Students program Roamers with opposite behaviours to explore angles and use the experience to develop negotiation skills.
Students program Roamer to score penalty goals. An exciting game: ideal for when the soccer World Cup or similar tournaments are topical.
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.
Students combine the skills learnt in the first two activities as they code their first Roamer program.
Use Roamer to create Christmas decorations such as wrapping paper, Christmas trees, stars and snowflakes.
A Rally Race in which students calculate the best route by using data from some speed experiments. The tasks involves decimal calculations and use of statistics.
A problem solving game where students test their arithmetical and mathematical thinking skills.
This is a parody of the Scarlet Pimpernel which introduces students to creating and downloading a Roamer ScratchX program to the robot.
An activity about the food chain.