Roamer Activity Library
Discovery at Every Turn.

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

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

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.

Students test Roamer's pulling power, devise ways of increasing, measuring and analysing it.

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

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.

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

Students extend their draughting skills and program Roamer to draw a house. They learn the repetitious power of the computer.
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