Orienteering
What
Orienteering has to offer for Students
If a teacher chooses
to incorporate Orienteering into there physical education curriculum,
they should be aware of the attributes that orienteering can instill
within the people who participate.
• It can instill
a healthy respect for the environment
• help problem solving skills
• help with social education
• provide recreational opportunities outside of the school
setting, or later in life
• help improve health and increase fitness levels
• allows players the chance at being involved in a variety
of roles
• promotes leadership and co-operation with other within
group/team activities
• has cross curriculum links with math, geography, history,
technology
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Orienteering
History
Orienteering began in Scandinavia in the nineteenth century. It
was primarily a military event and was part of military training.
It was not until 1919 that the modern version of orienteering was
born in Sweden as a competitive sport. Ernst Killander, its creator,
can be rightfully called the father of orienteering. In the early
thirties, the sport received a technical boost with the invention
of a new compass, more precise and faster to use. The Kjellstrom
brothers, Bjorn and Alvan, and their friend, Brunnar Tillander,
were responsible for this new compass. They were among the best
Swedish orienteers of the thirties, with several individual championships
among them. Orienteering was brought into the US in 1946 by Bjorn
Kjellstrom. |
Table
of Contents
1)
Philosophical Statement
2)
Entry Level and Exit Outcomes
3)
Unit Learning Objectives
4)
Sequence of Major Events
5)
Managerial Routines
6)
Content Analysis
7)
Warm-Ups
8)
Teaching Materials
9)
Quizzes
10)
Teaching Styles
11)
Lessons 1 & 2
12)
Block Plans
13)
Assessment Procedures
14)
Safety Considerations
15)
References
16)
PE 352 Unit Plan Creators
Philosophical
Statement
We believe that
Physical Education should promote active health for every individual
through a wide range of exciting and informative activities. This
orienteering unit will do this by introducing students to a fun
and challenging sport that utilizes a variety of activities and
teaching styles. Orienteering is an ideal sport for the promotion
of active health. People can participate in this life long sport
either as an individual or with others.
There are a variety of outdoor orienteering alternatives available
such as Street, Mountain, Mountain bike, Ski and Boat Orienteering.
Orienteering is a sport that is suited to all ranges of abilities
and those with disabilities.
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Entry
Level and Exit Outcomes
Going into this
unit, we expect the students to have almost no knowledge or experience
in orienteering. However, this being a grade ten class, we know
they will be able to understand the concept of a treasure hunt,
which is what orienteering basically is. We also expect there
to be a broad range of fitness levels in the class.
We hope to build
on the idea of a treasure hunt, by gradually introducing the rules
and tactics of orienteering. By the end of the unit, we would
like the students to have e general understanding of the rules,
how to orient themselves and a map, as well as have a solid grasp
on the skills needed for route planning. We would also like them
to develop an enjoyment of the sport and respect for the environment.
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Unit
Learning Objectives
Cognitive
domain:
-Students will learn
the rules of the sport, and gain an understanding of the safety
considerations involved
-Students will learn to operate the equipment involved, such as
the compass, and gain knowledge of map interpretation
-Students will learn the international description symbols of
orienteering
-Students will gain an understanding of how to orient themselves
by their surroundings, and with the equipment they have been given
-Students will learn how to evaluate their surroundings and make
choices to determine quick routes to controls
-Students will learn decision making skills
-Student will learn ability to think in three dimensions
Psychomotor
domain:
-Students will receive
an ideal amount of physical activity
-Students will improve their aerobic fitness levels
-Students will increase their lower body strength and core strength
-Students will learn to pace themselves effectively
-Students will learn to move over various types of terrain
Affective/Social
Domain:
-Students will be
encouraged to fully participate in the activity
-Orienteering allows students to make decisions both individually
and in group settings
-Student develop a sense of teamwork and responsibility the a
team while participating
-Students will develop confidence and self-esteem when they are
given the opportunity to be successful in the activity
-Students will have fun and be enthusiastic about participating
in physical activity
-Students will benefit from the mild level of competition
-Students will learn sportsmanship and fairplay.
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Sequence
of Major Events
Lesson #1-
Introduction to background and history of the sport. Map symbols
and basic
vocabulary.
Lesson #2-
Map orientation and control identification.
Lesson #3-
Theory day. Route planning, C.A.R., traffic light, Pacing, Route
Check.
Lesson #4-
Testing.
Lesson #5-
Compassing/ Thumbing.
Lesson #6-
Field trip to Mt. Tolmie.
Lesson #7-
Pace counting/ Time trial.
Lesson #8-
Developing contour perception.
Lesson #9-
Course Design.
Lesson #10-
Culminating activity/ Assessment.
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Managerial
Routines
• Set a standard
routine for the distribution and gathering of materials such as
maps, compasses, controls, and task cards.
• Students will bring a duo tang or folder to each class
to keep handouts and assignments organized.
• Students will come to class dressed appropriately for
all indoor and outdoor activities.
• When students are participating in group or partner tasks,
they will remain together for the duration of the activity.
