Designing an Orienteering Course for Elementary Students
In groups, students design a six-control orienteering course on school grounds for 9- and 10-year-olds: they pick safe spots, draw the map and place markers. Another group tests it and suggests improvements.
How to play
- Present the criteria: controls easy to see and always within an adult's view, no stairs or traffic areas, 20 to 50 m (20 to 55 yd) between controls and a target time of 8 to 12 minutes for a child (3 min).
- In groups of 5, each group gets a map of the school grounds and marks six numbered controls with a legend and a secret letter for each marker (7 min).
- They place the markers with their letters and check them against the map (5 min).
- Cross-test: each group runs another group's course in pairs, writing the letters on the card; the designers keep time (8 min).
- Improve: testers hand over a form with three questions: could you see the markers? was the map clear? was the distance right for a child? The designing group corrects its map (4 min).
- The designing group picks up its markers and leaves the final map ready for the elementary event (3 min).
Rules
- No controls outside the marked school boundaries.
- During the test, run only in open areas and walk at corners and in hallways.
- Markers are placed without climbing walls, trees or fences.
- Safety: always go out and come back in pairs.
Variations
Easier
Four-control course on a map already drawn by the teacher.
Standard
Six controls designed, placed, tested and corrected.
Harder
Design a second version with photos for younger kids.
Adaptations
- Limited mobility: the course is designed to be accessible for their wheelchair or crutches, and they validate it as lead tester.
- Visual impairment: tactile map made with string and stickers, and sound markers with jingle bells.
- Advanced students: must include a route-choice leg and justify which route is fastest.
Learning goals
- Design an orienteering course suited to the participants' age.
- Represent locations on school grounds accurately on a map.
- Improve a design based on user feedback.
Equipment for a class of 25
- maps: 10
- control markers: 30
- cards: 12
- markers: 5
- worksheets: 5
- stopwatches: 5
Teacher tip
Review the maps before the real event: the usual mistake is hiding controls too well.
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