Programmable Toys

Mathematical Activity

  1. Set up the games as in the diagram.
  2. Use blocks for the posts. Fix numbered squares of paper between them.
  3. The teacher should program the Roamer with simple units of turn: 1 unit = 45 degrees.
  4. Put the Roamer in the middle.
  5. The children take turns to enter instructions while the Roamer is in the middle of the circle. The object is to direct the Roamer across the numbered squares, to gain the highest possible score. A player’s turn ends when the Roamer hits a post.


It may be necessary to limit the time allowed for entering instructions.