Skip to main content
Child in yellow raincoat finding the pig checkpoint
Finding the pig checkpoint
Seven laminated clue sheet strips fanned out, each showing a start triangle, a sequence of animal pictures, and a finish circle
Clue sheets: each strip is a different course
Setup diagram showing animal checkpoints scattered within a boundary
Setup: animal checkpoints placed around the space

Animal-O — Activity (Clue Sheet Orienteering)

Use a clue sheet to find checkpoints in order

Time15-30 minutes
SpaceGym, schoolyard, or local park
MaterialsAnimal-picture checkpoints, Clue sheets, Cones to hold the animal pictures (optional)
VocabularyClue sheet, Checkpoint, Course, Boundary, Spatial memory

"In orienteering, you find checkpoints in order using clue sheets"

Explore within the boundary to find animal checkpoints. Use a clue sheet to find checkpoints in order. Repeat for a faster time. Repeat from memory. Then start over with a different clue sheet. Builds spatial memory, observation, and navigation skills.

Setup

  1. Place animal-picture checkpoints around the play area, spread out within the boundary
  2. Set up a start/finish area with a marker or cone
  3. Prepare clue sheets. The Navigation Games teaching kit includes six 5-animal clue sheets (each a different course) and 10-animal clue sheets for a challenge
  4. Optional: set up a whiteboard near start/finish to track times or completions

Steps

  1. Each student or pair picks up a clue sheet at the start
  2. Find the first animal on the clue sheet. Run to that checkpoint and confirm the animal matches
  3. Continue to the next animal on the sheet, visiting each checkpoint in order
  4. Return to the finish after the last checkpoint

Differentiation

Ways to adapt the activity to meet the needs of your students: slow things down, increase the challenge, or adapt for different learners

  • 5-animal clue sheet: learn the format with a standard course
  • For speed: repeat the same course and beat your previous time
  • From memory: put the clue sheet away and try to complete the course
  • Different sheet: try a new 5-animal sequence so memorized routes don't help. There are six different 5-animal courses in the kit
  • 10-animal clue sheet: for pairs who finish all six 5-animal courses
  • Solo: if students started in pairs, try it individually
  • Animal Relay: in small teams, students take turns running to a named animal checkpoint and back. The caller says an animal name; the runner finds it and returns. Tests spatial memory and adds competitive energy. Good as a closer after students have learned the checkpoint locations.
  • Draw and guess: as an optional deeper add-on after the courses, each student draws the space from memory and circles the location of one animal (without naming it). A partner reads the drawing and guesses which animal it is. Can a fellow student read your map well enough to know? A first taste of map making and map reading in one step.

Tips

  • Make sure students check the animal at each checkpoint, not just run to the nearest cone
  • If students are struggling, start with Explore & Find (see Companions tab)
  • Moving checkpoints to new locations resets the challenge and prevents memorizing a route
Electronic timing optional

See Electronic Timing for setup instructions.

Videos

Animal Orienteering for Instructorshttps://www.youtube.com/watch?v=rok2Ghx3fq4

Overview for teachers

How to play Animal-Ohttps://www.youtube.com/watch?v=HpDzuzA03X0

How to play, for participants

Electronic timing with Animal-Ohttps://www.youtube.com/watch?v=i6sBtF-MGGA

Electronic timing and EasyGec with Animal-O