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Orienteering Race with a Real School Map

Partner orienteering race using a real map of the school, where pairs find 10–15 control markers and mark a control card. Students practice map reading, route decisions and teamwork.

PhaseMain activitie
Duration40 min
Ages16–18
SpaceField
EquipmentMaps, Control markers
IntensityModerate

How to play

  1. Review map reading: orient the map using school landmarks, the legend, the scale and control symbols (6 min).
  2. Form 12–13 pairs and give each a map and a control card; pairs start in waves every 30 seconds (4 min).
  3. Each pair moves around campus looking for the 10–15 controls marked on the map and records each control's code or punch on the card.
  4. Control order is free or fixed depending on the variation; the time limit is 20 minutes (20 min).
  5. At the finish, the teacher records the time and checks the card; each missing control adds a 2-minute penalty.
  6. Route analysis: each pair draws its route on the map and compares it with other pairs (10 min).

Rules

Variations

Easier

Short course with 6–8 controls in a fixed order in a smaller area.

Standard

Full course with 10–15 controls in any order.

Harder

Score-O: each control is worth points by difficulty and pairs have 20 minutes to score as many as possible.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Place the controls before class and take a photo of each one so you can check them later. Let the rest of the school know the schedule and the areas you'll be using.

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