Roamer Activity Library
Discovery at Every Turn.
1 2 3 7

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.
1 2 3 7
More Information
  • Lesson and Assessment Plan
  • Teacher's Notes
  • Resources
  • Curriculum Links
  • Comments

To upgrade from a Guest to RUG Member status edit your profile to include required Institution details.