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
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- Five children sit in a circle on the floor.
- Cards are placed face up in the middle of the circle.
- Choose a child to pick up the first card needed to program Roamer
(Clear Memory) which they keep hold of.
- 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
- 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.)
- Children with cards should now line up facing Roamer and child No.
5
- They then hold their cards up to help the 5th child program Roamer.
- The child chosen to program reads cards to help them press keys in
the correct sequence to make Roamer move.
- Roamer is programmed and moves.
- 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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