Programming Roamer to make a simple journey. Copying the program to the computer and using RoamerWorld's pen down command to trace the journey. Historical context: also see "Paul Revere's Ride", a poem by Longfellow.
Programming Roamer to go on a complex journey across Europe . Copying the program to the computer, using it and RoamerWorld's pen down and stamping features to create a map. Based on a Hans Christian Anderson fairy tale, the context deals with animal migration.
Programming Roamer to go on a complex journey: travelling the ancient drove roads from Scotland and Wales to England . Using the program in RoamerWorld with the pen down, stamping and labelling features to make a map. Historical context.
Using information from a story book to send Roamer on a journey. Using the program to make a map. The activity includes designing your own map symbols and backgrounds.
J10 Your Own Journey
Involves students recording information about a real journey: "My journey to school". They use Roamer to model the journey, copy the program to the computer and make a map. Entails students creating backgrounds and map symbols.
Introducing routes: different journeys between two points. Different pupils program Roamer to travel between two points and record them in the computer. Introducing RoamerWorld's multiple GO Program feature in creating a map and comparing the different ways. Fictional context.
Based on Aesop's famous fable this activity sets up a race between a RoamerWorld Roamer (the hare) and the robot Roamer (the tortoise). The tortoise can only win if it finds the shortest route from start to finish.
Roamer is used to explore possible tourist routes. Copy the program into the computer and use it to create a map for a holiday brochure. The activity involves importing RoamerWorld graphics into word processing. Fictional context.