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Volunteering at Scouts is changing to help us reach more young people

Volunteering is changing to help us reach more young people

Volunteering is changing at Scouts. Read more

Discover what this means

Mapping your adventure

Use maps to plot where you’ll go on your next adventure, as we brush up on route-wrangling skills.

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You’ll need

  • String
  • Scissors
  • Pens or pencils
  • Erasers
  • Compass
  • Calculator (optional)
  • Internet access (optional)
  • Maps, including waterproof OS Landranger 1:50k maps (for long trips), waterproof OS Explorer 1:25k maps (for going off the beaten track) and waterproof OS Road maps (for road trips), as needed

Before you begin

  • Talk with your group the week before this session about an upcoming trip you’re taking, or ask everyone to imagine one. Have everyone think of one mode of travel that they’d like to use on the trip. Some examples might be: walking, cycling, rowing, using a wheelchair, riding on horseback.
  • Depending on which modes of travel you discuss, you’ll need some different maps. For instance, horseback riding and cycling will probably be on the road, so you’d need a road map, whereas mountain biking and kayaking require you to go out into the wild, so you’d probably need an Explorer map. This will be a group activity and you’ll need multiple copies of different maps, so try to get hold of as many as you can, with waterproof cases and compasses. If you need some new ones, the OS website is the place to go, or your local newsagent or bookshop. Remember, all Scouts get a discount when buying from Go Outdoors!
  • Expeditions and map reading are fundamental to lots of Top Awards, including several Challenge Awards and Scouts Top Awards. See if this applies to any adventurers in your group, and encourage them to think about how this session could help.
  • If you’re planning a trip or expedition outside your region or area, factor in travel to the starting point, plus transporting/hiring equipment for things like bicycles and canoes. Bear in mind that these can often add extra costs.

Run the activity

  1. Everyone should split into groups. Give each group the relevant maps for planning their adventure.
  2. Each group should plan an expedition in full. They need to research where to go to do what they want to do, plot their route from start to finish and then prepare their ideas to present to everyone. They need to consider how they’re going to travel to and from the start and finish points, how long it’ll take and where and when to stop off along the way. Everyone should take about 45 minutes to complete a detailed draft.

If groups would rather not present their ideas, or there isn’t time, they could make posters summarising the key points with a sketch map, or inviting others to come and discuss it with them. These could be stuck up where everyone can see them.

  1. If your meeting place has internet access, allow groups to use it to complete their research. You could use the 7-day free trial for route planning online with OS Maps.
  2. Groups should consider whether they’re using the right type of map(s), whether they understand the features of their map(s) and whether they’re comfortable with grid references and the scale of the map(s).

The Ordnance Survey website and blog have great resources for those who are unfamiliar with any of these features and tools. Make the most of the map reading tag on the blog for guidance.

