Roamer is multiuse: an exploration, modeling, and problem-solving
tool.
Roamer is not limited to rigid or prescribed (pre-programmed)
uses or behaviors: children can explore their environment creatively,
testing and refining their concepts of it as they go.
Roamer allows children to think creatively about the solutions
to a large variety of inherently interesting problems, and to easily
and immediately test their possible solutions.
Roamer's behavior is transparent, not mysterious like the
"black boxes" (software games driven by invisible code, electronic
devices with invisible pre-programmed circuits) that children are
handed to play with or learn from but which they do not understand.
Roamer's behaviors are the direct result of the children's actions.
"Whatever I cannot recreate for myself I do not understand."
- Richard Feynmann, Nobel Laureate in Physics
Children can identify with Roamer, anthropomorphizing him
(or her!) and visualizing movement in space and possible solutions
to Project Challenges through his eyes: a powerful problem solving
technique.
This dramatic aspect of Roamer makes possible another powerful
learning tool: the idea of Roamer as the children's student. Children
learn by "teaching" their Roamer to solve Project Challenges.
This way of anthropomorphizing the Roamer adds drama to every
work period: Will Roamer learn his task in time?!
As a "character" Roamer is non-judgmental. He never humiliates
but is at the same time absolutely fair: if you give him a bad solution
to a Project Challenge, he will always fail to do the work. This non-threatening
persona makes children more willing to risk failure in their attempts
to find a creative solution to Project Challenges.
Roamer is extendible: using accessories and platforms children
can use Roamer to explore such topics as simple machines, light, color,
design, electricity, electronics, computers, robotics, drama, dance,
etc.
Roamer is adaptable to exploration of many areas of the curriculum:
science (simple machines, electricity, electronics), math (geometry,
arithmetic), geography (map reading), drama and music (putting on
plays with Roamer characters), language arts ( books of children's
programming solutions to Project Challenges: e.g. "Tricks We Taught
Roamer"), computers (programming: uploading and downloading Roamer
procedures, modeling Roamer Project Challenges on a Computer Screen),
art and design (with Roamer's pen accessories children can teach him
to draw or design houses; for plays children can costume and ornament
their Roamers) etc.
Roamer is sophisticated and powerful, yet, with its simplified
keyboard and easy maintenance, it provides an ideal entry path (for
both children and elementary school teachers) to the worlds of computers,
robotics, and information technology.