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Indoor orienteering activities for families
Each lesson includes sections on learning goals, vocabulary, safety and reflection. We start each lesson with a comic strip and an introduction.
If you enjoy these lessons, please consider making a donation to Navigation Games. We are a 501(c)(3) non-profit. Also, please send us an email (admin@navigationgames.org) with your feedback!
Lesson
Description
Hide and find objects
Use symbols to represent objects
Visit the objects in the sequence shown on your clue sheet
Draw a map and mark the object locations
Keep your map oriented while you do a course
Use symbols to represent objects
Click here to see the comic strip as a slideshow!
Click here to see the comic strip as a slide show!
"This time we will create symbols for our objects. We'll use the symbols to know which object to find, and we'll draw our first map of the objects."
Use symbols to represent objects
Arrange objects to match a map
Create a map to show the relationships of objects
Vocabulary
Map: A drawing that shows places and objects
Feature: (In orienteering) An object that can be represented on a map
Symbol: (In orienteering) A shape or image used to represent features on a map
Key: A list of symbols and what they mean
5 Objects: Each object should be unique and small enough to arrange on a table.
3 or more sheets of paper
Pencil
A Partner
In this activity, you will by working with paper and pencil. Don't get a paper cut!
Pay attention when moving through the space so you don't hurt yourself or break anything.
Set up
Before playing these games, you must first create a symbol for each of your objects. Indicate which symbol matches each object. This list of symbols is your key.
The symbols we are using are shown below. You may use these symbols if you like, or create your own.
Game 1: Feature Tag
Place the objects around your space.
Draw the five symbols on a piece of paper (separate from your key). One person points to a symbol on the paper, and the other must run to the matching object in the space. Participants may refer to the key if they forget which object matches each symbol.
Switch roles and play again until both people have visited all symbols and can identify each symbol without using the key.
Game 2: Tabletop Maps - Part I
Bring your objects to a table, along with the paper and pencil.
On the paper, one person draws the symbols in any arrangement. This drawing is your map.
The other person places to objects to match the arrangement of symbols shown on the map.
Switch roles and play again.
Here is an example:
Game 3: Tabletop Maps - Part II
This game is similar to Part I, but played in reverse. One person arranges the objects on the table in any way. When finished, the other person draws a map on the paper using the symbols for each object.
Switch roles and play again.
In Feature Tag, did you always go to the right object?
Outside of this game, how do you remember where to find things you need? Do you ever forget where things are? Do you have ways to make it easier to remember where things are?
In Tabletop Maps, was it easier to draw the map of the objects, or place the objects to match the map?
What was hard about arranging the objects? How could you tell when the objects and the map matched correctly?
How did you remember which objects matched with each symbol?
Do you use symbols at school or in other games?
Tabletop Maps: With the objects on the table and a corresponding map, have one person hide a small object (scrap of paper, coin, etc.) underneath one of the objects, and mark its location on the map. The other person has one chance to find the object using the map. If they find the object, switch roles and play again. If they guess incorrectly, the hider reveals the object, and gets to hide it again.
Tabletop Maps: Try spreading out to a larger space on the floor and put the objects farther apart. Are the games harder when the objects are no longer close together?
Visit the objects in the sequence shown on your clue sheet
"Today we will make clue sheets and use them to find checkpoints on a course. Each course will have a different clue sheet. Your challenge will be to find the fastest route for each course."
Following a sequence
Spatial Memory
Vocabulary
Route: the path you take to get to all the objects
Course: a set of objects to visit in order, along with a start and finish location
Symbol: an abstract shape or character that represents a type of feature
Clue sheet: a list of symbols telling you which objects to visit, and in what order
Checkpoint: A landmark or significant location in the space
5 Objects: These should be easy to see, approximately the size of a stuffed animal or larger.
Paper
Pencil
Scissors
A Partner
Do not run with scissors. Remember when passing scissors to others to hold them with the sharp ends pointing toward yourself, not the other person.
Pay attention when moving through the space so you don't hurt yourself or break anything.
Set Up
Identify 5 unique objects in the space. These can be anything from a table or TV to a stuffed animal or plate of cookies. These objects will be your checkpoints.
Choose a symbol to represent each object. Example symbols are shown on the clue sheets below. Write down the object that each symbol represents.
Create clue sheets. Cut a piece of paper into strips. Draw symbols in different orders on each strip. Each strip should include 1 of each symbol, although the order should be different for each one.
Here are some example clue sheets:
Game 1: Clue Sheet Orienteering
For each clue sheet, the objective is to visit the checkpoints in the order they appear on the sheet. Record your time for each course.
Once you're completed all courses, run them again and see if your time improves.
