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New Features include:
- Shell Designer Module
- On-screen Mat Creator
- Bee-Bot Jacket Printer
- Audio Playback of Activity Instructions
Focus on Bee-Bot: Lesson Activities 1.3 is a cross-curricular interactive program based on the popular Bee-Bot programmable floor robot.The resource is an excellent starting point for teaching control, directional language and programming to young children. It is suitable for both individual study and whole class whiteboard teaching.
Bee-Bot Lesson Activities 1 is based on eight well-known TTS cross-curricular activity mats including: Alphabet, Money, Race Track, Shapes and Colours, Busy Street, Treasure Island, CVC and Number Track.
The software includes a range of activities for eight Bee-Bot cross-curricular activity mats. Challenges are solved by programming sequences of moves on-screen with feed-back given when tasks have been completed. Users can create their own on-screen activity mats and build and save 3D Bee-Bot worlds. Inexperienced readers can listen to recordings of the activity instructions.
Users can now personalise the program by creating fabulous Bee-Bot shells.This encourages the development of image manipulation skills and can be linked to practical activities, such as printing and cutting out the shells for use as Bee-Bot jackets.
WINNER of the BETT Award: Digital Content Core Subjects category.
3D World for Bee-Bot
Included in the program is the ability to build and save a 3D world for Bee-Bot. Learn about control and directional language by programming a sequence of moves on-screen.
Bee-Bot Mats featured in the program
- Race Track
- Busy Street
Key Stage 1 Computing Scheme of Work Coverage
The BETT award winning Bee-Bot Lesson Activity programs will enable you to cover four of the five subject content areas at Key Stage 1 level:
- Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
- Create and debug simple programs.
- Use logical reasoning to predict the behaviour of simple programs.
- Use technology purposefully to create, organise, store, manipulate and retrieve digital content.