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Memory Sketch Map: Draw It, Then Run It

In pairs, one student studies the course map for a limited time, comes back to base, and describes it to the partner, who draws it; then they run the course together using the sketch. Students practice visual memory, precise communication, and map reading.

PhaseMain activitie
Duration25 min
Ages12–14
SpaceOutdoor yard
EquipmentMaps, Sheets of paper, Pencil, Control markers
IntensityModerate

How to play

  1. Set the map with a 6-control course on a table 20 yards from the pairs' base; each pair has a sheet of paper and a pencil.
  2. The memorizer runs to the table, studies the map for 30 seconds, comes back, and describes what they remember for 1 minute while the drawer sketches it.
  3. The pair can make up to four trips to the table, switching roles halfway; this phase takes about 7 minutes.
  4. Using their sketch, the pair heads out to find the 6 controls and records the codes; they have 8 minutes.
  5. When they get back, they compare their sketch with the original map and mark in red anything missing or misplaced.
  6. If there is time, run a second 6-minute round with a different course and roles switched; in the last minute, collect the controls.

Rules

Variations

Easier

The original map shows only 4 controls, and students get 45 seconds to study it.

Standard

Six controls, 30 seconds to study, and four trips.

Harder

Allow only two trips, and the sketch must include an approximate scale and north.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Suggest memorizing the overall shape of the course first and the details of each control after. Set up several tables with copies of the map so there are no lines.

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