Orienteering Memory: Matching Pairs at the Controls
Each of 16 numbered controls hides a picture, and teams figure out which controls make a pair by taking turns going to look. It's giant Memory where your memory leans on the map.
How to play
- Explanation: teams of 4 or 5, one map per team with numbered controls; each trip goes to two controls the team chooses (4 min).
- Game 1: the runner looks at the two pictures, comes back, and the team notes them on the map; then the next runner goes (12 min).
- Claims: each team tells the teacher its pairs ("3 and 11"); every correct pair is a point (4 min).
- Game 2 with new pictures and one more rule: nothing written down, everything remembered on the map (8 min).
- Wrap-up: what memory trick did each team use (2 min).
Rules
- Look at the cards without taking them or flipping them for other teams.
- One runner per team at a time; the next waits until they return.
- Wrong claim: the team's next trip is walked.
- Walk near the controls.
Variations
Easier
Eight controls (four pairs) close to base.
Standard
Sixteen controls (eight pairs) across the yard.
Harder
Pairs aren't identical but related (a symbol and its name, a piece of equipment and its sport).
Adaptations
- Limited mobility: act as the team's memory with the map and go to the accessible controls.
- Students with memory difficulties: may draw on the map throughout.
- Students with low vision: large high-contrast pictures and trips with a partner.
Learning goals
- Use the map to support memory.
- Move accurately to specific controls.
- Cooperate and share information within the team.
Equipment for a class of 25
- orienteering markers: 16
- picture cards: 32
- schoolyard maps: 6
- pencils: 6
Teacher tip
Clip each picture to the marker inside a plastic sleeve so it doesn't blow away. Bring a second set of pictures for game 2 and swap them while teams make their claims.
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