Roamer Activity Library
Discovery at Every Turn.

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

Use Roamer to create Christmas decorations such as wrapping paper, Christmas trees, stars and snowflakes.

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.

Students are presented with a story, which they transform into the algorithm describe by pseudo code which they then implement as a program.

An adventure game loosely based on history and introducing the use of sensors and sense procedures.

Students explore Roamer's speech capabilities by incorporating speech procedures in their programs.

Students investigate the mathematics of medieval farming and how machines including robots changed food production. They discover some of the advanced capabilities of procedures.

Students review the work done in Roamer Computing Pack 2, particularly the use of the Repeat Instruction. They explore space filling algorithms and algorithm performance in the context of a treasure hunt for Anglo Saxon gold.
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