A role playing game where students help the robot salmon swim the sea by cleaning up the river’s pollution.
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.
Students test Roamer's pulling power, devise ways of increasing, measuring and analysing it.
An activity about the food chain.
A Speed Carousel Game providing students with practical experiences of forces and angles and gives them the opportunity to experiment.
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 write algorithms and match them to programs which will help Roamer feed the animals.