A game based on the legend of St Patrick ridding Ireland of its snakes – can students program Roamer to do the same.
An open-ended challenge inspired by the life of Hypatia. A woman and leading mathematician murdered in the Ancient Greek city of Alexandria.
One of the World Cup Games: The defending time places players in the way of the attacking team who program Roamer to score a goal.
One of the World Cup Games: Students program Roamer to go through a defence and score.
Part of the World Cup Challenge: Students learn about forces while programming Roamer to score a penalty goal.
A Maker Project and an introduction to a set of robot challenges based on the World Cup or any other soccer tournament.
This is a parody of the Scarlet Pimpernel which introduces students to creating and downloading a Roamer ScratchX program to the robot.
An introduction to the use of Roamer Inputs.
A strategy game involving reinforcement of estimation, basic arithmetic skills with integers.