Roamer Activity Library
Discovery at Every Turn.

Students combine the skills learnt in the first two activities as they code their first Roamer program.

A strategy game involving reinforcement of estimation, basic arithmetic skills with integers.

Write an algorithm to send Gumpy Roamer on journey.

Students start to learn how to systematically find test and fix bugs.

The children write a program that will make Roamer "gather" a basket full of apples.

This is the third of Roamer's four labours. The students use Roamer to clean up some objects by pushing them out of the way.

Students program Roamer to go from shop to shop until they find a high-end designer belt.

Task 1 Children will choose an algorithm and program Roamer to spell lion from letters placed on a grid mat.

A fun game to remind for students who did the KS1 Scheme of Work and an introduction for those who have never used Roamer before.

This is a multiple adventure task that reviews everything the student has learnt in this package and prepares for the next pack.
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