• Establish orienteering etiquette, such as respect for
boundaries and environment.
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Content
Analysis
Map
Orientation:
Turning the map in such a way that North on the map corresponds
with North in the field.
Students will be able to demonstrate the importance of keeping
their position pin-pointed by using the thumb technique.
Psychomotor |
Cognitive |
Social
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- Positioning self in desired
direction.
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• Concentration
• Identification of surroundings
• Relating info on map to terrain
• Comparing
• Matching
• Locating self and North in relation to map
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Route
Choice:
Involves utilizing the C.A.R Concept.
Control-locate control-visualize terrain.
Attack Point-locate
distinct feature near control.
Route- choose final route.
Psychomotor |
Cognitive |
Social
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- Running over varied terrain
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- Problem solving, working
out route plans.
- Sequence decision making
- Identifying catching
features
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- Increase in confidence
- Increase in motivation
through successful decision making
- Cultivating respect for
the environment
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Map
Content:
Students will learn the use of map symbols, scales and legends
to navigate through terrain.
Psychomotor |
Cognitive |
Social
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- Interpretation of ground features and their relation
to map
- Recognition of symbols
- Classifying and analyzing land patterns
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- Increased confidence in feature identification
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Pacing:
Is an accurate means of measuring distance on the ground. Students
will use a technique called pace counting for finding controls
away from features.
Psychomotor |
Cognitive |
Social
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- Double pacing: Counting every right (left) foot
- Students can use the traffic light concept when running
through varied terrain.
- Green: All out run (handrail)
- Amber: Slowing down (varied terrain)
- Red: Slow into control (attack point)
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- Calculating distances covered
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- Gives confidence in running through blocks of forest
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Compassing:
Holding compass in such a way that the direction of its dial coincides
with the directions in the field.
Psychomotor |
Cognitive |
Social
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- Running through varied terrain
- Following a selected bearing
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- Concentration
- Navigation
- Measuring distances
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- Self challenges
- Independence
- Confidence in taking and following a compass bearing
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Teamwork/Group
work:
Students will learn how to problem solve in group settings and
communicate under stressful conditions. Learners will take part
in decision making, process, and voice opinions. While working
in groups students will alternate who holds the map and compass,
and who records information to insure that everyone takes part
in the learning processes.
Personal & Social |
- Communication
- Co-operation
- Teamwork
- Sharing of roles and tasks
- Leadership experiences
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Warm-Ups
Capture
the Flag:
Appropriate
for introducing concept of running to a fixed position (the
flag) and returning with a symbol (the flag) to the starting
area (team home base). Divide the class into two groups.
The goal of the game is to hide your flag from the other
team and prevent them from getting it to their home base.
Home base can be a hula-hoop hoop or any designated area.
To keep the other team from capturing your flag you may
tag them when they have the flag, if tagged the person must
go into your jail. The captured person may only be freed
if one of their teammates tags them in the jail.
Progressions:
Walking on a small course, jogging on a larger course, running
on a big course. |
Card Relay:
- Students
get in groups of four and number themselves one to four.
- using a deck of cards each student is assigned a suite
based on their number.
- Stations are set up around the gym with versions of the
same task at each station, students select the task they
think they can complete and do this task the number of times
the card they choose dictates.
- Cards are laid out in the centre of the gym face down,
with stations at the far corners of the gym.
Inclusion |
Simon
Says:
- Play a game
of Simon says.
- Teacher says a colour and students move at that rate until
the teacher says the next colour.
-Students will move with a specific movement pattern (animal
walk, skipping, leaping, hopping, side stepping, backwards,
etc.) and at a specific pace.
Command |
British
Bull Dogs:
Using half
a soccer field or basketball court depending on weather
conditions, have the class line up on one end line. There
will be 2-3 bulldogs in the middle in which the class must
attempt to avoid and make it to the other end line. If tagged
that student will be converted to a bulldog. Variations:
beanbags (knee, head), one or two hands, below waist, etc.
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Knee
Tag:
Students are
in partners facing each other. Partners are trying to tap
each others knee to gain as many points as possible. Student
can make it harder, by only using one hand. Important to
remind students to stay low, have knees bent and stay on
the balls of their feet for quick movement and changes of
direction. Have students switch partners to make the activity
more exciting or have one student be on defense and one
on offense and then switch . |
Orienteering
“Hang Man”
Students will
have the opportunity to choose an orienteering term and
lead the class through a game of hang man. The student guessing
the correct term will be the next one to lead the class.
