Roamer Activity Library
Discovery at Every Turn.

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

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.

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.

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.

This is a spelling game where students program Roamer to code and decode secret messages.

A game where students decide whether programs will work or whether they contain bugs.

Pupils choose which programs will find the nouns in a popular nursery rhyme.
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