
PE • 60 • 20 students • Created with AI following Aligned with New Zealand Curriculum
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This is lesson 5 of 6 in the unit "Navigating the Great Outdoors". Lesson Title: Designing a Scavenger Hunt Lesson Description: WALT: Plan and create a scavenger hunt using maps and compasses. Students will work in teams to design a scavenger hunt incorporating navigation skills learned in previous lessons. Extension: Encourage advanced learners to develop riddles or clues that involve map reading.
This is lesson 5 of 6 in “Navigating the Great Outdoors”. Students use navigation skills from earlier lessons (cardinal directions, map orientation, and compass basics) to plan and create a team scavenger hunt route for others to follow. They also practise responsible outdoor behaviour (tiakitanga/leave no trace) while designing.
0–5 min · Launch and safety recap. Teacher briefly revisits success criteria and safety expectations; students chorally rehearse a “good navigation team” checklist (stay with team, respect boundaries, leave no trace).
5–15 min · Model: how a strong clue works. Teacher shows a sample scavenger hunt step (e.g., “From Start, go East to the fence line; look for a landmark described on the map”). Students in pairs identify: starting direction, distance idea (or time), checkpoint feature, and next-turn link.
15–35 min · Team design (map + compass-based instructions). Teacher gives each team a map of the local area (or a simplified grid), compass, and a “Design Sheet” template with required fields: Start, Checkpoint 1–3 (or 4), direction cue for each leg, what to find/observe, and finish. Students work in teams to: mark the route on the map, write directions using cardinal directions, and include at least one topographical/natural feature clue (e.g., ridge line, creek edge, vegetation boundary, path junction).
35–45 min · Walk-test accuracy check. Teacher circulates to prompt teams to verify their directions: “Is your first turn consistent with map orientation? Does the clue match what’s actually on the ground?” Students do a short, teacher-approved walk-test of just the first leg (or a checkpoint approach), then record one “Fix it” change.
45–55 min · Swap-and-try (quick playtest). Teacher pairs teams and runs a short round: Team A gives Team B their instructions for a single leg to reach one checkpoint; then they swap roles. Students use “stop and fix” if instructions don’t work: clarify the direction, add landmark detail, or adjust the sequence.
55–60 min · Whole-class debrief and exit ticket. Teacher asks: “What made your clue easier/harder to follow?” Students complete a quick exit ticket: one thing they would improve and one navigation tool/skill they used accurately today.
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