  1. Leaders and helpers can circulate and join in group discussions. They should check that each group has remembered to include an appropriate InTouch procedure for the activities planned, and discuss with groups why having this set up in advance is so important.
  2. Once groups have settled on the kind of adventure they want to do, they need to start planning specifically for their activity. They could use the drop-down guidance below to help.
  1. Check out the documents that are relevant to your walk, for example The Countryside Code, Northern Ireland Countryside Code and Scottish Outdoor Access Code. Use the enclosed information to work out how you can be considerate to others and leave no trace of your activities behind.
  2. Orient your map with your compass. If you need help with this, see Ordnance Survey's beginners guide to using a compass. Check for landmarks to look out for as another way of getting your bearings.
  3. Plot your route. It’s easiest and cheapest for most to start out at your meeting place. Work out the final location for each day. This should be somewhere to spend the night, like a campsite or activity centre. Again, look out for landmarks to tick off, as well as any sites of interest and plan in comfort breaks to make the journey easier. Also, look out for areas you shouldn’t visit, like busy main roads, closed-off rights of way and restricted areas, like military training zones.
  4. Split your journey into legs and mark down the grid references of your checkpoints.
    • Use lengths of string to measure out the walk, using the distance key on your map and a pen.
    • Mark the string every km/mile and use it to measure each leg so that each stretch covers the necessary distance.
    • Organise legs to fit around the ability level and endurance of your group, and so that there’s not too much or too little distance between checkpoints.
    • Bear in mind that OS estimates average walking speed to be about 5km/h (3.1mph), but that this drops slightly with larger groups, and doesn’t account for obstacles like rough terrain, gates and stiles.
    • Use Naismith’s Rule in hills or mountains and add 10 minutes to your time for each 100 metres of elevation gained.
    • Remember to allow for toilet stops, refreshment breaks and photo opportunities.
  1. Write up route cards. These should break down the details of each leg of the adventure, including:
    • Grid references for each checkpoint
    • The distance covered
    • Journey time
    • Bearing
    • Brief description
  1. Here’s an example: ‘Follow footpath SE, through hilly coastal section with little wind cover.’ Copy this out onto scrap paper or use post-its stuck on the map, whatever is most useful.
  2. Sell your trip to everyone else. Outline the challenges you’ll face. Describe the opportunities for everyone. Be realistic and check that you’ve made your adventure as accessible as you possibly can.
  1. Check out the documents that are relevant to your cycle, for example Highway Code (Rules 59-82 for Cyclists) and Road Safety Tips from British Cycling. Use the enclosed information to work out how you can be considerate to others and leave no trace of your activities behind.
  2. Orient your map with your compass. 
  3. If you need help with this, see Ordnance Survey's beginners guide to using a compass. Check for landmarks to look out for as another way of getting your bearings.
  4. Plot your route. It’s easiest and cheapest for most to start out at your meeting place. Work out the final location for each day. This should be somewhere to spend the night, like campsites or activity centres with bike storage facilities. Again, look out for landmarks to tick off, as well as any sites of interest and plan in comfort breaks to make the journey easier. Also, look out for areas you shouldn’t visit, like busy main roads, closed-off rights of way and restricted areas, like military training zones.
  5. Split your journey into legs and mark down the grid references of your checkpoints.
    • Use lengths of string to measure out the ride, using the distance key on your map and a pen.
    • Mark the string every km/mile and use it to measure each leg so that each stretch covers the necessary distance.
    • Work out a rough average cycling speed for your group using this calculation, based on your previous group rides. You’ll need to factor in gradients and wind speeds.
    • Organise legs to fit around the ability level and endurance of your group, and so that there’s not too much or too little distance between checkpoints.
    • Remember to allow for toilet stops, refreshment breaks and photo opportunities.
  1. Write up route cards. These should break down the details of each leg of the adventure, including:
    • Grid references for each checkpoint
    • The distance covered
    • Journey time
    • Bearing
    • Brief description
  1. Here’s an example: ‘Follow cycle path along the canal.’ Copy this out onto scrap paper or use post-its stuck on the map, whatever is most useful.
  2. Sell your trip to everyone else. Outline the challenges you’ll face. Describe the opportunities for everyone. Be realistic and check that you’ve made your adventure as accessible as you possibly can.
  • Explore other options for travel. This might be important if walking and cycling aren’t popular or accessible for everyone in your group. Different modes of travel require slightly different map and chart reading skills.
  • For route planning on freshwater, check out the maps available from the Inland Waterways Association. For ocean adventures, nautical charts can be found on Sea Chest.
  • Check out the documents and guidelines that are relevant to your adventure: Waterways Code, Water sports safety code, Horse & The Highway Code and Scouts A-Z.

Reflection

When planning your big adventure, reducing the human impact of your activities should be at the forefront of your thinking. The less you leave behind at your location, the more others can get out of it in the future. What extra steps could you take to be more responsible with waste, where you walk or cycle and how you get to the start and back from the finish point? Remember Baden Powell’s mantra of ‘leaving the world a little better than you found it’.

Safety

All activities must be safely managed. You must complete a thorough risk assessment and take appropriate steps to reduce risk. Use the safety checklist to help you plan and risk assess your activity. Always get approval for the activity, and have suitable supervision and an InTouch process.

Cycle and wheeled activities

Use appropriate protective equipment. You must wear helmets. Wear elbow and knee pads as defined by your risk assessment.

Scissors

Supervise young people appropriately when they’re using scissors. Store all sharp objects securely, out of the reach of young people.

Online safety

Supervise young people when they’re online and give them advice about staying safe. Take a look at our online safety or bullying guidance. The NSPCC offers more advice and guidance, too. If you want to know more about specific social networks and games, Childnet has information and safety tips for apps. You can also report anything that’s worried you online to the Child Exploitation and Online Protection CommandAs always, if you’ve got concerns about a young person’s welfare, including their online experiences, follow the Yellow Card to make a report.

The amount of information required for each individual adventure will make this task more or less difficult. For instance, groups could simply calculate distances and times, and leave out the activity details, or they could plan out the trip hour-by-hour, mile-by-mile in meticulous detail, and tailor aspects to make the activities more accessible.

  • Routes planned need to take into account the physical capabilities of those taking part. For instance, tracks and paths may need to be suitable for wheelchair users.
  • OS has adapted some of their digital maps for colourblind users.

All Scout activities should be inclusive and accessible.

The best way to expand on this learning experience would be to use this activity to plan a real trip with your group. Finalising some of the finer details of the route plan and embarking on an expedition could help group members work towards fulfilling requirements for many other badges, such as the Navigator Staged Activity Badge, Scouts Expedition Challenge Award, Scouts or Explorers Hill Walker Activity Badge or Scouts Cyclist Activity Badge.

Each group comes up with their own individual route plan and adventure, with activities they want to do.