Students program Roamers with opposite behaviours to explore angles and use the experience to develop negotiation skills.
A role playing game where students help the robot salmon swim the sea by cleaning up the river’s pollution.
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.