First Aid Orienteering Course
In pairs, using a campus map, students find ten control markers, each with a first aid case and three answers. Each correct answer gives one letter of a secret word. It combines orienteering, running, and decision-making.
How to play
- Before class, place ten markers around campus, each with a scenario card (for example, 'A classmate burned a hand: A cool water, B ointment, C ice') and a letter next to each option.
- Briefing (4 min): reading the map, campus boundaries, return time, and the whistle signal to come back.
- Each pair gets a map with the markers and an answer sheet. Pairs start 20 seconds apart from different points.
- At each marker the pair reads the case, agrees on an answer, and writes down its letter. They have 20 minutes to visit as many as possible in any order.
- Back at base, pairs unscramble the letters: if all are correct they spell the secret word. One point is lost per minute late.
- Wrap-up (4 min): review the cases most pairs got wrong.
Rules
- Partners stay together and stay inside the marked boundaries.
- Don't move or hide the markers.
- Walk on stairs, in hallways, and near other groups.
Variations
Easier
Only six markers and cases with two options.
Standard
Ten markers with three options and a secret word.
Harder
Cases are linked: each answer tells you which marker to go to next.
Adaptations
- Limited mobility: a course with markers in accessible areas, scored on cases solved rather than speed.
- Visual impairment: a tactile or high-contrast map and a guiding partner.
- Fitness level: pairs choose a short or long course with a different number of markers.
Learning goals
- Navigate the campus independently with a map.
- Solve first aid cases under time pressure.
- Make shared decisions with a partner.
Equipment for a class of 25
- maps: 13
- control markers: 10
- scenario cards: 10
- worksheets: 13
Teacher tip
Design the cards so the secret word is on theme, such as LIFESAVERS. Station an adult in blind spots and count pairs out and back in.
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