This is the third of Roamer's four labours. The students use Roamer to clean up some objects by pushing them out of the way.
Students program Roamer to go from shop to shop until they find a high-end designer belt.
Task 1 Children will choose an algorithm and program Roamer to spell lion from letters placed on a grid mat.
Students extend their draughting skills and program Roamer to draw a house. They learn the repetitious power of the computer.
Introduces students to repeats as they explore and draw regular polygons.
By reading and editing code students will investigate the properties of shapes and start to understand the idea of a variable.
An activity that helps students see patterns and write programs to draw them.
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.
This is a multiple adventure task that reviews everything the student has learnt in this package and prepares for the next pack.
Evaluate programs and then use them to perform calculations.