Roamer Activity Library
Discovery at Every Turn.

Students will use the size of Roamer to estimate how far the robot will travel.

A variation on the party game musical statues.  Children estimate time in seconds.

Opportunity to use all the commands of Early Years Roamer in a simple program.

Students program Roamers with opposite behaviours to explore angles and use the experience to develop negotiation skills.

This part of the Roamer Peace Wall Project.  Students decide how they can promote peace and they program Roamer to sign a pledge.

Develop student's visual thinking skills by looking the work Mondrian, then they create a similar picture using Roamer’s procedure feature.

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 Rally Race in which students calculate the best route by using data from some speed experiments. The tasks involves decimal calculations and use of statistics.

A problem solving game where students test their arithmetical and mathematical thinking skills.
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