Basic Roamer Training Course

How you Learn with Roamer

This course prepares you for using Roamer in your classroom.  You’ll learn how to load the batteries, switch on and change keypads.   We’ll tell you about the Standard Roamers and how to set them up.  What advantages does Roamer have?  You’ll find out in class working with children, but this course will help develop the simple technical skills you’ll need.

Module 1: Introduction

Why Roamer?

Standard Roamer

Putting in Batteries and Switching On

Activity: Put in the Batteries and Switch On

Changing Keypads

Activity: Change a Keypad

Video: PlayingTurtle

Activity: Why Did the Student Cross the Classroom?

Description

Working in pairs one student pretends to be the Roamer.  The other tells them how to cross the classroom by giving the Roamer like directions.  You can vary the challenge by putting obstacles in their way or if you can do it safely, blindfolding the “Roamer” student.  You can insist they use all 4 basic commands: Forward, Back, Left and Right.  Swap roles and repeat the task.

Objectives

The activity provides practical opportunities for students to:

  1. Give instructions.
  2. Listen to and follow instructions.
  3. Use mathematical language involving direction and movement.
  4. Introduce the idea of playing turtle.

Secondary Objectives

Students will have the opportunity to develop:

  1. Social skills:
    1. Trust in others.
    2. Teamwork.
  2. Emotional skills relating to others through cooperation.

Full Activity

Discussion

Spend 5 minutes as a group discussing: What did you learn from Playing Turtle?

Module 2: Basics with Early Years Roamer

Video: Programming Early Years Roamer

Tips Pressing Roamer Keys

Enter Roamer Program

Program and test the program in the video:

  http://using.roamer-educational-robot.com/files/2017/05/CM.png   http://using.roamer-educational-robot.com/files/2017/05/CM.png
http://using.roamer-educational-robot.com/files/2017/02/FD.png http://using.roamer-educational-robot.com/files/2017/02/FD.png http://using.roamer-educational-robot.com/files/2017/02/FD.png
http://using.roamer-educational-robot.com/files/2017/05/Wait.png http://using.roamer-educational-robot.com/files/2017/05/Wait.png
http://using.roamer-educational-robot.com/files/2017/02/LT.png http://using.roamer-educational-robot.com/files/2017/02/LT.png http://using.roamer-educational-robot.com/files/2017/02/LT.png
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Activities

Where Will it Stop?

Description

Start a discussion about how long Roamer is and how far it moves when going forward 1.  Extend the discussion by asking what forward 3 would mean.

Put Roamer on a Start Mat.  Students take it in turns to chose a direction Forward or Backward and number between 1 and 10; they program this into Roamer.  They tell their classmates the direction and the number they used in their program. The other students put a marker where they think the Roamer will stop.  The closest wins a point.  You can repeat the exercise with other numbers and with Roamer moving backwards.  The student with the most points wins.

Objectives

The activity provides practical opportunities for students to:

  1. Think about the idea of units
  2. Understand the use of yardsticks in estimation of distance.
  3. Develop their number sense
  4. Practice counting to 10.
  5. Develop spatial awareness.

Secondary Objectives

Students will have the opportunity to develop:

  1. Cognitive thinking: learning to learn from play and their experience.
  2. Personal: Observational skills.
  3. Personal: Self-confidence.

Full Activity

About Turn

Description

Place 4 different items on the floor (you can choose a theme – for example pictures of fruit – apples, oranges, bananas and pears).

http://activities.roamer-educational-robot.com/files/2017/08/About-Turn.png

 

Students sit around the Roamer.  One student decides which way Roamer will turn and picks a number 1-10.  Another child programs Roamer with that instruction.  All the students choose which fruit will Roamer point to when Roamer stops turning.  If they get it right they score a point.  A different student chooses the instruction each time.

Objectives

Students have the opportunity to:

  1. Understand direction of turn
  2. Understand quarter turns, half turns, three-quarter turns and complete rotations
  3. Use mathematical language associated with turning.
  4. Count numbers 1 to 10.
  5. Gain practical experience of modular arithmetic.

Secondary Objectives

Students have the opportunity to:

  1. Solve problems.
  2. Collaborate with others.
  3. Develop self-confidence.

Full Activity

Roamer Statues

Description

Form the students into a large circle with the Roamer in the centre.  Program Roamer to Wait for between 1 and 10 seconds.  Do this in front of the children and deliberately count out each wait instruction you enter.  Then add an instruction to make the Roamer turn 360 degrees.  After you press GO the children can creep up on Roamer, but if they’re still moving when Roamer starts to turn they’re out.  Do it again with different wait times until there’s only one student left or one of them reaches the robot.

