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Sequencing Roamer 1

This is a group activity for children who have difficulty getting the right sequence when pressing keys to make Roamer move.

You will need:

1 Roamer different coloured Roamer "jackets"
2 Clear Memory cards
2 Forwards cards
2 Backwards cards
1 of each number cards up to 5
2 Go cards

Write correct sequence on a board and discuss it to help children before starting this game.

or

CM

Clear Memory

Forwards
How many steps

GO

CM

Clear Memory

Backwards
How many steps

GO

  1. Five children sit in a circle on the floor.
  2. Cards are placed face up in the middle of the circle.
  3. Choose a child to pick up the first card needed to program Roamer (Clear Memory) which they keep hold of.
  4. Work your way around the circle asking each child to pick up the next card needed until collectively they have made a program. This would be:
    1st child Clear Memory card
    2nd child either Forwards or Backwards card
    3rd child number card (how many steps)
    4th child Go card
  5. Ask the child who has not got a card to choose a coloured Roamer jacket, place it on Roamer and stand ready to program. (The jacket makes the game more interesting.)
  6. Children with cards should now line up facing Roamer and child No. 5
  7. They then hold their cards up to help the 5th child program Roamer.
  8. The child chosen to program reads cards to help them press keys in the correct sequence to make Roamer move.
  9. Roamer is programmed and moves.
  10. Children return to the circle to repeat the activity starting with a different child.

Notes: It is important when choosing cards that a workable card has been picked up. That is, cards must be sequenced correctly. Help may be needed at this stage.
Children will need the order of the cards written on the board in the early stages of this activity.
It can be extended to 7 children by Roamer making 2 moves instead of 1 e.g. Clear memory, forwards 5, backwards 5, go. However, it takes much longer and there is not usually enough time in one session for everyone to have a turn at programming.
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