Controlling and Modelling usingRoamer World
Malcolm Wilson
ICT Curriculum Development Officer
Falkirk Council Education Services
What is RoamerWorld?
Roamer itself involves concrete actions and outcomes – RoamerWorld allows the same actions done abstractly using the computer.
It is similar to Logo, however it is an activities based program. It has 16 activities focused on routes and journeys.
Progression of skills 1
Position, movement and direction Understand the following words
related to movement/direction: up, down left, right forwards, backwards.
Control hardware Explore the use and operation of
simple devices.
Progression of skills 2
Position, movement and direction Move their body from a standing
position in different directions, e.g. `forward two paces', `turn to the left'.
Control/simulation software and operations With assistance, use suitable
application software (e.g. RoamerWorld) to control the movement of a real or virtual object (e.g. Roamer) at a basic level.
Progression of skills 3
Position, movement and direction Understand and use:
right 90, left 90 clockwise/anticlockwise
Control/simulation software and operations Draw any basic design (square, rectangle,
etc.), on screen using a control software application (e.g. RoamerWorld).
Control hardware Use a mobile robot and control it to follow
a precise path on the floor (e.g. maze).
Progression of skills 4
Control/simulation software and operations. Use the control software
application with repeat/loop command(s) to make a basic pattern on screen and print the results.
Progression of skills 5
Position, movement and direction Understand and use examples in
different contexts, e.g. mathematics, science, technology.
Progression of skills 6
Control/simulation software and operations Load and run simulation software,
and using basic instructions program the required task.
Use design software to create a small graphic logo/motif. Save, print and transfer using a device, e.g. to fabric.
Using RoamerWorld
Click the RoamerWorld icon.
A window opens.
Using RoamerWorld
Roamer
The menu bar contains options which allow you to load, print, save etc.
The graphics window is the floor space to move Roamer.
The program window shows the list of controls for Roamer.
Using RoamerWorldThe Graphics toolbar allows you to set the background, add stamp object or text, and set the Roamer position, shape and direction.The programming toolbar allows you to add features such as pen down and change the Roamer shape.
The programming window allows you to add controls to the program window.
Graphics ToolbarThe Graphics toolbar allows you to set the background, add stamp object or text, and set the Roamer position, shape and direction.
Click on each icon and a second toolbar appears as follows:
Graphics ToolbarStamps and Text – Add, remove and edit stamps and text in the graphics window.
Back to main toolbar
Stamps
Clear all objects
Clear one object
Flip stamp
Insert text
Edit text
Graphics ToolbarControl – Control and run the Go program: Run Go, Stop Go, Step Forward etc.
Back to main toolbar
Run Go_Program
Stop Go_Program
Continue running
Reset
Steps one instruction at a time – highlighted in green as running – reset to escape
Graphics ToolbarBackground Tools – Set size of working area, show rulers and create backgrounds.
Back to main toolbar
Set floor size
Show/hide rulers
Load/create background
Clear graphicswindow
Graphics ToolbarRoamer – Position, Shape and Direction – Controls position, shape and orientation of Roamer, changes Roamer shape, flip Roamer.
Change Roamer shape
Set Roamer position by co-ordinates ORClick on Roamer and drag to new position
Set Roamer direction
Flip Roamer
Programming ToolbarThe icons on the programming toolbar allow you to do the same as the matching ones in the graphic toolbar, however adding these features to the Go program.
Click on each icon and a second toolbar appears as follows:
Programming ToolbarStamps and Text – Add, remove and edit stamps and text in the graphics window.
Back to main toolbar
Stamps
Flip stamp
Insert text
Edit text
Programming ToolbarRoamer – Position, Shape and Direction – Controls position, shape and orientation of Roamer, flip Roamer, use pen up & down.
Change Roamer shape
Set Roamer position by co-ordinates ORClick on Roamer and drag to new position
Set Roamer directionFlip Roamer
Pen down
Pen up
Programming Window Keypad
Forward / backwards – followed by a number from 1 to 99 tells the Roamer to move that number of units
Right and Left turn – followed by a number tells the Roamer to turn that number of degree units.
Programming Window Keypad
Clear Program window memory -to start a new program.
Clear entry- one line
Start Roamer moving
Programming Window Keypad
Procedures – A list of instructions named P plus a number from 1 to 99. The list is enclosed in brackets.e.g. P5 (procedure 5)P5 ( - starts P5 which is: 2 – First instruction for P5 5 – Second instruction for P5 ) – ends P5To see a list of stored procedures click on Window at top of screen.
Programming Window Keypad
Repeat – followed by a number to 99 will make Roamer repeat a list of instructions. The list is enclosed in brackets. R5 (means repeat action in brackets 5 times) e.g.: R5 ( 3 8 )
Programming Window Keypad
Brackets – remember the brackets at the beginning and end, e.g.
