
Quick answer: Buy a basic baseplate compass for each kid. Draw the park map yourself, on paper, with them. Run short games with a hard boundary and a whistle. Twenty minutes is plenty for a first session.
Every dad who's ever handed a kid a compass on a trail knows how it goes. The kid holds it flat, spins in a slow circle, announces that it's broken, and wants a snack. You've asked a nine-year-old to learn a skill at the exact moment the stakes are highest and the patience is lowest.
Flip it. Teach the skill where nothing can go wrong. A city park with a fence on three sides is the best classroom you'll find. The worst outcome is a kid who ends up at the swing set.
Get the right compass
You want a baseplate compass: a clear rectangular base, a rotating dial with degrees marked on it, a direction-of-travel arrow, and a ruler edge. Suunto and Silva both make simple ones that suit kids. Skip the novelty compass built into a whistle on a keychain. The needle swings like a drunk on a boat, and the kid learns nothing from it.
Get one each. Sharing a compass is how siblings start wars.
Bring a pencil, a clipboard or hard book to draw on, a whistle for each child, and a bag for trash. Hold on to that last one. We'll come back to it.
Draw the map first
Don't print a satellite image. Have the kids help you sketch the park on a sheet of paper: the playground, the big oak, the pavilion, the creek, the parking lot, the path that loops the pond. It doesn't need to be good. It needs to be theirs.
A kid who draws the map understands what a map is. It's a flat picture of a place, with the stuff that matters written down and the rest left out. Everything else you teach later hangs on that idea.
Draw an arrow for north on it. Find north with your compass first, stand at the same spot, and let the kids see the needle settle.
Game one: red in the shed
This is the oldest trick, and it works on a five-year-old. The needle's red end is "the red fox." The painted outline on the dial is "the shed." Turn the dial until the fox sleeps in the shed. Now the arrow on the dial points north.
Do it fifty times. Kids love repetition when it feels like winning. Have them call "North!" and point, then check against the compass, then turn and find east, then south, then west. Make it a race between siblings. Loser carries the lunch bag.
Game two: the square walk
Stand at the start. Set the dial to 0 degrees and walk 20 paces toward it. Set it to 90, walk 20. Set 180, walk 20. Set 270, walk 20. If everybody followed the numbers, you end up back where you started.
Nobody ends up back where they started the first time. That's the point. A kid who's off by ten feet after four legs learns something no lecture delivers: holding the compass level and keeping the arrow honest matters. Run it again and watch the error shrink.
Game three: count your pairs
Navigation without distance is guesswork. Have each kid walk a measured 100 feet (a tape measure or a pre-measured length of rope) and count every time their right foot lands. That's their pace count. Write the number on their hand with a pen, or on a strip of tape on the compass.
A kid's number will differ from yours, and it will change when they're tired or walking uphill. Say that out loud. It's an honest limit of the method, and kids respect a skill that has limits.
Then give them a challenge: "Walk me to the oak. It's 60 paces northeast." Let them do the math and the walking.
Game four: the treasure hunt
Now put it together. Before the kids arrive, or while they're off on a snack break, hide five markers around the park. Use index cards in a zip bag, a bandana on a bench, a stack of colored cones from a sporting goods store. Put one or two where they're easy and the rest a little less obvious.
Mark each on the hand-drawn map. Give the kids bearings and paces for the first two, and let the map do the work for the last three. Don't tie anything to a tree. Don't stake the ground without checking the park rules. And pick up every single marker when the game's done. A pack-it-in, pack-it-out habit starts the first time a kid sees you walk back for a stray card.
Game five: score it
Once they've got the basics, switch to what orienteers call a score course. Scatter eight markers. Assign points. Close ones are worth 5. Far ones are worth 15. Give a 25-minute time limit and a firm turnaround rule: when the whistle blows, everyone heads back to the start, no exceptions, no "just one more."
Watch which kids chase points and which kids chase the clock. Both are learning. And the turnaround rule is one of the most important safety habits in the backcountry, learned here for free. Kids who know a deadline is a deadline become adults who turn around below a summit when the clouds build. Our piece on the weather that kills hikers shows why that habit matters.
Handrails and backstops
Teach two ideas you'll use in the woods for the rest of your life. A handrail is a long feature you can follow: a path, a fence, a creek. A backstop is a feature you can't miss that tells you you've gone too far: a road, a lake, a wall.
Ask your kids: "If you get turned around, which way do you walk to hit the road?" That's a backstop. Ask: "How do you get to the pavilion without the compass?" That's a handrail. These are better than any GPS habit, and they cost nothing.
The safety rules, stated plainly
- Kids under about ten stay in sight of an adult. Older kids work in pairs, never alone.
- Draw a boundary on the map and say it out loud. The fence, the road, the creek. Nobody crosses it.
- Everyone wears a whistle. Three blasts means "I need help." Practice it once so a real blast isn't a surprise.
- If a kid feels lost, they stop and stay put. Practice this, too. It's the same rule laid out in the first hour after you realize you're lost, and it's far easier to learn on grass than in timber.
- Check your park's rules on leaving markers and organized events. Many allow casual games. Some don't.
Where it goes next
Once your kids can run a square walk, count their pace and find a marker by bearing, they're ready for a real trail with a real map. A short, well-marked loop is plenty. Start with the ten essentials in a small pack and let the oldest kid be the navigator while you walk behind and keep your mouth shut.
That's the hard part, honestly. Not the compass. Letting a ten-year-old lead you the wrong way for forty feet, and then letting him figure it out.
Go home with the same trash you brought, plus any you found. Leave the park cleaner than it was. Your kids are watching which of those two things you consider part of the game.
Sam Ortiz
Dads & Family
Father of three. Writes about presence, discipline and the long game, without pretending any of it's tidy.
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