Teaching LOGO Programming—An Introduction

Introduction



  • Discussion Question — Should we discuss rationale with students?


  • System Introduction


  • The LOGO Environment

    Most LOGO environments should be fairly similar. When starting, two separate windows appear on the screen. (In Terrapin LOGO, they are called the graphics window and the listener window. The listener window is like a command window.) The graphics window will have some representation of a "turtle". It displays the results of executing your turtle-graphics instructions. The other window (listener/command) allows you to enter the instructions you wish to be executed and displays "error" messages and results (if any) of non-turtle-graphics instructions.

    Not all LOGO instructions are turtle graphics instructions. However, we'll mostly be doing tutle graphics — at least for now.

    Getting the LOGO environment running is relatively straightforward.

    [ensure that all participants get logged on and get LOGO running. early finishers should explore the LOGO environment.]


  • Some Initial LOGO Instructions

    As we noted earlier, programming involves giving instructions to computers. Like children (and other humans), in order to follow (or carry out or execute) instructions, a computer must understand the instructions we want it to follow. Programming languages/environments include all the instructions the computer knows how to follow (in that language). Programming consists of deciding which of the instructions to use and putting them together in a way that accomplishes the desired task. (We can also define new instructions in terms of previously defined instructions and we can also program using those new instructions.)

    The initial instructions handout will guide exploration of elementary features of the LOGO language which should provide sufficient knowledge and skill for relatively complex programming.


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