Roamer Activity Library
Discovery at Every Turn.

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

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

A fun game to remind for students who did the KS1 Scheme of Work and an introduction for those who have never used Roamer before.

An Activity that gives students a chance to do some creative writing and helps them understand how we store data in computer databases.
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