Students have the opportunity to use Roamer to develop strong mental models of basic addition and subtraction.
Students count quarter turns and direction of turn and predict where Roamer will stop turning.
Students will use the size of Roamer to estimate how far the robot will travel.
A variation on the party game musical statues. Children estimate time in seconds.
Opportunity to use all the commands of Early Years Roamer in a simple program.
An introduction to Playing Turtle a game which prepares students for programing Roamer.
Students program Roamers with opposite behaviours to explore angles and use the experience to develop negotiation skills.
This part of the Roamer Peace Wall Project. Students decide how they can promote peace and they program Roamer to sign a pledge.
A role playing game where students help the robot salmon swim the sea by cleaning up the river’s pollution.
Develop student's visual thinking skills by looking the work Mondrian, then they create a similar picture using Roamer’s procedure feature.