Roamer Activity Library
Discovery at Every Turn.

Students test their arithmetical and mathematical thinking skills.

Students will use all the programming skills they have learnt – using Repeats and Procedures to create a range of exciting Islamic type tessellation designs from a single pattern.

Use Roamer to impress on students the size of the solar system.

Students invent a way to communicate with an Extra Terrestrial Roamer lost on Earth.

Students use a map to plan a for their robot explorer.

Students program Roamers with opposite behaviours to explore angles and use the experience to develop negotiation skills.

Develop student's visual thinking skills by looking the work Mondrian, then they create a similar picture using Roamer’s procedure feature.

This outline presents the basic idea of the Robotic Performing Arts Project. This makes an ideal Science, Technology, Engineering, Arts, Mathematics (STEAM) adventure for after-school clubs.

Students test Roamer's pulling power, devise ways of increasing, measuring and analysing it.

A speed carousel quiz game between two teams who wind Roamer moves by answering questions the one who programs their Roamer to a target first wins.
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