Animal Matching 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 encourage pupils to talk about what they want PIXIE to do and support them as they plan their programming. They should be encouraged to use appropriate PIXIE vocabulary throughout the activity.

Pupils take the top animal 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 before the next player takes a card and begins to play.

Support and Differentiation

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

Play a similar gross motor game using the small world farm. Help the farmer to drive around the farm environment as he checks his animals or collects them and drives them to the barn.

As pupils gain greater confidence, practitioners may begin to scribe, recording the planned program onto a laminated record card. The pupils may then be supported as they read back the program and tap it in.

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