Young
Camps & retreats
Getting started with Young
What the Young module covers, the words it uses, and how to find the same young person year after year.
Creating a camp
Record a venue, create a camp or a retreat, set the seats, fill in the practical details and publish the public page.
Registrations and payments
Register one young person or a whole family, take cash or card, check tickets at the gate and refund a seat.
Health form and parental authorisation
Have the family fill in the health form, follow what is missing, know who may read it, and what gets erased after the camp.
Camp teams
Split young people into teams, appoint a supervisor and a captain, print the lists, and why a past date can no longer be changed.
The activity program
Build a stay's program day by day, choose the family and the scoring mode, and what visitors see of it on the public page.
Recording attendance and points
Record arrivals and departures, note who collected whom, enter a team's points, and why all of it works without a network.
The camp scoreboard
Team standings and individual standings, the tie-break rules, the full-screen view for a hall, and why the scoreboard never leaves the console.
Bible Challenges during a camp
Attach a Bible Challenges game to an activity, let youths join with their ticket, chain tournament rounds, and push the scores into the scoreboard.
The checkpoint course
Place QR checkpoints in the field, print the sheet to cut out, follow the race live and push the result into the scoreboard.
The tournament
Draw the pools and the bracket, enter results at the touchline, declare a forfeit, and push the standings into the scoreboard.
The jury and the audience vote
Set the scoring grid, weight the criteria, open the audience vote by QR, and push the result into the scoreboard.
Sleeping arrangements
Create the rooms, put registrants in a bed, see at once who has none, and why mixing is the only rule that refuses.
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