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Roamer Mathematics
 Copyright Valiant Technology Ltd
7/7/2017
Roamer Mathematics
These activities were developed by Ann Dovey
of Ellington Primary School, Berkshire
Sequencing Roamer 1
Sequencing Roamer 2
Number line game
Moving forwards (0 - 5)
Moving forwards and backwards (0 - 5)
Moving forwards (0 - 9)
Moving to chosen numbers
Sums game
Estimating Distances 1
Estimating Distances 2
Estimating Distances 3
 Copyright Valiant Technology Ltd
7/7/2017
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
 Copyright Valiant Technology Ltd
7/7/2017
Sequencing Roamer 1
1.
2.
3.
4.
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
 Copyright Valiant Technology Ltd
7/7/2017
Sequencing Roamer 1
5.
6.
7.
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.
 Copyright Valiant Technology Ltd
7/7/2017
Sequencing Roamer 1
8.
9.
10.
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.
 Copyright Valiant Technology Ltd
7/7/2017
Sequencing Roamer 2
This activity assists children in programming
Roamer using the Roamer cards to help with
sequencing.
You will need:
1 Roamer
All Clear Memory cards
All Forwards cards
All Backwards cards
All Go cards
Sit around a table with enough floor space nearby
for operating Roamer.
Place cards face up in the middle of the table.
 Copyright Valiant Technology Ltd
7/7/2017
Sequencing Roamer 2
Each child in turn takes cards to make their own
program for Roamer:
1st round
Clear Memory card
2nd round
direction - either Forwards or
Backwards card
3rd round
distance - how many steps? - a
number card
4th round
Go card
 Copyright Valiant Technology Ltd
7/7/2017
Sequencing Roamer 2
Children should be encouraged to place their
chosen cards in the correct sequence and be able
to say what they are.
When this task is complete, move on to
programming Roamer by each child in turn
placing their chosen cards to one side of Roamer.
(If placed in front they will be in the way when
programming a backwards move.)
The child then uses the cards to help them
program.
Note: This activity works best with no more than
four children at any one time, as they have to wait
for their turn to program Roamer.
 Copyright Valiant Technology Ltd
7/7/2017
Number line game
This game will help children who need to become
familiar with "forwards" and "backwards" and can
also help with number recognition.
You will need to convert "six" on die to "zero".
Contents:
1 die
6 number line boards
6 coloured counters
25 "stars"
 Copyright Valiant Technology Ltd
7/7/2017
Number line game
How to play the game:
Each player should have one number line card
and a coloured counter placed on zero.
Highest number thrown goes first.
1.
2.
3.
4.
5.
6.
Throw die
Count spots
Match number on line
Move counter to that number
Say whether you moved forwards or
backwards
If you are correct you may take a star card.
The player with the most star cards at the end of
the game is the winner.
 Copyright Valiant Technology Ltd
7/7/2017
Moving forwards 0 - 5
Use the Roamer mats or the equivalent
Make a number line 0 to 5. The space between
the lines should be equal to Roamer's body length
- 30cm which is the forward and back unit of
distance.
Place Roamer on 0.
A child chooses a number from 0 to 5. Another
child is chosen to try and program Roamer to stop
on that number.
 Copyright Valiant Technology Ltd
7/7/2017
Moving forwards 0 - 5
To begin with, write program on the board to help
children:
Fill in the number when chosen. changing it as the
game progresses. Place Roamer on zero before
another child chooses a number.
Children should be encouraged to say the
program. After a while, some of the children should
be able to program a simple move from memory.
 Copyright Valiant Technology Ltd
7/7/2017
Moving forwards and backwards (0 - 5)
You will need
Place Roamer on 0 to start.
Write:
 Copyright Valiant Technology Ltd
7/7/2017
Moving forwards and backwards (0 - 5)
A child chooses a number from 0 to 5, write that
number in the program.
e.g. 3 is chosen:
Choose another child to read this and then
program Roamer.
Remember to change the numbers on the board
each time a new number is chosen.
In time the children will be able to program these
two moves without reading them from the board.
 Copyright Valiant Technology Ltd
7/7/2017
Moving forwards 0 - 9
Use the Roamer mats or the equivalent
Make a number line 0 to 9. The space between
the lines should be equal to Roamer's body length
- 30cm which is the forward and back unit of
distance.
Place Roamer on 0 to start .
