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Orienteering Bingo

Each team has a 4-by-4 bingo card whose squares match controls on the map; the goal is to complete lines by visiting controls, choosing as a team which ones make sense based on distance. Students work on route planning, teamwork, and quick navigation.

PhaseMain activitie
Duration20 min
Ages12–14
SpaceOutdoor yard
EquipmentMaps, Control markers, Code cards, Pencil
IntensityHigh

How to play

  1. Set out 16 control markers around the playground, each with a code card, and make a 4-by-4 card where each square is a control; the square order changes on every card.
  2. Make teams of 4 with one map per student and one card and pencil per team; give them 2 minutes to decide which line to go after first.
  3. On the signal, students head out alone or in pairs to their chosen controls, write down the code, and return to their team base to cross it off.
  4. Each complete line, across, down, or diagonal, is worth 5 points and a full card adds 20 bonus points; the team shouts "bingo" and the teacher checks it.
  5. The game lasts 14 minutes; halfway through, give 1 minute to replan based on what is left.
  6. In the final 4 minutes, each team explains which way of splitting up the controls worked best.

Rules

Variations

Easier

Use a 3-by-3 card with closer, more visible controls.

Standard

A 4-by-4 card, 5-point lines, and 20 points for a full card.

Harder

Put the center squares' controls in the farthest area and make them count double in any line that uses them.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Make at least four different cards so teams do not all head to the same controls. Spread team bases apart so students do not collide on the way back.

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