Course Controller: Check Another Team's Course
Each group acts as controller, the official who checks the course setter's work at a meet: they get a course with three hidden errors, check it on paper and on the ground, and write a report. It builds critical analysis of a course and respectful communication.
How to play
- Explain the role and the checklist: control where the map says, unique codes, correct numbering, minimum distance between controls, safe legs (5 min).
- Paper check of the course received (7 min).
- Field check on foot, control by control (12 min).
- Report and corrections on the map with a marker (6 min).
- Each group takes one minute to present the errors found and how they'd fix them (5 min).
Rules
- Check on foot without moving markers; corrections go on the map.
- Describe each error with facts: what, where and why it's a problem.
- Nobody enters off-limits areas to check a leg.
- The group stays together.
Variations
Easier
Courses with two obvious errors and a checklist with hints.
Standard
Three hidden errors per course.
Harder
Besides the errors, suggest an improvement for a boring leg.
Adaptations
- Limited mobility: check on paper and rate the accessibility of each leg with the group.
- Autistic students: the code-checking role with the checklist, a concrete, orderly task.
- Students with reading difficulties: a checklist with icons.
Learning goals
- Analyze a course using objective criteria.
- Communicate errors respectfully and usefully.
- Understand what makes a course fair and safe.
Equipment for a class of 25
- schoolyard maps: 8
- orienteering markers: 24
- checklists: 8
- markers: 8
Teacher tip
Works best after a course-setting lesson. Prepare four courses with different errors (shifted control, repeated code, a leg through an off-limits area, two controls two meters apart) and make copies.
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