Numbers Game (1 to 3)

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

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

Place PIXIE at start and switch on.

Turn over the first card and program PIXIE to travel to that marker on the grid.

Players continue to take turns at turning over cards and programming PIXIE.

Support and Differentiation

Practitioners may need to give precise instructions at first.

As pupils become more accustomed to using PIXIE, they should be encouraged to talk about what they plan to do.

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.

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

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Date Last Modified: 29/12/01