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Schoolyard orienteering map with a numbered point-to-point course (checkpoints 1 to 5) and a legend
A point-to-point course: visit the checkpoints in order

Point-to-Point — Activity (Orienteering Course)

Complete a course using an orienteering map

Time30-60 minutes
SpaceSchoolyard or local park
MaterialsOrienteering maps with courses marked, Checkpoint markers (cones or flags) with codes, All-checkpoints map
VocabularyOrientation, Route choice, Relocation

"Today we will be doing a regular orienteering course using a map"

Students visit checkpoints in sequential order using a map. This is "real" orienteering. The primary challenges point-to-point orienteering introduces are route choice, relocation, and map reading. Students must orient the map, plan a route to each checkpoint, confirm they are at the correct location by checking the code, and decide what to do when they are not where they expected to be.

Setup

  1. Place checkpoints (streamers, cones, or flags) at their corresponding locations on the all-checkpoints map
  2. Make an answer key for each checkpoint and its code
  3. Print maps with courses marked. Have multiple courses of varying difficulty if possible

Steps

1. Orient the map together. Hand out maps. Have students orient the map using landmarks:

  • "Think of the map as an overhead view of the area, like you are floating in a hot air balloon looking straight down"
  • "If something is behind you in real life, turn your map so it is behind you on the map as well"
  • Walk around and check that everyone has oriented correctly

2. Connect the map to the environment. Ask students to point to features:

  • "Point to where we are standing on the map"
  • "If I want to go to checkpoint number 5, which direction should I go?"
  • "What feature will checkpoint number 6 be next to?"

3. Explain the course rules.

  • Visit checkpoints in order, from number 1 to number 2, from number 2 to number 3
  • At each checkpoint, check the code to make sure it matches
  • If the code does not match, you are at the wrong place: stop, orient your map, look around, find where you are, and go to the correct checkpoint

4. Plan with a partner. Students pair up, look at the map together, and plan their route to the first checkpoint before moving.

5. Run the course. Students visit checkpoints in order, confirming each code as they go. Remind them: going the right way is more important than going fast.

6. Repeat or try new courses. Students may repeat courses to improve their time, or try harder courses. Students who finish should help others by giving hints, not answers.

Differentiation

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

  • Pairs first: start with partner navigation so students can discuss map reading together
  • Individual: once students are comfortable, try the course alone
  • Reverse order: do the course backward for a new challenge
  • From memory: try to reach three checkpoints in order without looking at the map
  • Harder courses: courses that cross open areas or require more precise map reading

Tips

  • Keep the first course short (4-5 checkpoints). Students can always do a second course
  • Circulate during the activity and ask: "Is your map oriented? Where are you right now? Show me on the map"
  • Students who finish early can help others, but should give hints ("Turn your map" or "Follow the path"), not answers
  • Emphasize accuracy over speed. Going the right way matters more than going fast
Electronic timing optional

See Electronic Timing for setup instructions.