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.
How to play
- Make groups of 4 and give each one a school map, markers, six control markers, and six code cards with different letters.
- 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.
- In 5 minutes, two members set the controls while the other two copy the course onto a clean map.
- On the signal, groups swap maps and run another group's course in pairs, writing down the letters; they have 7 minutes.
- Each pair rates the course they ran from 1 to 3 on three things: accurate control placement, variety of legs, and safety.
- In the last 5 minutes, the designers pick up their controls, get their ratings back, and discuss what they would change.
Rules
- The control must be exactly where the circle on the map says and be visible once you reach that spot.
- No controls on stairs, in driveways, or anywhere the teacher cannot see.
- If a control is missing, the pair comes back and reports it; nobody searches for more than 2 minutes.
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
- Limited mobility: the student acts as chief course setter and checks control locations on the map from accessible areas.
- Autism or shyness: give the student a fixed, specific role, such as setting controls or writing up the rating, with a step-by-step card.
- Fitness level: running pairs can mix running and walking with no penalty.
Learning goals
- Design an orienteering course that meets technical and safety criteria.
- Place features from the ground accurately on the map.
- Give constructive feedback on another group's work.
Equipment for a class of 25
- maps: 14
- control markers: 36
- markers: 6
- code cards: 36
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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