Try running a course from memory.
Did the activity get easier over time? Why might this be?
Were some courses easier than others?
Without looking, can you describe where each object is?
Try moving around some of the objects between each round. How does the game grow more difficult as the number of objects moved increases?
Symbol Clue Sheet Orienteering
First create a symbol for each of your objects, and Indicate which symbol matches each object. For example, a stuffed animal can be represented with a triangle, or a TV can be a square. This list of symbols is your key.
Create clue sheets similar to the ones you used for Clue Sheet Orienteering, but this time use the symbols instead of images or words.
Complete courses with the new clue sheets in the same manner as the Clue Sheet Orienteering game.
This activity can be done outdoors as well.
Draw a map and mark the object locations
Click here to see the comic strip as a slideshow!
"Today we will draw a map of the space, learn how to keep it oriented, and use it to find hidden objects."
Vocabulary
Orientation (Orient): (In orienteering) Rotating the map until it matches the space
Scale: The size of something on a map compared to real life
5 Objects: These should be easy to see, approximately the size of a stuffed animal or larger.
Paper
Pencil & Eraser
Pen
Pay attention when moving through the space so you don't hurt yourself or break anything.
Set Up: Draw a Map
Sketch a map of your space in pencil as though you are looking down from the ceiling. Start with an outline of the space and then add objects from largest to smallest. Keep the map simple by leaving out smaller items such as lamps, vases, etc. You can add more details later if you want. You may add labels to objects if it helps.
Pay attention to scale when drawing the map. For example, if there is a couch in the room that goes halfway along a wall, then draw it on the map so that it takes up the same amount of space.
Trace over your map with a pen, as you will be drawing and erasing circles for some of the games.
Game 1: Orienting the Map
Walk around the space, while keeping your map oriented. This means that the map should always be facing the same direction no matter which way your body is facing. Remember to rotate your body around the map as you move so that it stays matched up.
At random moments, throw the map in the air and let it fall to the ground. Pick up the map, and orient it to the space before continuing to move.
Game 2: Map Find Five
Place the five objects around the space, and draw a circle on the map for each object.
Pass the map to someone else, and ask them to collect the objects by using the map.
Switch roles and play again. Make sure the person finding the objects does not look when they are being hidden.
What was challenging about drawing the map? Were some objects harder to include than others?
How could you tell if the map was oriented to the space?
Was the other person able to effectively use your map? What parts of your map were confusing to them, and what parts were clear?
Try redrawing the map of the room, but this time from different perspectives (angles). Which perspectives are easiest to understand? Which are easiest to draw? Which do you think is the best perspective?
All the games, and a short description
Game (Lesson) | Description |
Find Five (1) | Find five objects placed throughout your space |
Clues (1) | Use spatial relationship words to describe the location of objects |
Feature Tag (2) | Pick a symbol; go touch the corresponding object and come back |
Tabletop Maps (2) | Arrange objects as shown in a map |
Clue Sheet Orienteering (3) | Visit objects in the order shown on the clue sheet |
Orienting the Map (4) | Turn your map so it is aligned with the space |
Map Find Five (4) | Find five objects using a map |
Indoor Orienteering (5) | Make a course on a map, and visit objects in the order shown |
Freeze Orienteering (5) | Freeze when your partner says to, and check your map is oriented |
Obstacle Orienteering (5) | Add large objects or furniture to force route choice decisions |
Numbers in parentheses refer to the lesson numbers.
Checkpoint (3): A landmark or significant location. In orienteering, a checkpoint is called a control.
Clue sheet (3): A list of symbols telling you which objects to visit, in what order
Control circle (5): A circle drawn on the map to show the location of an object or checkpoint that you need to visit
Course (3): A set of objects or checkpoints to visit in order, along with a start and finish location
Course setter (1): The person who hides objects or marks the controls
Feature (2): (in orienteering) An object that can be represented on a map
Key (2): A list of symbols and what they mean. In orienteering, we often call this the legend.
Map (2): A drawing that shows places and objects
Orienting a map (4): Rotating a map until it is aligned (matched up) with the space
Orienteer (1): The person who finds the objects or visits the checkpoints
Route (3): The path you take to get to all the objects or checkpoints
Route choice (5): Deciding which path (route) to get from one place to another
Scale (4): The size of something on a map compared to in real life
Start triangle (5): A triangle drawn on the map to show the location of the Start
Symbol (2): (In orienteering) A shape or image used to represent features on a map
Navigation Games has benefited from an enormous amount of support and advice over the years, which influenced the design of these lessons. Cambridge Public School teachers Linda Fobes and Julia Bishop advised Navigation Games on lesson plan development and welcomed us into their classrooms. We are grateful to all the Navigation Games staff who contributed to our approach to teaching orienteering over the years. We also thank coaches and members of Orienteering USA, the New England Orienteering Club, and Cambridge Sports Union.
