User Guide

TOP
Includes:
2 Number cubes
1 Operations cube
11 Double-sided number cards (0–20)
1 Foam ruler (5”)
1 Double-sided number board (front: ten-frame; reverse: number path with shapes)
Recharge their interest in math with the excitement of coding! An ideal companion to the Code & Go
®
Robot Mouse, this set has been designed with the mouse in mind, including a number board sized to
its movements and number cards it can glide over. This cross-curricular experience combines the play
that students love with the learning that makes them grow!
Note: Components required to complete the activities in each skill area appear in parentheses below.
Your robot mouse is used in all activities.
Activities:
Geometry (board: shape side, number cards)
Place the mouse on the board, over any shape. Call out the five pictured shapes, one at a time,
and have students program the mouse to land on each one. Make sure to press clear each time
before entering new steps!
Place the mouse on the board, over the blue triangle (number 1). Ask, “Can you program the
mouse to go from the blue triangle to the green triangle?” Observe the path students program.
Younger students may first want to program the shortest path (forward twice, turn, forward)
before trying to program the more challenging arrowed path printed on the board.
Match and add! As a continuation of the last activity, have students move the mouse to match
up a different pair of shapes (i.e., squares). This time, help students add up both numbers printed
on the shapes, announce the total, and find the matching number card.
Numbers & Counting (board (both sides), number dice, number cards)
Place the mouse on the board’s ten-frame side, in the number 1 space. Call out random numbers
2–10 for students to identify and then program the mouse to land on. Make sure to send the
mouse back to 1 at some point!
Lay out number cards 0–10 side by side to form a number line, as shown.
Roll both number dice. Which number is greater? Starting with the mouse under
card 0, have students program it to stop below the greater number.
Do the same to find the lesser number. To show equal, if the same number is rolled on both dice,
program the mouse to reach the matching number card.
Place the mouse on the board’s shape side, on the blue triangle (1). Roll a number die. Program
the mouse to move that additional number of spaces, in sequential order, following the arrowed
path. For instance, a roll of 3 would require the following steps to reach 4: forward, turn,
forward, turn, forward. To simplify, let students tap each space, count, and write out steps
before programming. This is also a great time to use the coding cards included with the original
Robot Mouse products (LER 2831/2841).
Activity Guide
Guía de actividades • Guide d’activités
Spielvorschläge
Measurement (ruler, board: either side)
Measure the distance the mouse must travel to reach common objects (favorite toys, books, a
ball). First, lay the board down on the floor. Place the mouse and object below the board and
apart, aligning them with the board’s near and far edges.
Notice that the board’s squares are the same length as the ruler. Therefore, to estimate the
distance from mouse to object, either count the squares or move the ruler forward within the
gridlines, counting each length. Verify the distance counted by programming the mouse forward
to reach the object. Did the number of steps match?
Now that students know how to estimate distance using the board as a guide, increase the
challenge by removing the board and measuring using only the ruler. Place objects nearer or
farther apart, one at a time, have students estimate the distance with the ruler, and then program
the mouse to reach the objects. Place objects at square angles to the mouse to really raise the
difficulty!
Addition & Subtraction (number dice, operations die, number cards)
Lay out number cards 0–10 side by side to form a number line. Roll both number dice and the
operations die to get an equation (e.g., 4 + 1 or 32). Help students arrange the dice so that
the larger number is first, then + or –, then the smaller number. Start with the mouse below card
0. For addition, have students program the mouse forward the number of steps dictated by the
larger addend (4), add the second addend in forward steps (1), and press the green GO button.
The mouse should stop below the sum (5).
To practice solving subtraction problems, the process is similar to the above, with a key
difference. This time, program forward for the first number (3), but program backward for the
second (2), and press GO to get the difference.
Ten-Frame Math (board: ten-frame side)
Explain that the number board is set up as a ten-frame, numbers progressing from left to right in
each row. Let students program the mouse to build numbers on the ten-frame. Place the mouse
on number 1. Start small, with a number in the first row (3). Observe if students press forward
twice, or if they build the number incrementally, one step forward at a time.
When students are ready, continue with numbers greater than 5. Emphasize that since the
numbers progress from left to right, the mouse will need to turn at the end of the first row to
reach numbers in the second row. It may be simpler to have students break up the coding string,
by first programming the mouse to the end of the first row, and then programming a second set
of commands to reach the target number in the second row. Let students work together to build
the coding string, writing out steps on paper or using the coding cards to simplify the process.
This is a strong test of their coding abilities!
2-Player Fun (board: shape side, number cards)
Ask two students to skip count by twos, lining up the applicable number cards (2, 4,…) in a
row through 10. Next, have them skip count to these same numbers on the board, placing the
mouse on 1 to start. One student will program the commands on the mouse, and the other will
help map out steps along the arrowed path, with the help of coding cards or paper-and-pencil
planning. Remember to stop, press clear, and program next steps after reaching each multiple of
2. Ready, set, code!
Place the mouse on number 1. Call out a number (“6!”). Have students work together, adding
up from 1 and programming the mouse to land on 6. Then, try placing the mouse at the other
end of the board, on number 10. This time, have students subtract and program the mouse to
move from 10 to 6. Students can either program the quickest route to the number or follow the
arrowed path—the choice is theirs.
Bonus: You can also try this activity with two robot mice. This version is similar, except students
program the mice to move simultaneously from either end of the board, meeting “in the middle”!
Code & Go
®
Robot Mouse
Math Pack
Pack de matemáticas para el Ratón robot • Jeu de maths pour
souris robot • Mathe-Set für die Robotermaus
© Learning Resources, Inc., Vernon Hills, IL, US
Learning Resources Ltd., Bergen Way,
King’s Lynn, Norfolk, PE30 2JG, UK
Please retain the package for future reference.
Made in China. LRM2861-GUD
Hecho en China. Conserva el envase para
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Fabriqué en Chine. Veuillez conserver
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Hergestellt in China. Bitte Verpackung gut
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LER 2861
ages
años
ans
jahre
5
+
grades K+

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