Roamer Activity Library
Discovery at Every Turn.

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

Write an algorithm to send Gumpy Roamer on journey.

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.

Evaluate programs and then use them to perform calculations.

This is a spelling game where students program Roamer to code and decode secret messages.

A game where students decide whether programs will work or whether they contain bugs.

Pupils choose which programs will find the nouns in a popular nursery rhyme.

An Activity that gives students a chance to do some creative writing and helps them understand how we store data in computer databases.

As part of a history project on the Great Fire of London (or other fire) Roamer is a fireball that burns down the city.  How can you stop the fire spreading?

Students write algorithms and match them to programs which will help Roamer feed the animals.
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