Street-O with Question Controls
Just like real street orienteering, there are no flags: each control on the map is a street feature with a question that can only be answered on site. Groups of three choose which controls to visit within a time limit, practicing map reading, route choice and endurance.
How to play
- Before class, mark 15 controls on a neighborhood map (a fountain, a plaque, a bench) with one question each, such as "What number is on the light pole?"
- Form groups of three and explain scoring (3 min): 10 points for nearby controls, 20 for middle and 30 for far.
- Groups get 2 minutes to study the map and plan a route before the start.
- Mass start: they have 18 minutes to visit any controls they choose and write answers on the worksheet.
- Every minute late at the finish costs 10 points; a wrong answer scores nothing.
- Review together (5 min): each group traces its route on the map and compares choices.
Rules
- Groups stay together and cross only at crosswalks.
- No entering stores, lobbies or private property.
- No asking other teams for answers or looking them up on a phone.
- The playing area is marked on the map, and leaving it disqualifies the group.
Variations
Easier
Play on school grounds with 10 controls and 12 minutes.
Standard
Play in a marked neighborhood area with 15 controls worth three values and 18 minutes.
Harder
Use a map without street names and questions with two very similar trick options.
Adaptations
- Limited mobility: mark accessible controls, and the student's group gets 5 extra minutes.
- Autism or anxiety: provide a printed suggested route as support.
- Lower fitness: the student may choose only 10- and 20-point controls at a brisk walk.
Learning goals
- Read a street map to locate specific features.
- Choose the highest-scoring route for the time available.
- Move around town independently and safely.
Equipment for a class of 25
- maps: 9
- worksheets: 9
- pens: 9
- stopwatch: 1
Teacher tip
Check every answer the same day, since a removed sign ruins a control. Stand at the busiest intersection with a whistle to manage the finish.
PatioLab has "Street-O with Question Controls" and 3999 more activities ready to drag into your lesson and run from your phone in the gym.
More activities like this
More main activities for High School
1-2-3 Touch Cooperative Rally
Two groups of three, one on each side of the net, work together to keep the longest rally possible in three phases: one touch, two touches, and three touches per side.
1-2-3-2-1 Running Pyramid Intervals
An interval workout where the fast segments build from 1 to 3 minutes and back down, with half that time as jogging recovery.
1-on-1 Self-Pass Volleyball
One-on-one games on narrow 10 x 20 foot courts where each player must self-pass before sending the ball over.
10-20-30 interval running in pairs
The 10-20-30 method strings together 30 seconds of easy jogging, 20 at a moderate pace and 10 at top speed, in five-minute blocks.
1v1 Ball Volley Matches
1v1 ball volley: singles games on a small court with a low net, hitting the ball over the net and allowing one bounce.
2-on-1 Fast Break with a Chasing Defender
Two attackers push a fast break against a defender waiting at the basket while a second defender chases from behind with a few yards' head start against them.