Introduces students to object-oriented ideas and computational thinking by analysing a RoboCup game.
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.