Students create and run a set of Roamer experiments to find out at least three rules about forces.
Helps children understand the idea of force through their personal, everyday experiences.
A game based on the legend of St Patrick ridding Ireland of its snakes – can students program Roamer to do the same.
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.
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.