Design and Test a Neighborhood Running Loop
Teams draw a running loop of about half a mile near school on a map, run it while tracking the real distance with a phone and score it for safety and comfort. Students practice planning their own exercise and continuous running.
How to play
- Set up 5 teams of 5; in 6 minutes they draw a loop they estimate at half a mile, starting at the school entrance.
- Conditions: no more than two crossings, wide sidewalks or paths, and one shady spot or water fountain.
- Each team runs its loop together at a conversational pace while one member tracks the distance with a phone (7 min).
- Back at school, they record real distance, time, crossings, surface and a 1 to 5 safety score.
- Swap maps and run another team's loop to test it (7 min).
- Share out (4 min): pick the two best loops for the class route bank.
Rules
- Teams come to a full stop before every crossing, even with a walk signal.
- Run no more than two abreast and yield to pedestrians.
- Only the measurer uses a phone, and never while crossing.
- Any loop with an unsafe section is thrown out.
Variations
Easier
Design the loop on school grounds and measure it with a tape.
Standard
Run a half-mile neighborhood loop tested by another team.
Harder
Design a 1-mile loop with two distance options and a rough elevation profile.
Adaptations
- Limited mobility: the student leads the design and checks the loop's accessibility at their own pace.
- Anxiety or autism: provide a written task list and a fixed role such as measurer.
- Lower fitness: alternate jogging and brisk walking while staying with the team.
Learning goals
- Design a safe running loop near school.
- Compare the distance estimated on the map with the real one.
- Apply pedestrian safety rules when running in town.
Equipment for a class of 25
- maps: 10
- smartphones: 5
- worksheets: 5
- markers: 5
Teacher tip
Mark the allowed area on the map to keep teams off busy roads. Teams usually underestimate distance, so use that to talk about map scale.
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