If the class is stumped by the term, which term will go
on a list and everyone is responsible for learning it for
next class. We will use the head, arms, legs, feet and hands
as our drawing of the figure. Once all the parts of the
hang man have been drawn the game is over. |
Chain
Tag:
This is an
activity to be performed on the school fields (or in the
gym for the putting lesson). One student is chosen to be
‘it’. When a student is tagged, he/she links
up with the tagger to become the chain. The chain tries
to tag other people, and as they are tagged the chain grows
longer and longer. Keep playing until all the students are
part of the chain. This activity is an endurance based game
designed to provide the students with an endurance based
element to the lesson. It is useful in loosening up the
joints of the students and preparing them for any walking
that they will do on the golf course. |
Brain
Teasers:
With map of
the gym, partners must reach areas (controls) designated
by the teacher. (Points on the wall, on the floor, controls
placed in different areas). Hide brain teasers at specific
spots and mark the spots. Tape them in place and have students
run around and see how many they can find, they get a pencil
and paper. The top mark goes to the team with the most correct
answers. Explain if there are obstacles or constraints,
e.g. can only walk on lines, lines of certain colours, mats,
benches, etc. these act as a certain type of impassible
barrier.
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Four
Corners:
The object
of the game is for the students who have lined up, to accumulate
as many points as possible by running from their start line,
across the game quadrant and to the line opposite them.
A point is awarded if this occurs without the student being
tagged. The tagger, also accumulate points for the number
of people they are able to tag. For each 2 people tagged,
the tagger will receive one point. If a student is tagged
by one of the pinnied students, he or she must go to the
station that matches the colour of the Tagger’s pinnie.
At the station, the student performs one of the posted sets
of exercises and then returns to the running game of tag.
Students also receive a point for completing an exercise
station. |
“Your
Turn to Shine”:
Have the first
person in each line turn around and face the rest of the
people in their line. This person is the first leader. Ask
the leader to perform an exercise that will be good for
developing cardiovascular endurance (i.e. Jumping jacks,
ski jumps, jog in place, no rope jump rope) when the music
plays. After allowing the students to exercise for 30 seconds
blow the whistle and have the next person in line move up
to the leader position. The previous leader then moves to
the back and everyone else moves one space towards the front
of the line. The next leader should immediately begin performing
another exercise that is good for cardiovascular endurance.
Let everyone have a chance to be leader and then change
the type of exercise. Next round have the students perform
an activity that helps build flexibility. On the third round
have them perform an exercise that develops muscle strength.
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Giants and Dwarfs:
One of the
groups is the giant; the rest are the dwarfs. The giant
stands in a large circle facing away from a line drawn about
15m from the circle. The dwarfs start from this line and
advance slowly towards the giant. On the call of 'Go', the
dwarfs turn and run back to the line, the giant chases them
and tries to tag as many as possible. The dwarfs tagged
become giants and help chase the next time. |
Jump
the Stump:
The first
player runs with the stump (plastic) to touch the front
marker and returns running down the side of the team holding
the stump low to the ground. The stump is held in such a
way that has the team jumping in sequence. The player with
the stump then runs around the rear marker and back to hand
the stump to the player at the front of the team. The first
player then goes to the end of the line. The whole thing
is repeated until everyone has had a turn. Variation –
Team jumps the side twice down and back. |
Warm-up
References:
http://www.educ.uvic.ca/Faculty/thopper/Pe352/T&F352.htm
http://www.educ.uvic.ca/Faculty/thopper/Pe352/2002/LarryKirstenOrient8/index.html
http://www.educ.uvic.ca/Faculty/thopper/Pe352/2002/BrianChrisGolf11/golf.htm
http://www.educ.uvic.ca/Faculty/thopper/352warmups/t&fwu/2002/Hugh.htm
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Teaching
Materials
What
is a Map
One way to think
of a map is as an aerial view. For students, the concept of a
map as a drawing of the forest may be more easily understood.
Once a basic understanding of a map is grasped by students they
can begin to build on with more formal concepts.
Frequent exposure
to maps helps build a sense of familiarity. Foster this by asking
simple questions about the map. If the map is colored, quiz the
student on what the colors mean -- yellow for clearing, blue for
water and so on. Talk about places being far apart (or close together)
since they are far apart (or close) on the map.
Simple exercises can include drawing a map of a small area. This
can be as simple as making a drawing of a room or a field, or
as formal as measuring a room or field and the objects within
and drawing them all to scale on graph paper.
When first discussing
contours or topography, keep concepts simple. Some good concepts
to start with include hilltops (shown by closed contours, and
the difference between steep areas (where contours are close together)
and flat areas (where there are few or no contours).
Reading
a map:
Lead students out
on a map walk reading the map. Point out features as you go along.
Ask them to anticipate what features they will be seeing next
by reading the map.
Orienting a map
is an important skill. Turn the map until what is in front of
you in the terrain is in front of you on the map. If you are facing
east, then the east side of the map should be away from you. Don't
worry if the lettering on the map is sideways or upside-down.
Practice keeping the map oriented while on a map walk.
String orienteering is an excellent exercise for map reading.
Mark the route on the map for students but don't show where the
controls are. As the students arrive at each control, have them
mark where they are on the map. This teaches them to read the
map and figure out where they are. String courses often serve
a social function as well and can be done in partners. They also
help to reinforce a sense of success.
Orienteering
Techniques:
The orienteer should try not to use the compass to orient the
map. Becoming familiar with the terrain and its features is recommended
instead. The orienteer should learn the following techniques:
- Pacing:
One of the basic skills that the orienteer should develop
early is how to keep track of distance traveled while
walking and running. This is done on a 100-meter pace
course.
