Sometimes the benefit to a group of participants comes from simply being in the outdoor environment, rather than undertaking elaborately planned activities. Groups with limited resources do not need to venture far offsite or those operating in a restricted area, such as in a crowded city environment, may gain as much from simply being outside and seeing their environment in a different way as they would from travelling far afield.
Taking a group for a walk allows the leader to involve all the group participants in some way, from initial route planning to navigation while outdoors. A ‘walk’ may be a short excursion or a multi-day expedition. The art of good leadership rests on the ability to delegate and co-ordinate, rather than doing; this applies as much to adventure learning instructors entrusting tasks and responsibilities to participants as it does to leaders of a team of workers. This allows the leader to retain oversight of what is happening and to ensure that every task is completed, rather than becoming locked into one element and distracted from their overall responsibilities.
There are different types of land where groups may walk:
Problems can occur even when in the middle of a city; in fact, the risks are arguably greater here because the instructor can be fooled into assuming that the close proximity to facilities and services equates to a relatively safer environment. The essential criteria when out walking are founded on common sense:
The Countryside Code is a set of rules that apply to all regions of the United Kingdom, although aimed specifically at rural, particularly agricultural, areas. Whatever the environment, the rules can be presented and discussed with participants as a part of heading outdoors; put simply, they are ‘respect, protect and enjoy’:
A part of planning is to plan the route that will be followed, which is something that can involve all participants. The first step is to work out the route the group will follow. All areas in which an adventure learning instructor will be operating will be covered by a map, the commonest being an Ordnance Survey map, making route planning an valuable exercise in geography and mathematics as participants work out distance, pacing, timing and direction, as well as the description of the route they will follow.
A map is a drawing of an area of land to a pre-determined scale, which is the amount by which you would have to enlarge the map to get it as big as the ground it is demonstrating. Every map has a scale printed on the front and you should always check this figure before you start. Although maps may be drawn to any scale, the most commonly operated two scales are known as ‘one to twenty-five thousand’ and ‘one to fifty thousand’:
The grid lines on an Ordnance Survey map are called eastings (those going east to west, with the scale along the bottom) and northings (those going north to south with the scale up the side), which are used to locate a place within the square. Each square represents a kilometre and has grid reference, which is found by putting together the numbers of the easting and northing that cross in its bottom left hand corner (four-figure grid reference); the saying to remember it is ‘go along the passage, then up the stairs’. Each square is sub-divided into tenths and a place can be more accurately identified by adding the tenth to the grid reference and pinpointing a location within the square (a six-figure grid reference); further accuracy can be achieved by sub-dividing the tenths further into tenths again (an eight-figure grid reference).
Down the side of a map are the symbols and other useful information to aid in route planning and interpreting the map to the ground. There are lines on a map that show the height of the land, called contour lines; they join together places of the same height and form patterns to show valleys, hills and flat land. The closer together the contour lines appear, the steeper the land on the ground. The numbers that appear on the contour lines show the height above sea level and face uphill (the top of the number is the uphill side). Similarly, the writing on a map is always to the north (the top of the writing is the north side).
When in the outdoors, direction is found using a map and compass. People happily say that a compass points north but there are in fact three ‘norths’: grid north, true north and magnetic north! Grid north refers to the direction northwards along the grid lines of a map projection and is related to the way in which the spherical earth is represented on a flat piece of paper. True north is the North Pole, the axis on which the earth rotates.
Magnetic north is the place where the earth’s magnetic field points directly downwards. Maps are oriented to grid north, whereas a compass will point to magnetic north. The magnetised needle on the compass aligns with the earth’s magnetic field and is drawn to magnetic north; this north moves very slowly and continually because of the movement of the earth’s magnetic core, so the variation between grid and magnetic north is shown on the side of the map.
When converting from the map to a bearing, the variation is added (‘grid to mag: add’) and when taking a bearing and putting this onto the map, it is subtracted (‘mag to grid: get rid’).
