Ordinal Number Game

Making PIXIE work

By pressing buttons you can make PIXIE pause or move forward, backward, left and right.

Press Go to tell it to start a program.

Press CM to make it forget its program.

You can stop PIXIE urgently by pressing any button.

Playing the game

Pupils will need to collect 10 character toys for use in this game.

Shuffle the numeral cards and place them face down beside the play mat.

Turn over the first card and program PIXIE to travel to that position. When PIXIE arrives, place a teddy or similar toy in that position.

Players continue taking turns until the places 1st to 10th are filled.

Support and Differentiation

Pupils should be encouraged to talk about what they plan to do before they begin to tap in their program.

Practitioners may wish to scribe, recording the planned program onto a laminated record card.

If PIXIE fails to reach the correct grid reference help the children to analyse their programming error and try again.

Always model and encourage the use of appropriate vocabulary.

Get the players to form a line and talk about their own position as they play. E.g. "I'm first, Susan is after me. She is second."

The game may be played by placing the toys in line and using PIXIE to indicate which one should be removed.

These ideas were supplied by Mrs. Anne Taylor, Sidemoor First School and Nursery, Worcestershire. Many thanks for permission to reproduce them here.

You can email queries to us at:- sales@swallow.co.uk

Date Last Modified: 1/1/02