- Thumbing: This
technique is very simple, but the map has to be folded
small to use it. The orienteer finds his location on the
map and places his thumb directly next to it. He moves
from point to point on the ground without moving his thumb
from his initial location. To find the new location, the
only thing that he has to do is look at the map and use
his thumb as a point of reference for his last location.
This technique prevents the orienteer from looking all
over the map for his location.
- Handrails: This
technique enables the orienteer to move rapidly on the
ground by using existing linear features (such as trails,
fences, roads, and streams) that are plotted along his
route. They can also be used as limits or boundaries between
control points.
- Attack Points:
These are permanent known landmarks that are
easily identified on the ground. They can be used as points
of reference to find control points located in the woods.
Some examples of attack points are stream junctions, bridges,
and road intersections.
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Water Features |
Rock Features |
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Vegetation Features |
Man-Made Features |
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Linear Features |
Land Features |
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Vocabulary
Orienteering:
Navigation through rough terrain using only a map
and a compass. A sport of navigation, not necessarily navigation
on the run.
Control: A nylon marker hung at each
feature on the course. It has three sides, divided diagonally
between white and red (or orange) halves. A punch for marking
your card is attached; sometimes called a "bag."
Control Card: A card that you carry
with you to punch at each control.
Clue Sheet: A sheet or card with a
brief explanation of each control to be visited, with code numbers
coinciding with the numbers on the control markers. On beginner
and intermediate courses, the descriptions are in words; for advanced
courses they use an international set of symbols.
Control Code: Letters or numbers that
uniquely identify each control on a course. It appears on the
clue sheet and the control.
Dog-leg: A control setting in which
the orienteer is likely to use the same route leaving a control
as approaching it. A flaw in course design because it may give
an approaching orienteer an unfair advantage if, by chance, he/she
meets someone leaving the control.
Beeline: A beeline course is to travel
in a straight line across the map.
Pace: A double step
Leg:
The part of an orienteering course between two controls, or between
the start and the first control, or the last control and the finish.
Climb: The amount of up-hill climbing
(ignoring downhill travel) that must be done to complete a course.
Pace Counting: Counting the number of
double-steps you take to estimate the distance you travel.
Attack point: An easy-to-find landscape
feature shown on the map from which the final approach to a control
may be made.
Catching feature: A long feature shown
on the map running crosswise to one's direction of travel and
which will guide the runner toward the attack point.
Handrail: A long feature shown on the
map running more or less parallel to one's direction of travel.
Steering mark: An easily identifiable
feature in the landscape not shown on the map, and is used by
the orienteer to follow a bearing.
Aiming
off: A method by which the orienteer aims to one
side of a control instead of directly at it.
Back-reading: Looking back over the
compass toward the point from which you came.
Map orienting: Turning the map in such
a way that north on the map corresponds with north in the field.
Pace counting: Counting the number of
double-steps taken to estimate the distance you travel.
Contouring: A method of traveling around
an obstacle, such as a hill, by keeping at the same elevation,
thus following a contour.
Compass orienting: Holding the compass
in such as way that the direction of its dial coincides with the
same directions in the field.
Map
Features & Terms
Track:
A term for an unimproved road.
Reentrant: A small valley. If you are
standing at the bottom facing into one of these, the land slopes
up in front of you and on both sides, and slopes down behind you.
Sometimes difficult to see in wooded areas. It appears as loop
or hump in the contour lines.
Spur: A point of land projecting out
into the lower terrain below. Standing at the tip of one of these,
the land drops in front of you and on both sides, but is relatively
flat behind you.
Knoll: A small hill. It should only
designate features one contour or less in height, but the term
is sometimes casually used to describe larger features. Depending
on its size, it is shown on the map as a contour line or a brown
dot.
Boulder: A free standing rock, large
enough to be distinguished from its surroundings. It is mapped
as a black dot.
Cliff: A vertical or nearly vertical
feature. Shown on the map by a black bar with teeth -- it looks
like a comb.
Fight: An area shown on the map in dark
green which is very difficult to get through. Bramble patches
and forest areas with low branches or closely spaced trees are
examples.
Rootstock: The root base of a fallen
tree. Because most woods have many fallen trees, only very large
ones generally are mapped.
Ruin: The remains of a man-made structure,
often little more than a stone foundation. Usually are made of
stone or concrete.
North: Orienteering maps show Magnetic
North.
Scale: The size of the map compared
to the area which it represents.
Contour Line: A brown line on the map
that is at constant altitude. When you cross such a line on the
map, you are going up or down hill.
Form Line: A brown dashed line on the
map which indicates a visible ridge or mound which is not high
enough to be shown with the map's contour lines.
Reading
Contour Lines
Gentle:
When successive contour lines are far apart and evenly spaced,
this is a gentle slope or hill.
Steep: When successive contour lines
are close together, this is a steep slope or hill.
