Orienteering Beginner Clinic

 

Terradan wrote the following as an instructors' outline for the Columbia River Orienteering Club's annual Scout-O (several CROC-ers led Beginner Clinics). It works well for any beginner although it is aimed at Scouting (BSA & GSUSA) youth.

1999 SCOUT-O BEGINNER CLINIC

by Terradan Landchild Sagewynd, CROC Youth/Scouting Coordinator (in 1999)

INSTRUCTOR MATERIALS NEEDED:

control marker (bag and punch), control descriptions, punchcard, compass
pre-marked sample map

 

Welcome to Orienteering!

How many of you are here to have FUN?! (cheer!)
How many are here to learn to find your way so you DON'T GET LOST & DIE? (Grin)
so.... PAY ATTENTION!!!

Today's courses are NOT easy (except Course 1 for the Brownies and Cubs)
--but they ARE fair!

(You'll probably want to refer to the example map during this clinic):
BattleGround Lake O Map with Example Course

Begin your course at the START TRIANGLE (find it on your map)
Staggered Starts @ 3 minute intervals.
FINISH at the double circle (find it on your map)
"Bail out time" (quit & come in by) 3:00 pm !!! (3-hr limit is standard)

CHECK BACK IN TO THE FINISH--
WHETHER YOU COMPLETE YOUR COURSE OR NOT!!!

From the Start, find Control #1 (on your map a circle with a "1" by it)
The connecting line from the Start triangle is only there for conveniece,
it's usually NOT your best route!

The control marker ('flag' or 'bag') has a number on it called the Control Code.

Confirm you found the correct marker by checking its CODE
("CHUCKO" in the example above)
with the code on the Description Sheet for your course.

Confirm to us that you found the correct control using the attached pin-punch to punch the appropriate box on your Control Card.

Find the controls IN ORDER 1,2,3,4... Scouts do NOT cheat! (It changes the course)
But... how you get from #1 to #2 to #3 etc is your route choice!
(although you MUST stay in bounds!) (Show any out-of-bounds area on map.)
Trail running is faster, but accurate shortcuts can still save time! (route choice)

DO NOT DISTURB MARKERS! (Scout Law #1 means don't lie, cheat or steal)

Always STAY IN CONTACT WITH YOUR MAP!
Relocate onto obvious (collecting) features.

DO NOT FOLLOW! Run your own race & avoid others' errors.

If you quit for any reason, you must still go to the Finish to check out!

 

FIND ON MAP:

 

LAND NAVIGATION TIPS & TECHNIQUES

2 "Rules of Thumb"

The Good Lord gave us two thumbs with which to orienteer. (& they're NOT to use for "hitchhiking"! ;-) One rule of thumb is to always keep your map oriented, the other thumb keeps track of where you are on your map!...

1) ORIENT YOUR MAP

Line it up with obvious linear features or use a compass. In Orienteering, we ignore magnetic declination from True North and simply use local Magnetic North! To orient your map using your compass:

  1. set your compass dial to zero or N.
  2. align your compass housing with the North arrow on the map.
  3. rotate the map & compass TOGETHER until the floating magnetic needle also lines up.

Now your map is lined up with the real world! Follow your map (not compass!)

2) THUMB YOUR MAP

Stay in contact with the map so you always know where you are!
Hold the map so that your thumb marks your location. As you run/walk, shift your thumb so that you constantly keep track of your position. When you need to relocate yourself, you only need to glance at the map rather than stopping to re-orient and re-trace your route.

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& BEFORE you run up to punch,...
know which direction is the next control so you can leave immediately!
By hanging out by the control, you unfairly help others find it.


Oh, & don't yell out "Hey, I found it!!!" when you see the control marker!

 

Stay in Contact with your Map & HAVE FUN!!!

 

Yes, it's a race, but completing your course (finding all the controls, generally within a 3-hour time limit) is a WIN!
If you get a "DNF" (= Did Not Finish), you may have chosen a course too difficult for your present level of navigational skill.

 

To improve your skills, check out:

Terradan's Training O-Page


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