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Student Course Setters: Design and Test

In groups, students design a six-control orienteering course on the school map, set it up on the ground, and have another group test it. They work on map reading, planning, and giving thoughtful feedback on someone else's work.

PhaseMain activitie
Duration30 min
Ages14–16
SpaceOutdoor yard
EquipmentMaps, Control markers, Markers, Code cards
IntensityModerate

How to play

  1. Make groups of 4 and give each one a school map, markers, six control markers, and six code cards with different letters.
  2. In 8 minutes, each group draws six controls on the map with one long leg, one leg with two possible routes, and none out of bounds.
  3. In 5 minutes, two members set the controls while the other two copy the course onto a clean map.
  4. On the signal, groups swap maps and run another group's course in pairs, writing down the letters; they have 7 minutes.
  5. Each pair rates the course they ran from 1 to 3 on three things: accurate control placement, variety of legs, and safety.
  6. In the last 5 minutes, the designers pick up their controls, get their ratings back, and discuss what they would change.

Rules

Variations

Easier

Use a four-control course in one area of the playground with a list of approved spots.

Standard

Six controls with all three design conditions and group-to-group ratings.

Harder

Groups must include one precision control with a decoy less than 10 yards away and figure out the total course length.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Check every drawn course before groups go out to set controls; the classic mistake is placing a control at a spot the map does not show.

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