Cliff: This feature is shown by successive
contour lines drawn very close together.
V: When a contour line crosses a river
or stream, they take on a V-shape.
Uphill: When a contour line crosses
a stream it will take on a V-shape with the point of the V pointing
uphill.
U: A ridge or spur is denoted on a map
by the contour lines becoming U-shaped.
Downhill: When the contour lines form
a U-shape they denote a ridge or spur, with the bottom of the
U pointing downhill.
Concave: When the contour lines of a
hill are far apart at first, then come close together, the hill
is concave. The hill will be easy to climb at first, but then
it gets steep.
Convex: When the contour lines of a
hill are close together at first, then get farther apart, the
hill is convex. The hill will be hard to climb at first, but then
it becomes easy.
Valley: A feature shown on a map by
the contour lines becoming V-shaped. The V points uphill.
Using a compass
Hold the compass
on the map. Ignore all settings, dials and gadgets. Turn the map
(not the compass) until the compass needle is parallel to the
north lines on the map, with the red end of the needle toward
the north end of the map. (The compass needle always points to
north (magnetic north, to be specific). The most important use
of a compass is to orient the map.
Teaching
compass bearings.
1. Place the edge
of the compass on the map so that it goes from where you are to
where you want to go. (So, the edge of the compass forms a line
connecting where you are on the map and where you want to go.)
In the diagram above, a compass bearing is being taken from a
trail bend to control point (A trail is shown by a dashed black
line; a red mark has been made on the diagram to point out the
trail bend.) Make sure that the direction of travel arrow at the
top of the compass is pointing in the direction you want to go,
and not in the reverse direction.
2. Holding the compass
in place on the map, and ignoring the needle for the moment, turn
the dial so that the lines in the housing line up with the north
lines (meridians) on the map. Make sure that the N on the dial
is towards the north (and not south) end of the map. (This is
subtle in the above diagrams; look to be sure you see it.)
3. Leaving that setting alone, turn yourself and the compass and
map until the red end of the needle points to the N on the dial.
(Remember, the needle doesn't turn (it always points north). You
and the compass and map turn around it. This takes a bit to get
used to.) The direction of travel arrow on the compass now points
in the direction you want to go.
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Quizzes
Quiz
1
1) Navigation
through rough terrain using only a map and a compass. A
sport of
navigation, not necessarily navigation on the run.
A. Control
Card
B. Control
C. Orienteering
D. Clue Sheet
E. Control Code
2) A card that
you carry with you to punch at each control.
A. Control
B. Control Code
C. Clue Sheet
D. Orienteering
E. Control Card
3) A nylon
marker hung at each feature on the course. It has three
sides, divided diagonally between white and red (or orange)
halves. A punch
for marking your card is attached.
A. Control
B. Control Card
C. Control Code
D. Clue Sheet
E. Orienteering
4) A card with
a brief explanation of each control to be visited,
with code numbers coinciding with the numbers on the control
markers.
On beginner and intermediate courses, the descriptions are
in words; for
advanced courses they use an international set of symbols.
A. Orienteering
B. Control Code
C. Clue Sheet
D. Control Card
E. Control
5) Letters
or numbers that uniquely identify each control on a
course. It appears on the clue sheet and the control.
A. Control Code
B. Clue Sheet
C. Orienteering
D. Control Card
E. Control
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Quiz
2
1) A brown line on the map that is at constant altitude.
When you
cross such a line on the map, you are going up or down hill
2) The amount
of up-hill climbing (ignoring downhill travel) that must
be
done to complete a course.
3) A control setting in which the orienteer is likely to
use the same
route leaving a control as approaching it. A flaw in course
design because it may give an approaching orienteer an unfair
advantage if,
by chance, he/she meets someone leaving the control.
4) A double step
5) The part of an orienteering course between two controls,
or between the
start and the first control, or the last control and the
finish.
6) A long feature
shown on the map running crosswise to one's direction of
travel and which will guide the runner toward the attack
point.
7) Counting
the number of double-steps you take to estimate the distance
you travel.
8) The size of the map compared to the area which it represents.
9) An easily
identifiable feature in the landscape not shown on the map,
and is used by the orienteer to follow a bearing.
10) A brown
dashed line on the map which indicates a visible ridge or
mound which is not high enough to be shown with the map's
contour lines.
11) A _____ course is to travel in a straight line across
the map.
12) Orienteering maps show magnetic _____.
13) An easy-to-find
landscape feature shown on the map from which the final
approach to a control may be made.
14) A long
feature shown on the map running more or less parallel to
one's direction of travel.
A)
Scale
B) Contour line
C) Beeline
D) North
E) Pace
F) Form line
G) Dog leg
H) Climb
I) Leg
J) Catching feature
K) Steering mark
L) Attack point
M) Pace counting |
1_____
2_____
3_____
4_____
5_____
6_____
7_____
8_____
9_____
10____
11____
12____
13____
14____
|
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Map
Colour Quiz
1) Used in
USGS maps for important roads and for the public land survey
system (the land grid).
