Roamer Activity Library
Discovery at Every Turn.

Write an algorithm to send Gumpy Roamer on journey.

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

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.

Students will explore the algorithms required to get Roamer through a simple maze.

Students are presented with a story, which they transform into the algorithm describe by pseudo code which they then implement as a program.

Students explore Roamer's speech capabilities by incorporating speech procedures in their programs.


A lesson developing a students listening and comprehension skills by teaching Roamer the well know nursery rhyme. Continue reading
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