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.
Students explore mathematical and artistic thinking by programming Roamer to draw a firework display.
A game loosely based on basketball which helps learners hone their estimation skills: ideal for a fun day of competitions or a revision task.
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 good way of introducing Roamer to older students or challenging younger learners.
Children see that you can write radically different programs with the same instructions.
Roamer goes shopping and children learn about wise shopping and how to use Roamer instructions.