A. Black
B. Green
C. Red
D. Blue
E. Purple
F. Brown
2) Used for
man-made (cultural) features such as roads and buildings,
trails, railroads, and boundaries.
A. Purple
B. Green
C. Blue
D. Brown
E. Black
F. Red
3) Used in USGS maps for features added from aerial photographs
during map revisions. The changes are not field checked.
A. Brown
B. Purple
C. Blue
D. Black
E. Red
F. Green
4) Used for elevation (hypsographic) features shown by contour
lines.
A. Green
B. Black
C. Red
D. Brown
E. Blue
F. Purple
5) Used for
water (hydrographic) features such as lakes and rivers.
A. Blue
B. Red
C. Black
D. Brown
E. Green
F. Purple
. 6) Used for
vegetation, such as woodland cover, scrub, orchards, and
vineyards
A. Purple
B. Green
C. Black
D. Brown
E. Blue
F. Red |
Map
Features Quiz
1) A free
standing rock, large enough to be distinguished from its
surroundings. It is mapped as a black dot.
2) A point
of land projecting out into the lower terrain below. Standing
at the
tip of one of these, the land drops in front of you and
on both sides, but
is relatively flat behind you.
3) A small
valley. If you are standing at the bottom facing into one
of these,
the land slopes up in front of you and on both sides, and
slopes
down behind you. Sometimes difficult to see in wooded areas.
It appears as a
loop or hump in the contour lines.
4) A small
hill. It should only designate features one contour or less
in height, but the term is sometimes casually used to describe
larger
features. Depending on its size, it is shown on the map
as a contour line or
a brown dot.
5) A vertical
or nearly vertical feature. Shown on the map by a black
bar with teeth -- it looks like a comb.
6) The remains of a man-made structure, often little more
than a stone foundation. Usually are made of stone or concrete.
7) An area shown on the map in dark green which is very
difficult to get
through. Bramble patches and forest areas with low branches
or closely
spaced trees are examples.
8) The root
base of a fallen tree. Because most woods have many
fallen trees, only very large ones generally are mapped.
9) A term for
an unimproved road. |
Contour Lines
Quiz
1) When the
contour lines form a U-shape they denote a ridge or spur,
with the bottom of the U pointing _____.
2) When the
contour lines of a hill are close together at first, then
get farther apart, the hill is _____. The hill will be hard
to climb at first, but then it becomes easy.
3) When the
contour lines of a hill are far apart at first, then come
close together, the hill is _____. The hill will be easy
to climb at first, but then it gets steep.
4) When successive contour lines are far apart and evenly
spaced, this is a (gentle/steep) slope or hill.
5) This feature
is shown by successive contour lines drawn very close together.
6) When a contour
line crosses a river or stream, they take on a (U/V)-shape.
7) When a contour
line crosses a stream it will take on a V-shape with the
point of the V pointing _____.
8) When successive
contour lines are close together, this is a (gentle/steep)
slope or hill.
9) When contour
lines are close together, the slope of the hill is (gentle/steep).
10) When contour
lines are far apart, the slope of the hill is (gentle/steep).
11) A ridge
or spur is denoted on a map by the contour lines becoming
(U/V)-shaped.
12) A feature
shown on a map by the contour lines becoming V-shaped. The
V points uphill. |
Answer
Key
Quiz
1.
1. C
2. B
3. A
4. C
5. A
Quiz
2.
1. B 10. F
2. H 11. C
3. G 12. D
4. E 13. L
5. I 14. J
6. J
7. M
8. A
9. K
Colour
Quiz
1. C Red
2. E Black
3. B Purple
4. D Brown
5. A Blue
6. B Green
Map
Features Quiz
1. Boulder
2. Spur
3. Re-entrant
4. Knoll
5. Cliff
6. Ruin
7. Fight
8. Rootstock
9. Track
Contour
Lines Quiz
1. Downhill
10. Gentle
2. Convex 11. U
3. Concave 12. Valley
4. Gentle
5. Cliff
6. V
7. Uphill
8. Steep
9. Steep |
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Teaching
Styles
Command Style-
Used in warm-ups/ introduction of tasks, and activities/
review. This style is conducive to time on task.
Practice
Style- Learners can engage in repetitive practice of
previously and newly learned skills and techniques to refine or
enhance their performance. Tasks and activities utilizing this
style can be performed individually or in partners.
-Day 5-compassing/thumbing
-Day 7 Pace counting
-Day 8 Jigsaw contour game
-Day 8-indentification game
-Day 1- symbol identification
Reciprocal-
Students will work in partners and use prepared criteria
to provide feedback to one another. One student will be the Doer
and perform the task while the other student is the Observer who
provides the feedback based on criteria. By situating themselves
in these roles, students will be able to fully grasp the main
concepts and cues of learned techniques and skills.
-Day 5-pairs activity
Self-Check-
This style allows the learner to asses their own performance by
referring to prepared criteria such as media task cards.
-Day 5-pairs activity-creation of task cards.
