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Lesson 3: Route Choice

"You get to choose where to go and in what order"

Time45-60 minutes
SpaceSchoolyard or local park with an orienteering map
MaterialsOrienteering maps with checkpoint circles marked, Checkpoint markers (cones or flags) with letter codes, All-checkpoints map, Scorecards and pencils, Poster-sized map with plastic cover for student course design (optional), Orienteering maps (one per student or pair), A planned route through varied features, Poison Score-O maps (1 per pair), Punch cards or index cards, Pencils
SetupPlace checkpoints according to the all-checkpoints map; spread them out across the mapped area
VocabularyRoute choice, Score-O, Scorecard, Strategy

Activities

extension

Poker-O

Collect poker hands at checkpoints.

Goals

Orienteering Goals
  • Plan a route through multiple checkpoints, choosing which to visit and in what order
  • Navigate independently using an orienteering map
  • Develop strategies for visiting the most checkpoints in the time allowed
  • Read map symbols while moving through terrain
  • Participate in course setup and cleanup (setup ladder)
PE Standards (SHAPE America)

Standard 2: Movement & Fitness Concepts

  • Identifies the effective use of movement concepts within multiple dynamic environments (2.8.1). Students plan efficient routes between checkpoints during Score-O, considering distance and terrain.
  • Demonstrates problem-solving skills in a variety of games and activities (2.8.7). Students develop strategies for grouping nearby checkpoints and avoiding backtracking.

Standard 3: Social Skills

  • Uses communication skills to negotiate strategies and tactics in a physical activity setting (3.8.3). Partners discuss and negotiate which checkpoints to visit and in what order during Score-O.
  • Demonstrates the ability to follow game rules in a variety of physical activity situations (3.8.6). Students return on the time signal, self-check using letter codes, and stay within the boundary.
  • Recognizes and implements safe and appropriate behaviors during physical activity (3.8.7). Students navigate independently and stay aware of boundaries and other participants.

Standard 4: Personal Skills

  • Connects how choice and personal interests impact individual engagement in physical activity (4.8.4). Students choose their own routes and strategies, discovering which approaches suit their strengths.
  • Examines individual and group challenges through movement (4.8.5). Students debrief strategies between rounds and compare approaches with classmates.

See PE Standards alignment for the full framework.

Delivery

  1. Map Walk: quick warm-up route to review symbols and thumbing
  2. Score-O introduction: explain the format. Students visit checkpoints in any order within a time limit. At each checkpoint, record the letter code on the scorecard.
  3. Strategy discussion: "If you want to visit the most checkpoints, what would your plan be?" Discuss grouping nearby checkpoints, avoiding backtracking, saving far ones for last.
  4. Score-O: first round in pairs, 8-10 minutes
    • Students orient their maps, plan a route, then go
    • At each checkpoint, record the code and self-check: does the location match what the map shows? 🧭 Checking
  5. Debrief: compare strategies. Who found the most? What worked?
  6. Second round: individual, try to beat your first score
  7. Students run the setup (if time and readiness): for a third round, have students choose checkpoint locations on the all-checkpoints map and place the markers themselves. See Who does the setup? on the Score-O page.

Reflection

  • What strategy did you use? Did you change it once you started?
  • Which checkpoints were hardest to find? Why?
  • How did you use the map to navigate between checkpoints?
  • If you designed the course, how did you decide where to place checkpoints?
  • What would you do differently next time?

Extensions

  • Poison-O: add unmarked "poison" checkpoints that cost points. Rewards careful map reading.
  • Poker-O: each checkpoint has a playing card; collect the best poker hand
  • Assign point values: further or harder checkpoints worth more
  • Late penalty: lose 1 point per minute past the time limit
  • Full setup ladder: students design, set up, navigate, and clean up the entire course