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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

 

 


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
  • Positioning self in desired direction.

• Concentration
• Identification of surroundings
• Relating info on map to terrain
• Comparing
• Matching
• Locating self and North in relation to map

 

  • Self reliance

 

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
  • Running over varied terrain
  • Problem solving, working out route plans.
  • Sequence decision making
  • Identifying catching features
  • Increase in confidence
  • Increase in motivation through successful decision making
  • Cultivating respect for the environment

 

Map Content:
Students will learn the use of map symbols, scales and legends to navigate through terrain.

Psychomotor
Cognitive
Social
 
  • Interpretation of ground features and their relation to map
  • Recognition of symbols
  • Classifying and analyzing land patterns
  • Increased confidence in feature identification


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
  • 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)
  • Calculating distances covered
  • Gives confidence in running through blocks of forest

 

Compassing:
Holding compass in such a way that the direction of its dial coincides with the directions in the field.

Psychomotor
Cognitive
Social
  • Running through varied terrain
  • Following a selected bearing
  • Concentration
  • Navigation
  • Measuring distances
  • Self challenges
  • Independence
  • Confidence in taking and following a compass bearing

 

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.

 

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.

 

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.

 


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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.

 

Water Features
Rock Features

 

Vegetation Features
Man-Made Features

 

Linear Features
Land Features



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

 

 

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____

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