In looking at the application of Roamer in this topic there are 4 suggested
general areas of activity:
Roamer as a household help
Creating a home for Roamer the robot
Creating a home for Roamer as a creature
Roamer on a building site
Creating the context
The starting points for such activities are many and varied. However,
there are some general starting points that are commonly used: visits,
collections, class discussions and books. The scenarios for the 4 activities
could therefore develop in one of the following ways:
Visit to a department store to look at items that help in the home.
Look through a collection of catalogues of household goods - these
often have many "time-saving devices" that you never knew you needed!
Discussions and work on different types of home, including "My home".
Stories such as "House for a Mouse" and "Willy the Squowse".
Besides the use of Roamer, the teacher may wish to consider the application
of such Roamer "add-ons" as the jackets, control box, lights, motors and
sensors. In addition everyday D&T materials can be used in conjunction
with Roamer as well as kits such as Inventa.
A suggested hierarchy of Roamer applications:
Step 1... Using the music facility to change Roamer into a doorbell.
Step 2... Developing Roamer into a hostess trolley which can be programmed
to deliver food.
Step 3... Changing Roamer into a snowplough including the plough system.
Step 4... Creating a mobile, table decoration that makes use of motors,
music lights and movement.
Step 5... Development of the use of Roamer as a mobile plant pot,
making use of sensors to search out light.