Name and Purpose
- Keep on Tracking builds nature literacy by having players make and read real animal track patterns.
- Teams develop close observation, research skills, and an understanding of how animals move through their environment.
a.k.a.
- Track Detectives, Animal Track Challenge
Age / Group / Time / Space
- Ages 8-16 | 6-30 players in teams of 3 | 20-35 minutes | Sandy or soft-earth area with a separate patch per team
Materials
- Animal name cards: raccoon, rabbit, deer, squirrel, wolf, weasel, fox, otter, bear, mink
- Optional: animal track reference guide (printed cards or a field guide)
- Sticks or fingers for drawing tracks in sand
Quick-Run Card
- Divide into teams of 3. Each team draws an animal card.
- Teams go to their sandy patch and create the footprint pattern of their animal.
- Teams return to the starting point.
- As a group, visit each patch and try to identify the animal.
- Tally correct guesses. Debrief on how track patterns reveal movement and behaviour.
Setup and Boundaries
- Assign each team a clearly separate sandy patch before play begins
- Signal: 1 whistle = time to return to start
- Check patches for sharp objects before play
How to Play
- Divide players into teams of 3. Each team draws one animal name card without showing other teams.
- Teams go to their assigned sandy area and study the track reference guide if available.
- Teams create as accurate a set of footprints as possible for their animal using hands, sticks, or feet.
- At the whistle, all teams return to the starting point and leave their patch untouched.
- As a full group, rotate through each patch. Teams study the prints and write down their guess.
- Once all patches are visited, share guesses and reveal the correct animals.
- Tally correct identifications. The team with the most correct answers wins the round.
I-OPt Options
- A (Active): Create the tracks physically in the sandy area
- S (Support): Research the track pattern using the reference guide and direct the track-makers
- Q (Quiet): Make notes and sketches of other teams’ tracks during the identification walk
- O (Observer): Walk the identification circuit and share observations without committing a guess
Inclusion Adaptations
- Teams can use a stick to draw tracks rather than pressing hands or feet into sand
- Reference guides with photos allow players who are unfamiliar with local animals to participate fully
Stewardship Moment
- After play: “What does a real set of animal tracks tell us about that animal’s life?”
- Smooth out the sand patches before leaving so the area looks as it did before play
Consent
- Pre-brief: “This activity involves pressing into sand to make animal tracks. For those not comfortable touching the sand, the researcher and note-taker roles are equally important.”
- Mid-game check: after track creation, quick thumbs up or sideways before the identification walk begins
- Opt-out/re-entry: any player can shift to the researcher or note-taker role between rounds
Risks and Mitigation
- Sharp objects in sand: sweep each patch before play
- Teams peeking at other patches before the identification phase: keep patches separated and out of sightlines where possible
Warm-Up Suggestions
- “Walk Like Your Animal”: each team spends 30 seconds walking like the animal on their card before creating tracks
- “Track Quiz”: show a photo of two or three animal tracks and ask the group to guess the animal before the game begins
Debrief Questions
- What? “Which animal track was hardest to make accurately, and why?”
- So What? “What can a tracker tell about an animal’s behaviour just from its footprints?”
- Now What? “Next time you are outside, what will you look for on the ground?”
Cleanup and Reset
- Smooth all sandy patches back to a natural state
- Collect all animal cards and reference guides
- 60-second space sweep
