A traditional obstacle course activity with a twist.
A strategy game involving reinforcement of estimation, basic arithmetic skills with integers.
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 extend their draughting skills and program Roamer to draw a house. They learn the repetitious power of the computer.
Introduces students to repeats as they explore and draw regular polygons.
By reading and editing code students will investigate the properties of shapes and start to understand the idea of a variable.
An activity that helps students see patterns and write programs to draw them.
Evaluate programs and then use them to perform calculations.
This is a spelling game where students program Roamer to code and decode secret messages.