Whole-Class Score: Every Control, Together
The whole class shares one goal: visit all 30 controls as fast as possible, splitting the work among six groups and tracking it on a large map at base. It builds cooperation, planning and communication.
How to play
- Explanation: each group brings back codes and writes them on the large map; the clock stops when all 30 are in (5 min).
- Spokespeople meet to split up zones and controls (4 min).
- First timed attempt (10 min).
- Review: repeated controls, missed ones, idle groups; agree on a new plan (5 min).
- Second timed attempt with the new plan (9 min).
- Compare times and wrap up: which decision helped the class most (2 min).
Rules
- A code goes on the large map only if it was read at the control.
- Each group leaves and returns together.
- Everyone goes out: map and recorder roles rotate.
- Walk near the base.
Variations
Easier
20 controls and a map with zones already colored for each group.
Standard
30 controls and free planning.
Harder
On the second try, each group must visit at least one control in another zone.
Adaptations
- Students with limited mobility: act as spokesperson and run the big map in one attempt, then head out to an accessible zone in the other.
- Autistic students: a fixed, clear role in the group.
- Students with low vision: go out with a guide partner and read codes together.
Learning goals
- Cooperate toward a whole-class goal.
- Plan and divide tasks using the map.
- Review an attempt and improve it.
Equipment for a class of 25
- orienteering markers: 30
- schoolyard maps: 12
- large wall map: 1
- markers: 6
- stopwatch: 1
Teacher tip
No large map? Draw the yard on the gym whiteboard or on butcher paper. Common mistake: every group goes for the close controls; zone planning comes up naturally in the review.
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