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Leader, Sweep, and Timekeeper: The Patrol on the Move

Patrols of five or six walk a loop around school grounds with hiking roles: leader, sweep, timekeeper, and head count. They practice how a group moves safely on a trip and how to handle small problems.

Illustration of the PE activity Leader, Sweep, and Timekeeper: The Patrol on the Move
PhaseMain activitie
Duration30 min
Ages12–14
SpaceField
Equipmentpinnies, Stopwatches, cones
IntensityModerate

How to play

  1. Hand out roles with pinnies: the leader sets the pace of the slowest walker, the sweep always goes last, the timekeeper tracks time and stops, and the counter counts the group at each junction (4 min).
  2. First walk around the loop with a stop at every junction: wait for the last person and count before moving on (8 min).
  3. Incidents: the teacher stops someone to tie a shoe or asks them to fall behind; the sweep must alert the group and the patrol must wait (8 min).
  4. Second walk with rotated roles and the challenge of arriving on the planned time without the group stretching more than ten meters (7 min).
  5. Quick review: which role was hardest and why (3 min).

Rules

Variations

Easier

A short loop with three junctions and two roles: leader and sweep.

Standard

Four roles and two walks with incidents.

Harder

Two incidents at once, and patrols that must coordinate on a shared section.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

If space is tight, use a loop around the edge of the grounds with cones as junctions. Common mistake: the leader speeds up to win; remind them success means arriving together.

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