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KS1 Movement

Example screen

Upper Screen

A section of the deck

Bird's eye view of Mrs Penguin.

A fish to collect.

Some bananas as obstacles.

Positions change each 'go', taken randomly from selection given below.

The grid above was drawn to show the underlying layout. However, it might be useful to show it faintly on screen, overlaying the deck background to help children think about their moves.

Lower Screen Control buttons: 1/4 turn anti-clockwise, walk, 1/4 turn clockwise
audio file

Help Mrs Penguin get to the fish. Use the buttons to move her around the deck. Watch out for the banana skins!

The player controls the penguin by clicking the buttons:

The walk button moves the penguin forward one unit (centre of square to centre of square) in whichever direction it is facing.

As long as the penguin does not step on a banana skin, a trail is left, showing the route taken, marking each step of the route (as with the 'blobs' shown above).

The turn buttons turn the penguin on the spot (centre of head).

 

Check moves:

If the penguin lands on the fish, 'eat' the fish with 'pleasure' sfx

If the penguin lands on a banana skin, make 'whoops' sfx, spin the penguin round a couple of times and then send it back to its previous position and orientation.

 

When the fish has been eaten

Pause

Well done!

 

TRY ANOTHER

Loop to top

 

Set of screens to be used. Starting position and orientation of penguin as shown.If these can be reflected/rotated to look as if there are more different grids, then please do so!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

< back                    Click here for a screen shot of the activity created from this brief