Build the World — Activity
Build an indoor world with everyday equipment, then map it and run courses
| Time | 30-60 minutes |
|---|---|
| Space | Gym or other large indoor room |
| Materials | Gym mats, tables, chairs, jump ropes, or other equipment on hand, Checkpoints, Clue sheets or blank cards (for recording courses), Paper and pencils (for map making) |
| Vocabulary | Obstacle, Feature, Course, Map |
"Any space can become a world worth mapping"
- Learning Goals
- How to Run It
- Reflection
- Vocabulary
- Related Activities
Learning Goals
Students completing this activity will be able to:
- Use available equipment to build obstacles and features that represent a world, deciding what is passable and what is not
- Understand and follow which areas and obstacles are off-limits within the built world
- Draw a map that represents the built world, including its obstacles and checkpoints
- Draw a course on the map and record its checkpoint sequence so someone else can check it
- Build a world to match a map, or draw a map to match a world, using the same underlying skill
How to Run It
Setup
- Gather equipment that can represent obstacles and features: mats for walls, ropes for rivers or fences, tables and chairs for buildings, caves, or towers
- Decide your world's rules before class: which pieces are impassable, which can be climbed over or gone around, where the gaps or "doors" are
- Build the world, or if using the Match the World to the Map variation, prepare a finished map of the intended layout instead
- Set out animal or numbered checkpoints within and around the built world
- Have paper and pencils ready for map making
Steps
- Using equipment on hand, build obstacles, walls, and features that represent a world: mats for walls, ropes for uncrossable rivers, tables and chairs for buildings or caves
- The teacher explains where you can go and which obstacles cannot be crossed
- Run an Animal-O style course through the built world, finding checkpoints in order using a clue sheet
- Students or the teacher draw a map of the world, including its obstacles and checkpoints
- Draw new courses on the map and record the checkpoint sequence for each one, so it can be checked
- Students run the courses using the map, confirming checkpoints in the recorded order
Adaptations
Ways to adapt the activity to meet the needs of your students: slow things down, increase the challenge, or adapt for different learners
Who builds the world?
- Students build it (most ownership; recommended for older or more independent groups). In small groups, students decide what obstacles to build and where, then explain their rules to the class
- Teacher builds it, students help place pieces. The teacher decides the layout; students carry and place the equipment
- Teacher builds it alone, in advance of class. Fastest option; keeps class time for playing and mapping
Who makes the map?
- Students draw it (most map-making practice). After playing in the world, students draw their own map of the obstacles and checkpoints, then compare maps
- Class draws it together. One student at a time adds a feature to a shared whiteboard map, as in Draw the Space
- Teacher provides the map, and the class skips straight to running courses. Good for younger students, or as a first pass before students draw their own
Other adaptations
- No map (younger students): skip map making entirely. Build the world, explain the rules, and play Animal-O style clue sheet courses through it
- Multiple worlds: build several small worlds at different stations so groups rotate rather than sharing one
- Timed courses: once courses are drawn and recorded, time students running them and try to beat their own time
- Course design for a partner: students design and record a course for a partner to run, then check the partner's checkpoint sequence against what they recorded
- Match the World to the Map: see the variation below; the teacher brings a finished map and students build the world to match it
Tips
- Decide your obstacle rules before class and stay consistent. Students will test the edges of what counts as "crossing"
- Keep the first world simple: a few walls and one river is enough. Add more features once students understand the rules
- If space is tight, build a smaller world and run more, shorter courses rather than one large sprawling one
- Mats, tables, and chairs can go right back to their normal use after class; there is no dedicated equipment to buy or store
Reflection
- What did you use to represent a wall? A river? A building? Why did those choices make sense?
- How did the rules of the world change how you moved through it?
- What was different about drawing a map of a world you built yourself?
- When you designed a course for someone else, how did you make sure they could check it was right?
- If you built the world from a map instead of the other way around, how did that change your thinking?
Vocabulary
Obstacle: A feature you cannot cross, like a wall, a river, or a fence. In Build the World, everyday equipment stands in for real obstacles. A mat might be a wall, a rope might be a river.
Feature: A distinct object in the real world, such as a tree, bench, fence, or boulder. Features are used as landmarks and as checkpoint locations.
Course: A sequence of checkpoints from start to finish. To complete a course, start at the Start marker, visit each checkpoint in order, and finish at the Finish marker.
Map: A picture that represents an area. Maps use symbols to show real-world features. A map lets you plan a route before moving through the space.
See the Glossary for all curriculum terms.
Related Activities
Match the World to the Map (variation)
The teacher brings a finished map instead of students building the world first. Students study the map, then use available equipment to build the physical world to match it: walls where the map shows walls, a river where the map shows a river. Reverses the direction of Build the World and deepens the connection between what a map shows and what it means. Takes 20-30 minutes; works best in small groups so everyone gets a hand in construction.