Inclusion
Style- Students will select their own entry level to
tasks based on their own perceived performance ability. Such as
a team game where students collect the controls of their own choice
based on their own perceived ability. Controls are assigned various
point values according to both the mental and physical components
of retrieval. Timed game where objective is to collect as many
points possible for the team.
Guided Discovery-
Allows students to discover a concept by answering a series of
questions posed by the teacher. The teacher will provide questions
and cues that will stimulate and guide the learner on a path to
discovery of a desired answer or response.
-Day 3- group assignment-route designing.
-Day 2- seeking out controls in pairs.
-Day 9- in designing the course in group activity.
Convergent-
- Day2-coming up with answers for the paragraphs in activity
-During activities in which students seek out and find controls-
Day 6-field trip to
Mt. Tolmie
-Day 10 culminating activity- field trip to course.
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Lessons
1 & 2
UNIT: Orienteering
THEME: Intro to Orienteering
vocabulary and symbols.
GRADE: 10
LESSON# 1
EQUIPMENT: Pencils, blank paper |
LEARNING OUTCOMES: TWBAT- identify
major symbols used in orienteering and become aware of basic vocabulary.
TIME |
LESSON
CONTENT - ACTIVITY |
TEACHING
POINTS AND ORGANIZATION |
15min |
Introductory Activities
• introduce background and history of the sport
• do word search with orienteering words as the puzzle,
as a warm-up for the brain
|
• Have enough copies
of the orienteering symbols and the word search puzzle. |
10min |
Skill Development/Concept
• Intro to major orienteering symbols
• Intro to common orienteering vocabulary.
|
• Why are symbols used instead of words?
• What does it do for the competitor?
• What does it save?
|
30min |
Culminating Activity
• Students will write a paragraph using as main orienteering
symbols rather then all a paragraph containing all words.
Be creative, use as many as you can of the ones we discussed
in class
|
• When paragraph is
complete, switch with another students, who needs to figure
out what the paragraph is about.
• Use at least 2 or 3 symbols per sentence, or more.
|
5min |
Closure
• Let students know that they will be quizzed on their
knowledge of the symbols and vocabulary, so they should spend
time looking them over.
|
• Stress that symbols
will save them time, so the better they know them the fast
their times will be. |
|
Evaluation |
|
THEME: Map Interpretation &
Control points
GRADE: 10
LESSON# 2
EQUIPMENT: Pencils, paper, outdoor shoes and clothing etc. |
LEARNING OUTCOMES: TSWBAT- orients
themselves with map, be able to figure out N.E.S.W., and understand
Controls and how they are used.
TIME |
LESSON CONTNET - ACTIVITY |
TEACHING POINTS AND ORGANIZATION |
10min |
Introductory Activities
• review previous class, map symbols and vocab.
|
• Has anyone seen any of the symbols we talked about
last class in the school yard and area near by? |
25min |
Skill Development/Concept
• Introduce what a control is and what it is used
for in the sport.
• Orientation of the map to the N.E.S.W.
• Find where you are on the map in relation to the
school.
|
• Must work through control in order. Can’t
skip ahead. • Must not alter control or move it
in any way. • Ask questions like, if I were here,
am I NESW of the gym, or library
|
20min |
Culminating Activity
• Map walk- place 10 controls out in school yard
• Return from the walk and draw out the corresponding
orienteering symbols that go with the type of feature you
found at the controls.
|
• hand out hand of the school yard and surrounding
areas • get in pairs • Walk around to
the different area’s find the controls and write down
what feature you find there. • Correct any mistakes.
|
5min |
Closure • Send permission slip home to be signed
by parents. • Attendance |
• Stress the Important, if they don’t get them
signed, they don’t go on the trip. |
|
Evaluation |
|
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Block
Plans
LESSON |
REVIEW SKILLS/
CONCEPTS
|
NEW SKILLS/
CONCEPTS
|
MAJOR TEACHING
POINTS
|
ORGANIZATION/
TEACHING STRATEGIES/STYLES
|
Three
“Theory”
|
Maps/Symbols |
-Route planning
-C.A.R.
-Traffic light
-Pacing
-Route check
|
Pacing/Traffic
Light
-green
-orange
-red
C.A.R.
-control
-attack point
-route
Route Check
3 D’s
-distance covered
-direction traveled
-details of terrain
|
1) Review
2) Pacing/ Traffic light basics
3) Group Assignment
-route designing
-choose route /speed/direction
4) C.A.R.
5) Route check
|
Four
“Testing
Day”
|
None |
No instruction |
Organization/
Evaluation
|
Warm-Up-Card
Relay
Test
- written 50%
- practical 50% |
Five
“Compassing/
Thumbing”
|
-Review Quiz
-discuss trends
- go over common errors
|
-Thumbing/
Compassing
|
Thumbing
-holding map properly
-oriented north
-placement of thumb on map
-thumb acts as “you are here”
-follow route by thumb
Compassing
-how to carry it
-how to read it
-how to use with map/ align with meridians
Safety Bearing
-how to locate/ follow
-importance/ relevance
|
1) Review
2) Intro thumbing/ compassing/ safety bearing
3) Warm-Up-British
Bull Dogs
4) Pairs Activity
-Students work in pairs to create course, making “task
cards” to trade with another group, who will then
perform on other pair’s course.
