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Controlling and Modelling using Roamer World Malcolm Wilson ICT Curriculum Development Officer Falkirk Council Education Services

Roamer World

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Page 1: Roamer World

Controlling and Modelling usingRoamer World

Malcolm Wilson

ICT Curriculum Development Officer

Falkirk Council Education Services

Page 2: Roamer World

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.

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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.

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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.

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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).

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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.

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Progression of skills 5

Position, movement and direction Understand and use examples in

different contexts, e.g. mathematics, science, technology.

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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.

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Using RoamerWorld

Click the RoamerWorld icon.

A window opens.

Page 10: Roamer World

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.

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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.

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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:

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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

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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

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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

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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

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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:

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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

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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

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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.

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Programming Window Keypad

Clear Program window memory -to start a new program.

Clear entry- one line

Start Roamer moving

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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.

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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 )

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Programming Window Keypad

Brackets – remember the brackets at the beginning and end, e.g.

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Programming Window Keypad

Wait – followed by a number 1 to 99 tells Roamer to wait for that number of seconds.

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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.

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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.

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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.

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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.

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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.)

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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) 

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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

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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.

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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.

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Example Sequence 2 – Creating a Procedure

Page 36: Roamer World

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.

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Example Sequence 3 – using a Procedure to create a more complex pattern

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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.

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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.

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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.

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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.

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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.