A bearing is simply the angle calculated from one point to another, relative to north. Imagine a circle, with north at the top; there are 360 degrees in a circle, so north would be at zero or 360 degrees. From this point, the cardinal points indicate east (90 degrees), south (180 degrees) and west (270 degrees) and the intercardinal points are the intermediate points that show northeast (45 degrees), southeast (135 degrees), southwest (225 degrees) and northwest (315 degrees).
There are three arrows on a land compass:
When using a compass, make sure it is away from metal or magnetic objects, as this will attract the arrow and distort the reading.
To take a bearing from the map, line up the long edge of the compass between the two points, with the direction-of-travel arrow pointing to the destination. Turn the dial in the middle of the compass so that the parallel north/south orienting lines in the centre are lined up parallel to the grid lines. Finally, read the number of degrees (the bearing) and adjust for magnetic variation. In order to move in the right direction, hold the compass and turn until the magnetic north needle points in the same direction as the orienting arrow; the direction-of-travel arrow is now pointing in the direction to walk.
The compass must be used continually throughout the walk to stay on track; to make navigation easier divide the route into short sections and use landmarks and features as a ‘tick list’ that you can use to confirm you are on route.
To convert a bearing from the ground to the map, point the direction-of-travel arrow at a feature on the ground (a hill, a church spire), line up the orienting arrow with the north arrow and read off the bearing from the direction-of-travel arrow, make the adjustment for magnetic variation and then place the compass on the map with the direction-of-travel arrow pointing at the feature. Line up the parallel orienting lines with the grid lines on the map and your position is somewhere on that line along the side of the compass. By doing this for two or more features, you can triangulate where you are.
It’s very rare that a route will follow a straight line between two points on the map; roads, rivers and footpaths all have curves and bend around features like woodland, so it can appear tricky to measure the distance travelled. Commercial map measurers are available to buy, but two simple ways of measuring distance are with string or with a piece of paper and the scale marker down the side of the map.
Once the participants know the route they intend to follow, they need to work out the time that they expect it to take them. This is obviously not going to be accurate to the minute, but will provide a guide both for the participants and for the safety person, who will contact the emergency services if the group is not back at the time expected. The average walking speed is estimated at 5 kilometres per hour (12 minutes per kilometre), although this will vary according to the group ability, what they are carrying and what they are doing along the way. It takes longer to walk uphill and therefore it is usual to add one minute for every ten metres of height climbed (known as ‘Naismith’s rule’). Contour lines appear at 5-metre intervals on a 1:25,000 scale map and at 10 metres intervals on a 1:50,000 scale map.
Another way of calculating distance travelled is to count paces; mark out a one hundred metre line and have the participants work out their average pace per 100 metres (how many double paces they take to one hundred metres). Then while out on the walk, the young people can see how their pacing compares to the terrain they are traversing.
When transferring the planned route and timings, it is essential to add in any time for rest stops and activities along the way so that a reasonable estimation of the duration for the walk can be calculated and provided to the safety person, as well as to the parents or carers who may be collecting the participants at the end.
While out walking, participants can collect and record a set list of items, they can undertake a survey (for example of people they meet, of flora and fauna) or they can take pictures and make up a photomosaic of an area (which works really well with macrophotography).
Orienteering is a navigating challenge, where participants may undertake a walk that requires them to navigate around set features or they may have to navigate a sequence of ‘control points’ around a course, both demand the use of a map and a compass. The course may be a permanently fixed one or one specifically set up for the group and may be anywhere from a park, heathland, over hilly terrain or even around an urban landscape. The start, finish and interim control points are set, but the participants select their own route to navigate between them. Although orienteering maps are available for permanent courses, bespoke maps and courses can easily be developed according to the abilities and learning experience of the group and the terrain available.