Ex. –start at basketball center
-take 30 paces N
-take 20 paces W
etc. until reach final destination
5) Remind students about next class
-appropriate footwear/ clothing
|
Six
“Mt. Tolmie
Field Trip”
|
-Compassing
-Thumbing
-Safety Bearing
|
-New Environment
-Group work / cooperation
|
Respect Environment
-no trace
Mark out Controls
-done ahead of time
Monitor Performance
Give Feedback
|
1) Collect waivers
2) Get equipment
3) Mark out controls
4) Organize travel
5) Warm-Up-“Your Turn to Shine”
6) Monitor/Feedback
7) Take attendance
8) Announce quiz/ time trial next class
|
Seven
“Pace Counting/ Time Trial”
|
- Review
Vocab.
|
-Pace Counting
-for distances of 10/100m
-for walk/run
|
Pace Counting
-keep paces even
-don’t pace next to someone else
-pace 10/100m
|
1) Review Vocab.
2) Administer quiz
3) Demo Pace counting
4) Warm-Up-Jump the Stump
5) Class Pace counting
6) Administer Time Trial |
Eight “Developing
Contour
Perception”
|
-Pace Counting |
-Contour Map Reading
-Elevation changes
|
Contour Map Reading
-create a mental picture of map
-tell self what you expect to see
-navigate by contour features
Identify
-spurs
-depressions
-ridges
-slopes
-re-entrants
-ridges
|
1) Review
2) Intro contour maps
3) Mental warm-up-Brain Teasers/ Hangman
4) Activity 1
-identification game
5) Activity 2
-jigsaw contour game
|
Nine
“Course Design”
|
-Contour mapping |
-Course Design |
Control Placements/ Symbol Use
-should be challenging yet realistic
|
1) Photocopy map of school area
2) Organize class into 5 groups
3) Class activity
-each group designs course with intent of using if for class
activity
4) Warm-up-Giants and Dwarfs
5) Choose course to use for activity
-number of courses used will depend on class time
6 Collect maps
|
Ten
“Culminating Activity/ Assessment”
|
-Application of knowledge gained during term |
- None |
- None |
1) Collect waivers
2) Transport students
3) Organize students at site
4) Warm-up-Chain Tag
5) Monitor activity
6) Assess performance
7) Hand out students self-evaluation forms
8) Transport back to school
|
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Assessment
Procedures
We will give the
student the chose of being evaluated in one of two ways. This
enables the students to make the decision about how they would
like to be graded. They are able to consider their own personal
strengths and weaknesses, and pick what best suits them and learners.
Option #1
• overall times of the two time trials that we conduct 50%
• quiz scores, symbol knowledge, route planning 30%
• participation- attendance, proper strip, attitude 20%
100%
Option #2
• quiz scores, symbol knowledge, route planning 50%
• overall times of the two time trials that we conduct 30%
• participation- attendance, proper strip, attitude 20%
100%
Time Trials
(psychomotor) - we will be looking for the overall time
taken to complete the course on both time trials, and if they
was any kind of decrease in time noticed, we could find that learning
had taken place. A better time for the second time trial will
be given extra makes.
Quiz’s
(cognitive) – we will be assessing the use of route
planning concepts ( C.A.R. stoplight), basic knowledge of the
rules and regulations, as well as their knowledge of map symbols.
Participation
(social/affective)- attendance, proper strip, co-operations
with partners and other classmates, and overall effort and attitude.
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Safety
Considerations
-Students are never
allowed to leave the designated course area
-Students must remain with their partners or group throughout
the exercise
-When off school grounds, students must have a compass and a whistle
-Students must never attempt to cross any areas which are marked
uncrossable, such as lakes and ponds
-The international distress signal (3 whistle blows) should be
known to all students participating
-Students must aid injured participants they encounter during
activities
-Students must take place in proper warm-up
-Students must be aware of all health concerns: such as poison
ivy and ticks
-Students must avoid hazardous areas such as cliffs, barbed wire
fences etc.
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References
McNeill, C. (1996).
Orienteering-The Skill of the Game. Ramsbury, UK: The Crowood
Press.
Tonkin, G. (1990).
Lesson Plans-Maps and Navigation. Published by the Orienteering
Service of Australia.
Cory-Wright, J.,
McNeill, C., & Renfrew, T. (1998). Teaching Orienteering (2nd
ed.).
Harveys & Human Kinetics.
Diana Hocking, (2001).
University of Victoria, P.E. 126. Coarse material.
Canadian Orienteering
Federation. (1983). Orienteering Level 1
http://www.educ.uvic.ca/Faculty/thopper/index.htm
http://www.us.orienteering.org/OYoung/
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PE 352
Ross
McDonald
Reagan
Daly
Chantelle
Chartrand
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