Hiker's Code: Decide at Every Junction
Groups of five move around a course of junctions; at each one, a real hiking situation offers three choices that lead down different paths. The good choice follows the route; the bad one leads to a longer detour with an explanation.
How to play
- Setup and groups: the course has eight junctions, each with a card and three colored cones to head toward (3 min).
- Course at an easy jog: the group reads, agrees, and follows the chosen cone; detours add an extra lap and a card explaining why (10 min).
- Share the detours: each group tells about one they got wrong (4 min).
- Each group writes a new junction with three options, and another group tries it (8 min).
Rules
- The group moves together; no one heads for a cone until everyone has decided.
- At junctions, wait for the last person before reading.
- Jog without passing other groups in narrow sections.
- Leave the cards at their cone for the next group.
Variations
Easier
Four junctions, walking the course.
Standard
Eight junctions at an easy jog.
Harder
A time limit at each junction and a situation that builds on the previous one.
Adaptations
- Limited mobility: the course uses short detours, and they read the card to the group.
- Reading difficulties: picture cards, with someone else reading aloud.
- Students left out of decisions: the group must rotate who gives the final answer.
Learning goals
- Apply rules for behaving outdoors.
- Make safe decisions as a group.
- Explain the reasons behind a choice.
Equipment for a class of 25
- cones: 24
- situation cards: 16
Teacher tip
Good situations: livestock on the trail, a closed gate, a storm rolling in, a teammate with a blister, a shortcut off the trail, a loose dog, a spring with no drinking-water sign. Common mistake: letting the fastest runner decide; require agreement.
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