Odds and Evens 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

The microworld for this game has numbers 1,3,5,7,9 on the left and 2,4,6,8,10 on the right. PIXIE may be dressed as a post van or milk float.

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 and make a delivery at that marker on the grid.

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

Support and Differentiation

Children will already have experience of programming PIXIE to travel forwards. Now they may add a left or right turn.

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 the 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.

Have you used our outdoor sociodrama milk round and postal deliveries?

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: 29/12/01