Adapted TrailO: Map Precision Without Running
A school version of precision orienteering (TrailO): from a fixed decision point, students look at several markers and decide which one exactly matches the center of the circle on the map, or whether none does. Speed doesn't count, and the format was designed so people with limited mobility can compete on equal terms.
How to play
- Explain: view from the decision point without leaving the path; each cluster has markers lettered A and up, and 'none' (zero) can be the answer (4 min).
- Pairs visit six decision points with 3–4 markers each, writing down their answer and a short reason (14 min).
- Timed control: two points with a 30-second limit to answer, like the timed stations in TrailO (4 min).
- On-site check: visit each point and explain which map detail gave the answer away (4 min).
- Reflection: the benefits of a format where everyone competes under the same rules, with or without a wheelchair (4 min).
Rules
- Answers are given only from the marked decision point, without walking up to the markers.
- No sharing answers with other pairs.
- Walk; running gives no advantage.
- 'None' is a valid answer and is sometimes correct.
Variations
Easier
Three markers per point with clear differences between them.
Standard
3–4 markers per point, including some 'none' answers.
Harder
Markers close together, only a few meters off the mapped feature.
Adaptations
- Limited mobility: participates on fully equal terms, which is the whole point of this format.
- Visual impairment: a partner describes the scene and the student decides using an enlarged map and the description.
- Hearing impairment: start and time limit are signaled visually by the timer.
Learning goals
- Read the map precisely and match it to terrain at a distance.
- Get to know an inclusive orienteering discipline.
- Justify decisions with specific map details.
Equipment for a class of 25
- cones: 24
- letter cards: 24
- school maps: 30
- answer sheets: 15
- pencils: 15
- stopwatches: 2
Teacher tip
Set up the points before class with cones and A–D cards, each a few meters from a different feature (wall corner, lamppost, tree). The typical mistake is picking the most visible marker instead of the one that fits the circle's center.
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