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Maze-N-Moves Activity Guide
Written By Tom Heck
#1-02074
Introduction
Congratulations on your purchase of Maze-N-Moves. This activity guide is created to help you and your students get the most from
Maze-N-Moves. This activity works well with a group of 15-20 students. If your group is larger than this, you can divide the group in
half and have the 2 groups working on separate Mazes.
Maze-N-Moves Set Up
Select the answer key you plan to use with the group and lay out the Maze (construct it) prior to working with the group.
Have the group circle up at one end of the Maze (the side you would like them to start on) and present the directions to the group.
Presenting Directions
When presenting the Maze-N-Moves activity, you can choose to read the directions to the group OR you can supply them with a
copy of the written directions. Older students (high school) are usually able to make sense of the directions without much help from
the instructor. Younger students (elementary and middle school) may have difficulty deciphering exactly what they are supposed to
do. With younger students you may need to help them work through the directions section by section and rule by rule so that they
have a clear understanding. This may take 10-15 minutes.
Notice that there is a blank space in the directions provided which identifies how much time the group has. This is for you to decide.
In general, the average group needs 25 minutes to complete the challenge (if they are working well together). You can vary the
difficulty by decreasing the amount of time (less time = bigger challenge). You can also increase difficulty by using a higher number
�Maze Answer Key Map� (higher the map number = harder). For example, a group of 15 ten-year-olds can solve the Maze in 25
minutes if the instructor uses Maze Map #1. Use the blank Maze Map to create your own maps.
During The Maze-N-Moves Activity
The directions allow the group to talk only during the planning phase of this activity. Once the first person steps on the Maze, verbal
communication is NOT allowed. However, the group is allowed to use non-verbal communication (example: pointing).
As team members move through the Maze, your job is to match their movements with those of the answer key (Maze map). If a
player steps on the wrong square, you will say �BEEP.� The person who was �beeped� must get off the maze and let the next person
go (the beeped person goes again when it�s their turn). Possibly the best place to position yourself during this activity is at the end
opposite to where the students started.
Some instructors find it difficult to watch both the group, watch where the individual moving through the Maze is
stepping and, at the same time, compare this individual�s movement to the answer key. Consider having an assistant
whose job it is to operate the answer key (Maze Map).
Once someone makes it through the maze successfully, they do not have to go through again. They should now focus on
helping everyone else get through.
A general rule of thumb is to provide the group with approximately 25 minutes of time to complete this challenge. With
this amount of time a group can usually get the entire group through the Maze when using a simple map (map #1).
If the group violates any of the rules you can penalize the group by taking away activity time (example: 1 infraction of
talking during the activity = 1 minute less time to complete the activity).
Variations
One way to make this activity easier is to allow the group to talk freely if they all move away from the Maze and meet in a
�special� meeting area (example: Inside a rope circle). During this time you can stop the clock. Doing this encourages
problem solving and sharing of ideas.
Debriefing The Maze Activity To Your Students
Maze-N-Moves is a great activity for teaching a number of wonderful life lessons. Here are some questions and topics
that you may choose to pursue with the group after the activity.
Who solved the Maze?
This is a tricky question. This does not ask who the first person through The Maze was yet some groups see the first
person through as the person who �solved� the puzzle. The reality: It took everyone�s effort to get the first person
through.
Who received help from others during the activity? Who gave help?
Some students (some people) are reluctant to either give or receive help. This question can start a great conversation
around the topic of helping others. It can also lead into a conversation about trust. Who did you trust to give you
information and advice during this activity? Did anyone receive advice (directions) that led him or her to make an
incorrect move? How do you know who to trust in the real world? What criteria do you follow in order to trust someone?
Who made a mistake during this activity?
Everyone makes a mistake at some point during The Maze activity. When everyone acknowledges that they all made
mistakes you may want to point out that they were still able to solve the challenge (if, in fact, they were able to). Then
ask the group to tell you whether mistakes are �good� or �bad.� Generally groups will say that mistakes are good when
you pay attention to them and don�t repeat them; and they are bad when the same mistake is repeated over and over
again.
What would you like to change if you really could travel back in time?
Give the group an opportunity to discuss how they would change things collectively and individually.
Directions: High School Level Players
Objective:
The team must successfully solve the established, yet hidden Maze route and get as many team members through the
maze before time runs out.
Time Allotment:
____ minutes (you choose the amount) starting from the moment the instructor claps their hands.
Guidelines:
- Your team must begin and end the Maze at the areas specified by the facilitator.
- There is one route through the Maze and the instructor has a �map� of the route (answer key). The group must
establish a sequence, and each person must attempt the route in the established order. After each person in the entire
group has made an attempt, the order starts over.
- There can be only one person on the Maze at a time.
- If a correct square has been stepped on, there will be silence from the instructor. If an incorrect square is stepped on,
the instructor will make a �beep� sound. When an individual hears the �beep,� they must leave the maze and wait for
their turn again.
- When the first person on the team steps onto the Maze, no further verbal communication will be allowed. The team
must notify the instructor prior to the first person stepping onto the Maze.
- Team members may only keep mental records of the Maze route (no marking the route or drawing of maps, etc.).
- The Maze may not be altered in anyway.
- Violation of a rule may result in a penalty (time may be reduced, some one might have to wear a blind fold, etc.).
Directions: Elementary/Middle School Level Players
The Scenario:
A disease is spreading around the world and a cure must be found soon. Scientists are certain that they can create a cure
for the disease using a plant that is now extinct. The plant was only found in the rain forests of South America.
The United States government has secretly created a time travel machine that will allow a team to go back in time to get
one of the special plants needed to cure the disease. For some unknown reason, the time travel machine will only allow
people younger than 18 to pass through it�s time grid. Therefore, the government has given your team special training in
time travel so that you can retrieve the plant.
The Maze:
The hardest part about using the time machine is getting through the Maze. At this point, your team has already made it
through the Maze and found the plant that will give the cure. Now your team must go through the Maze again in order to
get back to the present time and save the world.
The Team�s Challenge:
The ENTIRE team must successfully make it through the Maze before time runs out. There is only ONE correct pathway
through the Maze and the teacher has the answer key. Your team has _____ minutes to get EVERYONE through the
Maze. Time starts when the teacher claps their hands.
Rules:
- Your team must begin and end the Maze at the areas specified by the facilitator.
- All team members must participate in the solving of the Maze. Team members must follow a sequence (or �line up�)
as devised by the team (similar to a �batting order�). ALL team members must be in the sequence.
- Only one team member is permitted on the Maze at a time.
- The audible signal, �Beep,� (spoken by the teacher) designates a movement error on the part of a team member
moving through the Maze (someone steps on a wrong square). The team member who is beeped must step off of the
Maze and go to the end of the sequence. The next team member in the sequence will start again at the beginning of
the Maze.
- HINT: The squares of the correct pathway through the Maze are connected. You must step from one square to
another without skipping squares. If anyone skips a square, they automatically hear a �beep.�
- Diagonal moves are illegal. If anyone makes a diagonal move, they will be automatically beeped.
- Team members may only keep mental records of the Maze route. Marking the Maze is not permitted.
- Verbal communication will not be allowed once the first person from the team steps onto the Maze.
- Time Outs: Your team is allowed to take up to 2 time outs. During the time out, your team is allowed to communicate
verbally. No one is allowed on the Maze during a time out.
- Remember, everyone on the team must make it through the Maze before time runs out. If anyone on the team does
not make it through successfully, the entire team is stuck in the jungle.
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