Roamer Activity Library
Discovery at Every Turn.

A role playing game where students help the robot salmon swim the sea by cleaning up the river’s pollution.

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

Use Roamer to create Christmas decorations such as wrapping paper, Christmas trees, stars and snowflakes.

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.

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.

Write an algorithm to send Gumpy Roamer on journey.

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.
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