Use cardboard tubes, or washing up liquid bottles, as skittles.
Number them and place them on the floor.
Place a ball on the floor.
Program the Roamer to knock the ball into a skittle.
Use as many instructions as you want, but only one press of GO, for each turn.
Score the numbers on the skittles you knock over with the ball. The game ends when all the skittles are upturned.
If you miss the skittle, or knock it over with the Roamer, the turn finishes and the next player begins.
This activity may be freely copied for use in schools.
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