Hide and find objects
Click here to see the comic strip as a slideshow!
To view the comic strip as a slideshow, click here!
"Today we will play with a partner to find hidden objects using clues."
Paying attention to surroundings
Spatial memory
Spatial vocabulary
Closer/Farther
Left/Right
Above/Below
In Front/Behind
Beside/Between
Orienteering vocabulary
Course Setter: the person who hides the objects
Orienteer: the person who finds the objects
Five objects for hiding: These may be as large as stuffed animals, as small as coins, or any combination. (You should be able to carry all five objects at once, to make hiding them easier.)
A partner
Do not place objects in unsafe places.
Pay attention when moving through the space so you don't hurt yourself or break anything.
Game 1: Find Five
Designate one person to be the Course Setter and the other to be the Orienteer. The Orienteer closes their eyes while the Course Setter places the five objects in plain sight throughout the space. Once the objects are hidden, the Orienteer opens their eyes and searches for the objects.
Switch roles and play again.
Game 2: Clues
Have the Course Setter place just TWO objects in new locations. This time the objects can be harder to find. The Course Setter gives two clues, one for each object. The clues should use spatial vocabulary such as: above, below, left, right, next to, in front, behind, far, near, on top, underneath, etc. The Orienteer uses these clues to find the two objects.
Switch roles and play again. Continue to switch back and forth, increasing the number of objects hidden each time until both people can remember clues for all five objects at once.
What strategies did you use to find the objects in the Find Five, when you had no clues?
Were you faster at finding objects in the Clues game?
Which objects were easier to find, and why?
Which locations were hardest to remember?
What strategies did you use to remember the clues?
How many clues could you remember easily?
Do you prefer being the Course Setter or the Orienteer?
Find Five: The Course Setter provides clues to the location of each object as the Orienteer is looking. For example, the Course Setter might say "warmer" or "colder" depending on whether the Orienteer is getting closer or farther from one of the objects.
Clues: The Orienteer must find the objects in the same order in which they were described by the Course Setter.
Clues: The Course Setter describes a location using words, and the Orienteer places an object in that location. The Course Setter confirms whether or not the location is correct.
Keep your map oriented while you run a course
Click here to see the comic strip as a slideshow!
"Today we will use maps with start triangles and checkpoints to orienteer. We will also use obstacles to create route choice for each course."
Orientation
Map Reading
Identify alternate routes between controls; choose routes that work best
Vocabulary
Route: the path you take to get to all the objects
Route choice: identifying multiple routes to a control, and selecting one that will be fast
Course: a set of objects to visit in order, along with a start and finish location
Start Triangle: A triangle drawn on the map to show the location of the Start
5 Objects: These should be easy to see, approximately the size of a stuffed animal or larger.
Paper
Pencil
Pay attention when moving through the space so you don't hurt yourself or break anything.
Set Up
Draw a map of the space. (You may use your map from previous lessons, or have someone make the map for you.) Remember to start with an outline of the whole space, then fill in the map objects from largest to smallest. For the best results, draw the map as though you were looking straight down from the ceiling.
Make several copies of your map by tracing it onto a new sheet of paper, or using a copier or scanner/printer if you have access to one.
Place your five objects throughout the space. They do not have to be hidden. Draw a circle on the map matching the location of each object.
On each map, choose a starting location and mark it with a start triangle. The start triangle can be different for each map.
Create courses by drawing straight lines to connect the circles. Each circle should be used only once, and each map should connect the circles in a different order.
Game 1: Indoor Orienteering
Run or walk each course, starting and finishing at the triangle. Time yourself as you go, and pay attention to the path (aka the route) you take to get to each checkpoint on the course. Keep your map oriented as you move!
Repeat the courses, but try taking different routes to each checkpoint if you can. Do the new routes affect your time?
Game 2: Obstacle Orienteering
Create obstacles by moving furniture or placing large objects to block easy paths to each checkpoint. Now you must decide whether to go left, right, over, or under each obstacle. Is it sometimes faster to take a longer route around an obstacle rather than climbing over them?
On which courses were you fastest? Why?
Was it easy for you to keep your map oriented? What helps you keep it oriented? Is it easier to navigate and know which control to go to next if your map is oriented?
How did you see which routes were available and decide which route to take?
Have a partner create courses for you, and place the objects at each control circle. When you get back from your course, tell them which objects were at each control, so they can check that you went to the right places.