Third 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 and Second Colour Games. Practitioners encourage pupils to talk about what they want PIXIE to do and support them as they plan their programming.

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.

Pupils may begin to program PIXIE to return to the original start position before handing over to the next player.

Support and Differentiation

Pupils should be encouraged to use appropriate PIXIE vocabulary throughout the activity.

Remind pupils of 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.

As pupils gain greater confidence, help them to tap in a program that enables PIXIE to go to its grid reference, turn or reverse, and return

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