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.