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Introduction |
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Day 1Listen to "Clifford the Fire House Dog" at the listening center. |
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Then draw 4 things you should not play with that may cause a fire. |
Day 2
Click on the phone to learn how and why you should call 911. |
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Evaluation
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Draws 1 item that may cause a fire. Knows the number to call for an emergency. Does not have an escape plan. Does not take the Jr. Fire Marshal test. |
Draws 2-3 items that may cause a fire. Knows the number to call for an emergency and how to dial it. Has an escape plan with 1 way out. Does not pass the Jr. Fire Marshal test. |
Draws 4 items that may cause a fire. Knows the number to call for an emergency, how to dial it and their address. Has an escape plan with 2 ways out. Passes and receives a Jr. Fire Marshal Certificate. |
6
or less |
7-9
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10-12
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