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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.

Illustration of the PE activity Hiker's Code: Decide at Every Junction
PhaseMain activitie
Duration25 min
Ages12–16
SpaceOutdoor yard
Equipmentcones, Scenario cards
IntensityModerate

How to play

  1. Setup and groups: the course has eight junctions, each with a card and three colored cones to head toward (3 min).
  2. 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).
  3. Share the detours: each group tells about one they got wrong (4 min).
  4. Each group writes a new junction with three options, and another group tries it (8 min).

Rules

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

Learning goals

Equipment for a class of 25

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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