Objectives

The activity provides practical opportunities for students to:

  1. Estimate time.
  2. Develop estimating skills.
  3. Understand we can use number to represent different objects.
  4. Develop number sense.
  5. Practice counting numbers to ten.

Secondary Objectives

Students will have the opportunity to develop:

  1. Personal: Emotional Control.
  2. Personal: Resilience.
  3. Personal: Confidence.

Full Activity

Upstairs Downstairs

Description

Roamer can’t climb stairs, but it can draw them.  Program Roamer to draw the set of steps.   Then program the robot to come backward down the stairs.

http://activities.roamer-educational-robot.com/files/2017/08/Up-the-Stairs.jpg

Objectives

The activity provides practical opportunities for students to:

  1. Code a simple program.
  2. See patterns in code.
  3. Gain experience to help them understand algorithms.
  4. Reinforce their understanding of direction.
  5. Reinforce their understanding of left and right.

Secondary Objectives

Students will have the opportunity to develop:

  1. Social Skills: Group contributions
  2. Cognitive Skills: Problem solving.
  3. Emotional Skills: The ability to cooperate.

Full Activity

Module 3: Other Standard Roamers

Standard Roamer: Move, Turn and Wait

Tips Pressing Roamer Keys

Enter Roamer Program

http://using.roamer-educational-robot.com/files/2017/02/FD.png http://using.roamer-educational-robot.com/files/2017/02/2.png
http://using.roamer-educational-robot.com/files/2017/02/RT.png 9 http://using.roamer-educational-robot.com/files/2017/02/0.png
http://using.roamer-educational-robot.com/files/2017/06/Wait-e1496900330551.png http://using.roamer-educational-robot.com/files/2017/02/3.png
http://using.roamer-educational-robot.com/files/2017/02/BK.png http://using.roamer-educational-robot.com/files/2017/02/1.png
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Activities

Found in Space

Description

Our mission: “to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before”.  Captain’s Log star date 41254.3 on route to Red Spider Nebula we came across a small spacecraft.  The unidentified craft contained no life signs.  We’ve taken into the shuttle bay and I’ve sent science and engineering teams to examine it.

You are a part of that team you task: find out what Roamer does and report to the captain.

http://activities.roamer-educational-robot.com/files/2017/08/Red-Spider-Nebula.png

The Red Spider Nebula Photo by ESA and Garrelt Mellema (Leiden University, the Netherlands.

You enter a program into Roamer which makes the robot perform all its basic actions.  The students press GO and watch Roamer’s actions.  They describe in their own words what the robot does: It goes forward (how far?), it turns (which way?)…  They then write a report on what it did.

Objectives

  1. Decompose  Roamer’s actions.
  2. Write a factual report.
  3. Use mathematical language in discussions with other students.
  4. Work with non-standard units.

Secondary Objectives

  1. Watch what Roamer does (Personal: Observational Skills).
  2. Discuss what they see with others (Social: Working – Debating).
  3. Analyze their observations (Cognitive: Thinking – Types of Thinking).

Full Activity

Go to a Number

 Description

Roamer starts at zero on the number line.  A student programs the robot to travel to any number on the line.  They then choose a different number and challenge another group member to program the robot to go to it.   Do they need to move Roamer forward or backward?  How far does it need to travel?  The student enters their program, but before they test their idea, the rest of the group evaluate the answer?  How many think the answer is wrong?  How many students think the program is right?  The programmer chooses the next target number and another student to find the answer.

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Objectives

Students have the opportunity to:

  1. Develop strong mental models of basic arithmetic.
  2. See the links between counting-on and addition.
  3. See the links between taking-away and subtraction.
  4. Laying foundations for future work on inverse operations (addition and subtraction).
  5. Practice simple programming.

Secondary Objectives

Students have the opportunity to develop sustainable skills:

  1. Choosing a target number (cognitive: management – setting goals).
  2. Reacting to mistakes (E)motional relationships – social skills).
  3. Presenting their ideas for peer review (Personal – Self-confidence).

Full Activity

Odd and Even Patterns

Description

Split the group into two teams.  Starting Roamer at zero: one team writes a program to move Roamer to stop at every even number on the number line for one second.  The other team writes a program to stop at every odd number.  Both teams record their programs and test them.  When they’re happy they’ve got the right programs both teams present their programs to each other.  They discuss their programs.  What do they have in common?  What’s different?

http://activities.roamer-educational-robot.com/files/2017/08/Number-Line-with-Roamer-on-zero.jpg

 

Objectives

Students have the chance to:

  1. Consolidate their recognition of odd and even numbers.
  2. Find patterns in number series.
  3. Develop an understanding of algorithms.
  4. Write code.
  5. Gain experience to support their future understanding of algebra.