Child 1 chooses a number
Child 2 programs to reach that number
Child 3 chooses another number
Child 4 counts steps either forwards or
backwards to reach that number then programs
Roamer to stop at that number
 Copyright Valiant Technology Ltd
7/7/2017
Moving to chosen numbers (0-9)
Use the Roamer mats or the equivalent
Make a number line 0 to 9. The space between
the lines should be equal to Roamer's body length
- 30cm which is the forward and back unit of
distance.
Place Roamer on 0 to start
Child 1 chooses a number
Child 2 programs to reach that number
Child 3 chooses another number
Child 4 counts steps either forwards or
backwards to reach that number then programs
Roamer to stop at that number
 Copyright Valiant Technology Ltd
7/7/2017
Sums game
When the children can program Roamer forwards
and backwards to chosen numbers, without
having to read the program, they wlll enjoy these
sums games.
Children usually do not take long to remember
that:
forwards is the same as
+
backwards is the same as
-
 Copyright Valiant Technology Ltd
7/7/2017
Sums game
It can be played exactly as Moving to Chosen Numbers (0-9)
except that you write the program in sum form.
For example if:
Roamer is placed on 0 . . . . .
0+
A child chooses, say, number 2 . . . . .
0+ 2
=
=
All children are then asked for answer.
Roamer is programmed to see if they are right.
Answer is filled in . . . . .
0+ 2
= 2
Next child might choose number 5, write . . . . .
2 + 5
=
This activity can be adding only, take away or finding the missing
number.
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 1
You will need:
1 Roamer
0-9 number line
A start line
Removable stickers
Place 0-9 number line on floor with start line
adjacent to the beginning of the number line:
Place Roamer on 0 on number line.
Program Roamer to move forwards 5 steps.
Place Roamer on start line.
Program Roamer to move forwards 5 steps. Mark floor where Roamer stops.
(By moving Roamer in this way, the children can
see that Roamer's steps are always the same.)
Give each child a sticker to write their name on.
(These will be used throughout the activity.)
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 1
Tallest child now stands on the start line and
walks 5 steps. Mark floor where they stop with
their sticker. Shortest child now stands on the
start line and walks 5 steps also marking the floor
where they stop.
Ask both children to repeat this task to prove that
their steps are not always the same. They should
stop in a different place to where their markers
are.
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 1
Take the number line away.
Place Roamer on the start line and program to
move forwards 5 steps. Mark floor where Roamer
stops. (This wlll help the children estimate as
hopefully the children wlll place their stickers
before this sticker for numbers less than 5 and
after for numbers greater than 5.)
Children, in turn now choose a number from 0-9
and all children, mark the floor where they think
Roamer will stop. Roamer is then programmed to
move to the chosen number of steps.
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 2
You will need:
1 Roamer
A start line
2 paper cups Secure the start line to the
floor with tape or blu-tack.
Place Roamer on start line.
A child places paper cups (upside down) where
they would like Roamer to stop.
Another child
a.
b.
estimates the distance in Roamer steps to
the cups.
tries to program Roamer to stop between
the cups.
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 3
You will need:
1 Roamer (the train)
2 chairs
1 long piece of string chalk removable stickers
3 pieces of card approx. A4 size.
Preparation:
Tie string to chair legs.
Write names of three stations on card e.g.
Maidenhead, Twyford, Reading, - complete
Roamer units apart.
Chalk a platform line (see diagram).
This is a safety measure to keep the children
away from the string when it is not their turn.
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 3
1.
2.
3.
4.
5.
6.
7.
Children put their names on their stickers.
Place Roamer (the train) on first station e.g.
Maidenhead.
Children, in turn, estimate the distance in
Roamer steps to the next station (Twyford)
and then program to go forward to stop at
the station.
Mark floor where "train" stops with their
named sticker.
Place "train" back at first station until
everyone has had a turn.
The winner is the child whose sticker is
nearest to the target station.
Repeat game starting at the middle station
(Twyford).
 Copyright Valiant Technology Ltd
7/7/2017
Estimating distances 3
It is a good idea to remove all stickers before
programming from the middle station to the last
one. Otherwise it can be quite confusing - some
children will already have their stickers at the end
station when estimating from the first to the
middle one.
Remember to keep the children behind the chalk
line when it is not their turn.
 Copyright Valiant Technology Ltd
7/7/2017