
THE BASICS OF LOGO
GETTING STARTED | APPLYING MATHS KNOWLEDGE | REPEATING | CREATING PROCEDURES
GETTING STARTED - lots of ideas that really work (without a computer!)
How do you get children started with a sophisticated programming language like LOGO?
Here are several practical ways to introduce the key concepts of LOGO, angles and distances without using a computer. In all cases, the idea is for the children to view everything from the perspective of the Turtle and imagine the turns etc. as if they are in it's nose!
These are the simple commands that you might use:
LT or LEFT followed
by an angle in degrees
RT or RIGHT followed by an angle in degrees
FD or FORWARD followed by a number
PU or PENUP
PD or PENDOWN
Use existing knowledge of
bearings and compass readings - "Turtle Orienteering!"
This is an excellent activity
since it is a great way of extending children's knowledge of compass bearings
and map scales.
You could probably think of dozens of more similar activities....
It is also important to remind children about spaces in the instructions they write:
LT90 or FORWARD50 are both wrong - there must be a space between the command and the number:
LT 90 or FORWARD 90 are both correct.
INTRODUCING A COMPUTER
By now the children will be very keen to use the computer. Here are some simple, introductory ideas to get a class started on commanding the Turtle on screen.
It is a good idea to introduce the LOGO distance scale at this point. LOGO distances may equate to millimetres on a big monitor screen but children may benefit from making a "LOGO RULER" marked every ten units as they appear on the screen.
APPLYING MATHEMATICAL KNOWLEDGE
Creating Polygons
Children will have quickly grasped the fundamentals of drawing lines and estimating various angles and here is a great activity to apply some mathematical thought to the process of creating regular shapes.
When making a hexagon a child will have made six sides and six turns as they walked and made one complete turn by the end. From this information the children should realise that, in the case of a regular hexagon, the amount of each turn around the edges can be calculated by dividing 360 (the full turn in degrees) by 6 the number of turns - - an answer of 60 degrees.
It is a simple step for children to create a polygon on screen with this series of commands:
fd 50
rt 60
fd 50
rt 60
fd 50
rt 60
fd 50
rt 60
fd 50
rt 60
fd 50
rt 60
Hardly elegant but effective!
What happens if there are more sides?
The last example for drawing a Hexagon
was rather long winded with twelve instructions used to create one simple shape.
Children should be encouraged to look for patterns or repeating in their instructions.
In the example of the hexagon the first two instructions are "repeated"
to complete the hexagon.
LOGO offers a command to simplify the typing - repeat:
repeat 6 [ fd 50 rt 60 ] This single line will create a hexagon since the commands within the square brackets are repeated 6 times.
Have the children create other regular polygons using only one line of LOGO.
For extra fun, repeats can also be "nested" within other repeats! - Try this:
repeat 36 [ repeat 3[ fd 90 rt 120 ] rt 10 ]
Procedures are the heart of LOGO and programming in general - procedures are little programs that can be called on again and again through one word and without typing them all out.
How do you create a procedure?
Creating a procedure is called "editing" and the command is edit. On MSW LOGO there is an edit option in the file menu. (On other versions of LOGO this may be called build or make and need to be typed in.)
A procedure must have a name so give it one - eg. edit "square. (avoid using LOGO words as procedure names!)
The following commands could define square.
to square
repeat 4 [ fd 100 rt 90 ]
end
After creating the procedure you will need to exit the edit screen and return to the main screen.
By simply typing square the turtle will draw a square on screen.
Try putting square within
repeats, e.g: repeat 120 [ square lt 3 ]
or even another procedure:
to flower
repeat 60 [square rt 6]
end
Try these challenges:
The content and images within these pages is the copyright (c) of Mark Robinson and the children of Ambleside C.E. Primary School, 1999.