Roamer Activity Library
Discovery at Every Turn.

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 explore Roamer's speech capabilities by incorporating speech procedures in their programs.

Students investigate the mathematics of medieval farming and how machines including robots changed food production. They discover some of the advanced capabilities of procedures.

Students review the work done in Roamer Computing Pack 2, particularly the use of the Repeat Instruction. They explore space filling algorithms and algorithm performance in the context of a treasure hunt for Anglo Saxon gold.

Students write algorithms and match them to programs which will help Roamer feed the animals.

Introduction

A lesson developing a students listening and comprehension skills by teaching Roamer the well know nursery rhyme. Continue reading
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