Second Colour 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

This is a game for children who have previously played First Colour Game.

Practitioners will need to reinforce programming procedures by continuing to give clear instructions, occasionally supported with physical help.

Pupils take the top colour card from the pile, laying it alongside the matching grid reference and then program PIXIE to travel to that position.

Practitioners should return PIXIE to the chosen start position for each turn.

Support and Differentiation

Pupils should be encouraged to begin to use the PIXIE vocabulary being modelled by the practitioners.

Stress the importance of pressing CM each time a new program is entered.

Play a similar gross motor game using the colour and shape carpet tiles.

Tell the children how many jumps to make. Encourage them to move off only when told to Go.

Play similar table top games such as Colour Fishing, Match a Balloon and Rainbow Towers.

Use PIXIE to deliver small character toys or counters to their corresponding grid references.

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