Secondary Objectives

Students have the chance to:

  1. Presenting their code to the other team (social: working – presentation).
  2. Analyse the two programs (Cognitive: Thinking – Types of thinking).
  3. Discussing and sharing ideas about the programs (Social – Working – Debating).

African Safari

Description

Roamer is on photographic Safari in the Serengeti National Park in Tanzania.   How many ‘pictures’ of different animals can they take?  Place Roamer on a Start Mat.  A student chooses an animal card, then they program Roamer to turn and face the animal then move forward to land on it.  If they correctly identify the animal they’ve ‘taken the picture’.

http://using.roamer-educational-robot.com/files/2017/05/Safari.jpg

Objectives

Students have the chance to:

  1. Estimate angles.
  2. Code a simple program.
  3. Consolidate their knowledge of African Animals.
  4. Learn some facts about African game parks.

Secondary Objectives

Students have the chance to:

  1. Consolidate their knowledge of African and its animals (Personal: Memory).
  2. Take on tasks with others watching (Personal: Self-confidence).
  3. Encourage students who get it wrong (Emotional: Caring – Encouraging Attitudes).

Full Activity

Parking Your Roamer

Description

Model a trip to the shop.  Program your robot-car to parallel park between two other “vehicles”.  Wait for the driver return from the shop and then drive off.

http://using.roamer-educational-robot.com/files/2017/05/Roamer-Parking.jpg

Objectives

Students have the chance to:

  1. Consolidate their understanding of the Roamer programming language.
  2. Write and test code.
  3. Understand sequence as a set of events in time.
  4. Consolidate their understanding of angle.

Secondary Objectives

Students have the chance to:

  1. Planning a way to solve a problem (Cognitive: Managing Planning and Organising).
  2. Working with others to solve a problem (Social: Giving – Group Contributions).
  3. Finding a solution to the problem (Cognitive: Thinking – Problem Solving).

Full Activity

Roamer Music

Enter Roamer Music Program

Program and test the program in the video:

http://using.roamer-educational-robot.com/files/2017/02/MUSIC.png http://using.roamer-educational-robot.com/files/2017/02/1.png http://using.roamer-educational-robot.com/files/2017/02/1.png
http://using.roamer-educational-robot.com/files/2017/02/MUSIC.png 8 http://using.roamer-educational-robot.com/files/2017/02/1.png http://using.roamer-educational-robot.com/files/2017/02/3.png
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Roamer Music Activities

Musical Scales

Description

Play the major music scale to the children.  The students explore Roamer’s music playing ability as they try and program the scale.  They should experiment with note values as well as the pitch.  They should also compare the notes with those made by a musical instrument like a xylophone.

Objectives

Students have the chance to:

  1. Listen to and recognise the sound of musical notes.
  2. Compare sounds made by Roamer with those made by the computer.
  3. Learn about the musical scale.
  4. Code Roamer to play music.

Secondary Objectives

Students have the chance to:

  1. Memorise Musical Sounds. (Personal: Memory)
  2. Develop their musical intelligence.  (Cognitive: Thinking – types of thinking).
  3. Work in the group to create the programs (Social: Giving – group collaboration).

Emergency Ambulance

Description

 Imagine your Roamer is an emergency ambulance with a two-tone siren. Program it to follow a route to the hospital.  You should make it play its two-tone siren at every time it reaches a junction it crosses or makes a turn. Students should try various combinations of two sounds and the effects of different durations and pitches: high, low or medium. Which sounds are the best match for the ambulances where you live?

Objectives

Students have the chance to:

  1. Learn about musical pitch and duration.
  2. Experiment with sounds.
  3. Get an inkling of how computers create sounds.
  4. Extend their coding experience.
  5. Use Roamer to create a computer model of a siren.

Secondary Objectives

Students have the chance to:

  1. Find out what emergency sirens sound like (Personal: Observation Skills).
  2. Combine Roamer movement and sound (Cognitive: Thinking – Creativity).
  3. Decide which is their best two-tone sound (Cognitive: Thinking – Decision Making).

Full Activity

Name that Tune

Description

 Children work in pairs to program Roamer with music – normally well-known nursery rhymes from the Roamer Song Book. They play the tunes to other students who write down the name of the song on their score card.  When all the children have programmed and played at least one tune, check the score cards and find the winner.

Objectives

Students have the chance to:

  1. Understand a note consists of a pitch and a duration.
  2. Recognise tunes.
  3. Start to see patterns in music.
  4. Experience how we create digital music.
  5. Writing code.

Secondary Objectives

Students have the chance to:

  1. Use and play with their musical intelligence (Cognitive: Thinking – Types of Thinking).
  2. Recall musical tunes (Personal: Memory).
  3. Encourage students who get it wrong (Emotional: Caring – Encouraging Attitudes).

Full Activity