Programming Window Keypad
Wait – followed by a number 1 to 99 tells Roamer to wait for that number of seconds.
Programming Window Keypad
Cancel Entry – Cancels the highlighted entry from the program window, one at a time. Click on the instruction you want to edit (make sure it has a box round it) then click to clear the instruction and enter the new instruction.
Programming Window Keypad
Sound – Roamer has a programmable sound facility. To play a note press music button followed by a number from 1 to 8 for the duration of the note, then another number from 1 to 13 for its pitch. e.g.
1 1 – short duration low pitch.
8 13 – long duration high pitch.
Programming Window Keypad
Sense, Two state outputs, stepper Motor – all features which allow you to characterise Roamer when using the Roamer Control Box. Instructions for use come with the Roamer control Box.
Programming Window KeypadRun Go Program Clicking on Go will run the program in the program window. The instruction being carried out will be highlighted. The program will automatically run from the beginning so clear memory or reset Roamer before moving again.
Editing a Go Program To change an entry it must be deleted and a new entry added.
Programming Window KeypadDeleting an entryClick on a command to get a box around it and click Clear Entry to delete that command.
Adding an entryAn entry will be added below the selected command. Click on a command to get a box around it and then add entry. (In this case turn 180 is selected so an additional command can be entered between turn 180 and down 4.)
Helpful hints
Move Roamer start position – click on Roamer and drag to new position
Or:(this means Roamer is set to be 4 Roamers to the left and 4 Roamers down)
Helpful hintsSet Roamer turns to 90º – enter instruction:this now means right (or left) 1 = right (or left) 90º Set Roamer unit of distance – by default forward 1 = forward 30 units so:
= forward 10 units (i.e. 1/3 of a Roamer length).
Clear the screen
Example Sequence 1 - Square
Note the use of the Roamer “Invisible shape” feature as the last instruction, so that the screen is left without a Roamerat the end.
You can also copy the graphics to the clipboard using the “Edit” drop-down menu. This only copies the shape in the screen and not Roamer and can then be copied into Talking First Word then printed out.
Example Sequence 2 – Creating a Procedure
Click on go_prog then click on P 2 (this can be any number you wish to name your procedure).Then click on the brackets and create your new procedure as follows in next slide:(note that if you cannot see all of the procedure box then click on the edge of the box at a corner or an edge and drag the box to the size you require). Then close the brackets and minimise the procedure box by clicking on the – in the top right corner or the procedure box. You can view or edit the procedure at a later date by clicking on Window then Procedure.
Example Sequence 2 – Creating a Procedure
Example Sequence 2 – Creating a Procedure
Once you have keyed in the rest of the program as shown then delete the P2 under go_prog. Then click on Go and watch the program run.
Example Sequence 3 – using a Procedure to create a more complex pattern
RoamerWorld pre-created activities
Sixteen inbuilt activities which have been developed on the theme of Routes and Journeys. Each activity has a set of instructions for the pupil and Teacher's Notes that can be printed out.
In-built progression within each set of activities i.e. Journey 1 is easier than Journey 10.
The features of RoamerWorld are introduced progressively through the activities. When first encountered, the use of the feature is explained in detail. However, if you are not following the activity sequence you will find detailed instructions for each feature in the help system.
RoamerWorld pre-created activities – example Journeys 1
J1 Birthday Present - Introduction activity: programming Roamer to make a simple journey, copying the program to the computer and sending the screen Roamer on the same trip. Fictional context.
J2 Paul Revere's Ride - Programming Roamer to make a simple journey. Copying the program to the computer and using RoamerWorld's pen down command to trace the journey. Historical context: also see "Paul Revere's Ride", a poem by Longfellow.
RoamerWorld pre-created activities – example Journeys 2
J3 Storks - Programming Roamer to go on a complex journey across Europe. Copying the program to the computer, using it and RoamerWorld's pen down and stamping features to create a map. Based on a Hans Christian Anderson fairy tale, the context deals with animal migration.
J4 Drovers - Programming Roamer to go on a complex journey: travelling the ancient drove roads from Scotland and Wales to England. Using the program in RoamerWorld with the pen down.
RoamerWorld pre-created activities – example Routes 1
R2 Getting Across the Classroom - Finding as many different routes as possible in a real environment. Making a map of the classroom.
R4 Tortoise and the Hare - Based on Aesop's famous fable this activity sets up a race between a RoamerWorld Roamer (the hare) and the robot Roamer (the tortoise). The tortoise can only win if it finds the shortest route from start to finish.
RoamerWorld pre-created activities – example Routes 2
R6 Tourist Roamer - is used to explore possible tourist routes. Copy the program into the computer and use it to create a map for a holiday brochure. The activity involves importing RoamerWorld graphics into word processing. Fictional context.