On a standard orienteering course, the control points are marked on the map by circles, connected by lines and numbered in the order they are to be visited and on the ground the control point has a square ‘flag’ with a diagonal line forming two triangles, one white and one orange. The map is accompanied by control point descriptions (clues) and to prove they have found the control point, the orienteer marks their scorecard with a punch attached to the control point (each control point has a punch with a unique patterns of holes).
A bespoke course can be set up in a relatively small area, and may even include some indoor control point locations if there are not enough control point locations outdoors. In setting up a bespoke course, the challenge is to make sure that the course is interesting for the participants but not beyond their ability. It is critical that the course setter select control point locations that are easily identifiable on a map and on the ground, but which are also accessible from different directions; the activity will not work if the participants are all following each other.
This is ideal for an urban environment or for a group not familiar with rural features; it uses pictures to supplement navigational, visual and logical thinking skills. The participants are provided with a map showing specific locations or features and a set of photographs; they must navigate their way to each in turn and mark which location or feature they think they have found. An added challenge can be to ask the participants to work out from which direction each photograph was taken.
More along the lines of traditional orienteering, the control points have letters rather than a punch. The letters may spell out a word when the course is followed sequentially, or the letters may form an anagram.
If a group of participants knows the terrain well or are skilled in navigation, this adds more of a challenge. The map with which they are provided shows only a small area around each control point, adding a greater cognitive challenge in that the participants have less visual data with which to work.
The participants are provided with a map, control point descriptions and compass, as usual, but also they have a metre length of string, marked off at centimetre intervals and a set of control point instructions. At each control point, the participants must provide the measurement of the control point instructions (for example, the circumference of the post or the height to the top of the tenth brick).
The group are provided with a map, compass and a route. The route has a start point but only a hint as to the final destination. The participants must trek the route to find the final destination. Usually the participants are told to follow the direct route as given, no matter what obstacles lay in their path (rivers, walls), so the terrain must be carefully risk assessed and any land owners notified.
The participants are provided with a map, compass and a navigational clue to the second point, where they will find the navigational clue to the third point, and so on until they reach the final point, which is either the treasure itself or a further clue or riddle to be solved to find the final prize.
Participants are spread around the playing area, orient themselves to ‘north’ (the real north or a convenient visible location) and then are blindfolded. The facilitator calls out a compass direction and the participants point in the direction they think this is. Anyone pointing in the wrong direction is out. The game can be made more challenging by calling out bearings as well as compass points.
Participants are provided with a number of egg boxes, coloured marker pens, glue, a large sheet of board and a set of minimum requirements (for example, three rivers, four bridges). Using the materials provided, they must build a model terrain on the large sheet of board and then develop an orienteering course within it, setting the control points and writing the descriptions that accompany them. It is the decision of the leader whether they may add in more features or use additional materials.
Participants are provided with vertical or horizontal strips of the terrain map and clues as to the location of control points. They must complete the blank sections while navigating to the control points.
The facilitator prepares a map on a large piece of paper, with grid squares just like an Ordnance Survey map. Each square has a score attached. The participants must take it in turns to make a route from a given start to a given finish point, one square at a time, and record their score. The aim is to have the lowest score on completion of the route. No participants may be on the same square at the same time.
The facilitator prepares 30 cards in advance, with 16 penalty cards, 8 bonus cards and 6 blank cards. Minutes are added for penalty cards (given on the card) and subtracted for bonus cards (given on the card); nothing is added or subtracted for blank cards.
The cards are shuffled and laid out, face down, at random around a start card bearing a triangle symbol: ▲ (the starting symbol in orienteering; this exists simply to indicate a starting point, in the same way that a starting point exists in orienteering). Players take it in turns to select a card at random and read it out. The game is given a playing time of 120 minutes (as if you are giving them a time to complete an orienteering course) and each player’s time is altered according to the bonus or penalty they receive from the cards they pick up. This activity enables younger, less physically able participants or participants who struggle with verbal descriptions to understand orienteering in an interactive and visual way.