Economic Way to Get All Standard Roamers
You can set up Roamer in different ways to meet your specific needs. You can do this by simply swapping keypads, or you can use this CD. Swapping keypads is the quicker method. The CD approach is cheaper. The CD contains all four Standard Behaviours. You simply choose the Behaviour you want and send to the keypad. Next you change the keypad graphic. If you need to change often, then you should use the keypad method. If you don’t, then the CD is your best buy. The CD gives you Behaviours for the Early Years, Infant K1, Primary and Junior Roamers.
Note: Joining the (Roamer User Group) allows you to print out free Keypad Graphics. You need either the Bluetooth Module or the Computer Interface to change a set up. Despite this cost the CD-option is the best buy.
Understanding Basic Number Concepts
For ages 5 to 7.
12 cards includes teacher’s notes (not shown).
Working with early numbers and introducing addition and subtraction. Helps students build visual, spatial and kinesthetic models of number and these fundemental arithmetical processes.
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Record Programs and Play Games
A pack of 112 A6 Cards with Roamer Instruction Symbols for Standard Infant K-1 and Primary Roamers. These prove useful in games, helping students to clarify their thinking and programs and explaining ideas. The pack comes in a plastic Box.
The back of the card is clear. This gives you an excellent surface for creating custom cards. Use a Dry Wipe Pen to draw pictures or symbols. Wipe clean to reuse.
Note: You can use a selection of the cards with Early Years or Junior Roamer.
Turning in Quarter Turns
For ages 5 to 7.3
Originally designed for the Classic Roamer these 12 Activities 12 Workcards still work with the new Roamer. Simple activities in different contexts to help student gain a practical knowledge of turning.
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Develop Practical Estimation Skills
12 Cards for ages 5 – 7.
These Work Cards help students develop estimation skills. They practice estimating length and amount turn. They get to use important terms like “bigger than” and “less than”. The pack includes estimation games.
Roamer’s simple shape allows students to imagine and create robot characters that mean something to them. This connects the student’s emotions to the activity. You may not want to spend much time doing this. Transfers offer a quick and simple way of student’s “making Roamer theirs”. Cut out a shape and place it on Roamer – stiction keeps it in place. When you have finished peel off shapes. If you store them in envelope you can reuse them later.
The pack comes with 3 – A6 sheets. These art nouveau style shapes give Roamer a distinctive robotic look. Many projects involve contexts which students create characters. This pack makes the task fun.