Roamer Activity Library
Discovery at Every Turn.

Students combine the skills learnt in the first two activities as they code their first Roamer program.

Students start to learn how to systematically find test and fix bugs.

The children write a program that will make Roamer "gather" a basket full of apples.

This is the third of Roamer's four labours. The students use Roamer to clean up some objects by pushing them out of the way.

Students program Roamer to go from shop to shop until they find a high-end designer belt.

Task 1 Children will choose an algorithm and program Roamer to spell lion from letters placed on a grid mat.

Students extend their draughting skills and program Roamer to draw a house. They learn the repetitious power of the computer.

Introduces students to repeats as they explore and draw regular polygons.

By reading and editing code students will investigate the properties of shapes and start to understand the idea of a variable.

An activity that helps students see patterns and write programs to draw them.
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