short film, Seniors learn real-life lessons while building a brighter future.
It's Your Planet, Love It!
Sow What? ~ The Sow What? Journey is all about food—how and where it’s grown, harvested, processed, distributed, and consumed—and why it matters. Seniors share their knowledge and host a farmers market, inspire others to eat locally, or plan a community vegetable garden.
It's Your Story, Tell It! ~
Mission: Sisterhood! ~ The powerful benefits of strong, healthy relationships are explored on the Mission: Sisterhood! Journey. Seniors may role-play friendship scenarios, organize a “Girl Power” film club at school, or host a mixer where girls can meet, share stories, and make lifelong connections.
Outdoor ~
Seniors will then deepen your outdoor skills when you earn your Adventurer, Senior First Aid, and Adventure Camper badges. They will plan a Take Action project that helps make your favorite park, beach, or forest a better place for everyone.
Think Like a Citizen Scientist ~
Seniors will find out how citizen scientists make observations, collect data, and help scientists conduct scientific research. They will then do three citizen science activities: make observations about your environment, design a way to test a hypothesis, and a SciStarter project. Seniors will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Seniors will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: create rules for how to stack cards to share messages and learn about encoding information, develop an algorithm for building a simple block arrangement, and test whether an app will meet a user’s needs to explore user-centered design. Seniors will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Seniors will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build prototypes of a can holder that isn't harmful to animals, a kinetic sculpture, and an assistive device for the elderly. Seniors will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
It's Your World, Change It!
GIRLtopia ~ In GIRLtopia girls develop their own vision of an ideal world and acquire the skills to make it a reality. By exploring women in history, interviewing inspiring mentors, or creating a short film, Seniors learn real-life lessons while building a brighter future.
It's Your Planet, Love It!
Sow What? ~ The Sow What? Journey is all about food—how and where it’s grown, harvested, processed, distributed, and consumed—and why it matters. Seniors share their knowledge and host a farmers market, inspire others to eat locally, or plan a community vegetable garden.
It's Your Story, Tell It! ~
Mission: Sisterhood! ~ The powerful benefits of strong, healthy relationships are explored on the Mission: Sisterhood! Journey. Seniors may role-play friendship scenarios, organize a “Girl Power” film club at school, or host a mixer where girls can meet, share stories, and make lifelong connections.
Outdoor ~
Seniors will then deepen your outdoor skills when you earn your Adventurer, Senior First Aid, and Adventure Camper badges. They will plan a Take Action project that helps make your favorite park, beach, or forest a better place for everyone.
Think Like a Citizen Scientist ~
Seniors will find out how citizen scientists make observations, collect data, and help scientists conduct scientific research. They will then do three citizen science activities: make observations about your environment, design a way to test a hypothesis, and a SciStarter project. Seniors will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Seniors will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: create rules for how to stack cards to share messages and learn about encoding information, develop an algorithm for building a simple block arrangement, and test whether an app will meet a user’s needs to explore user-centered design. Seniors will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Seniors will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build prototypes of a can holder that isn't harmful to animals, a kinetic sculpture, and an assistive device for the elderly. Seniors will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
Ambassadors
It's Your World, Change It!
Your Voice, Your World: The Power of Advocacy ~ Communication takes the stage in Your Voice, Your World: The Power of Advocacy. Girls spot problems, find solutions, and take action. Whether it’s making presentations, using social media, or lobbying government, Ambassadors raise their collective voices to make positive change.
It's Your Planet, Love It!
Justice ~ By identifying global environmental issues and creating their own vision for change, Ambassadors on the Justice Journey work together to address food and land-use issues, improve food delivery systems, fight hunger in developing nations, or rediscover healthy eating traditions.
It's Your Story, Tell It! ~
BLISS: Live It! Give It! ~ Dreams do come true, especially for Ambassadors and the girls and women they inspire. On the BLISS: Live It! Give It! Journey girls may work with aspiring artists, meet successful athletes, or create a college exploration workshop to help others make their dreams a reality.
Outdoor ~
Ambassador will deepen their outdoor skills when they earn their Outdoor Art Master, Water, and Survival Camper badges. They will then plan a Take Action project that helps people.
Think Like a Citizen Scientist ~
Ambassadors will find out how citizen scientists make observations, collect data, and help scientists conduct scientific research. They will then do three observation sessions of a citizen science project from SciStarter. Ambassadors will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Ambassadors will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: build a message-sending machine out of everyday objects to learn about binary, develop an algorithm to find the smallest playing card in a row of cards, and design an app that solves a problem for others to explore user-centered design. Ambassadors will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Seniors will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build prototypes of a can holder that isn't harmful to animals, a kinetic sculpture, and an assistive device for the elderly. Seniors will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
It's Your World, Change It!
Your Voice, Your World: The Power of Advocacy ~ Communication takes the stage in Your Voice, Your World: The Power of Advocacy. Girls spot problems, find solutions, and take action. Whether it’s making presentations, using social media, or lobbying government, Ambassadors raise their collective voices to make positive change.
It's Your Planet, Love It!
Justice ~ By identifying global environmental issues and creating their own vision for change, Ambassadors on the Justice Journey work together to address food and land-use issues, improve food delivery systems, fight hunger in developing nations, or rediscover healthy eating traditions.
It's Your Story, Tell It! ~
BLISS: Live It! Give It! ~ Dreams do come true, especially for Ambassadors and the girls and women they inspire. On the BLISS: Live It! Give It! Journey girls may work with aspiring artists, meet successful athletes, or create a college exploration workshop to help others make their dreams a reality.
Outdoor ~
Ambassador will deepen their outdoor skills when they earn their Outdoor Art Master, Water, and Survival Camper badges. They will then plan a Take Action project that helps people.
Think Like a Citizen Scientist ~
Ambassadors will find out how citizen scientists make observations, collect data, and help scientists conduct scientific research. They will then do three observation sessions of a citizen science project from SciStarter. Ambassadors will then finish the Journey with a Take Action project.
Think Like a Programmer ~
Ambassadors will find out how programmers use computational thinking to solve problems. They will then do three computational thinking activities: build a message-sending machine out of everyday objects to learn about binary, develop an algorithm to find the smallest playing card in a row of cards, and design an app that solves a problem for others to explore user-centered design. Ambassadors will then finish the Journey with a Take Action project.
Think Like an Engineer ~
Seniors will find out how engineers use design thinking to solve problems. They will then do three design thinking activities: design and build prototypes of a can holder that isn't harmful to animals, a kinetic sculpture, and an assistive device for the elderly. Seniors will then finish the Journey with a Take Action project.
For more information on these Journeys, please click here.
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Source: SU617 leadership and GSUSA website
Updated September 2019
Updated September 2019