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.
This is a parody of the Scarlet Pimpernel which introduces students to creating and downloading a Roamer ScratchX program to the robot.
Students test Roamer's pulling power, devise ways of increasing, measuring and analysing it.
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.
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.