Electric Maze: Find the Hidden Path
A grid marked on the floor hides a secret path that only the map keeper knows. The group must discover it by stepping one square at a time and remembering mistakes, which builds group memory, communication and decision-making.
How to play
- Use masking tape to mark 4 grids of 5 x 6 squares, each about 20 inches. Give each map keeper a card showing a path of connected squares from one side to the other (3 min).
- Make 4 groups of 6 with one keeper each. Explorers enter one at a time and step to a neighboring square, diagonals included.
- If the square is right, the keeper stays silent; if not, the keeper says "Beep," the explorer steps out the same way and the next one enters.
- Each group has 4 minutes to get all members across. Stepping on a square that has already beeped adds a 10-second penalty.
- Play 3 rounds with different maps and rotating keepers; between rounds, take 1 minute to agree on how to remember the squares (12 minutes total).
- Wrap-up: each group explains the system it used to avoid repeating mistakes (2 min).
Rules
- Only one person is on the grid at a time.
- While someone explores, the others may point but not talk.
- The keeper gives no hints through gestures.
- Safety: walk, don't jump, on the grid.
Variations
Easier
A 4 x 5 grid, and talking is allowed at all times.
Standard
A 5 x 6 grid, silence while exploring and a penalty for repeated mistakes.
Harder
The path includes a required backward step, and pointing is not allowed.
Adaptations
- Limited mobility: the student is the keeper, or use bigger squares for moving with a mobility aid.
- Visual impairment: a partner guides by voice between turns, and the beep comes with a tap.
- Memory difficulties: in the easy version, the group may leave a beanbag on correct squares.
Learning goals
- Build group memory through trial and error.
- Share precise information without words.
- Make joint decisions about the next step.
Equipment for a class of 25
- masking tape: 4
- task cards: 12
- stopwatch: 4
Teacher tip
Design paths of 10 to 14 squares with a sideways turn so they aren't obvious. Remind keepers that their job is to be fair and silent.
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