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.