Basic Orienteering Rules - Outdoor and Adventurous Activities

Activity
Physical Education
Year 9
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Basic Orienteering Rules - Outdoor and Adventurous Activities
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Description
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Orienteering is an outdoor activity that combines navigation with a competitive element. Participants, often in teams, are provided with a map of a designated area, such as a school playing field or local park, where a series of checkpoints, known as controls, are marked. Each team is equipped with at least one map and a card to record their visits to these controls. The primary objective is for teams to locate and visit as many controls as possible within a specified time limit. All teams typically start from the same location, although adjustments can be made for smaller areas to ensure teams disperse in different directions for fair play.

The rules of orienteering are straightforward. Teams can choose to visit the controls in any order they prefer, and if the site is small, they may be assigned different starting controls to avoid following one another. The competition begins with a signal, such as a whistle or klaxon, and a similar warning is issued when there are two minutes remaining. Teams must return to the starting point within the time limit, or they risk incurring point penalties for being late. The winning team is determined by the number of controls visited, and in the case of a tie, the fastest team back is declared the victor. Orienteering is an adventurous sport that tests both physical endurance and strategic thinking.