Activity 18 TEACHING the TURTLE to REMEMBER LOGO Guided Discovery
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Activity 18 TEACHING TURTLE TO REMEMBER LOGO Guided Discovery
1. Start Logo. Type POTS and record the turtle's response.
2. a. Teach the turtle the procedure CURVE. Sketch what the turtle draws when given the command CURVE.
TO CURVE Sketch: REPEAT 18[FD 5 RT 10] END
b. Type POTS and record the turtle's message.
3. a. Teach the turtle the procedure FISH. Sketch what the turtle draws when give the command FISH.
TO FISH Sketch: CURVE RT 60 CURVE END
b. Type POTS and record the turtle's message.
c. Change the FISH procedure to Procedure: add an eye on the fish. Record your new procedure.
4. The turtle knows CURVE and FISH. To make sure the turtle remembers these words, save the procedures on disk.
a. Type POTS and record the turtle's message.
1 b. SAVE MYFISH on your disk. The title of the page is MYFISH. The page contains the two procedures CURVE and FISH.
2 Activity 19 REMINDING THE TURTLE Explore
The turtle's dictionary in the memory of the computer is erased each time the computer is turned off. Another way to erase the turtle's dictionary in the memory of the computer is to give the command:
ERASE ALL or go to DEBUG->RESTART LOGO
The turtle can be reminded of the words saved on the MYFISH page of your files disk with the command:
FILE-> LOAD in the workspace Then choose MYFISH.
This command puts the procedures on the MYFISH page into the turtle's dictionary in the memory of the computer.
1. Erase the turtle's dictionary in the memory of the computer. Type POTS and record the turtle's response.
2. Does the turtle know the words CURVE and FISH? Record the turtle's message when you give each command.
CURVE
FISH
3. Put the words stored on the MYFISH page of your files disk into the turtle's dictionary in the memory of the computer. Record what you see on the screen.
Screen display:
4. Test the turtle's memory.
a. Sketch what the turtle draws when Sketch: given the command CURVE.
3 b. Sketch what the turtle draws when Sketch: given the command FISH.
4 Activity 20 THE TURTLE'S TOOTHBRUSH Explore
1 Teach the turtle these two procedures.
a. TO SHORT.LINE FD 10 BK 10 END
b. TO TOOTHBRUSH HT FD 100 LT 90 REPEAT 7[SHORT.LINE LT 90 FD 4 RT 90] RT 90 BK 72 END
2. Using these words, write a procedure named SPIN.BRUSH to have the turtle spin the toothbrushes. Hint: To make 18 toothbrushes, you'll need turns of 20 degrees. When you give the command SPINBRUSH. Procedure:
TO SPIN.BRUSH
3. Save these procedures as a page on your files disk, using the title TEETH. Record the words defined in TEETH.
5 Disk page title: TEETH
Words defined
Activity 22 COMBINING DISK PAGES Explore
1. Type: ERASE ALL POTS
Does the turtle know the words SPIN.TOOTH and PRETTY?
2. a. Define a procedure called Rectangle. That will draw a rectangle 60 by 20. POTS
Record the words the turtle knows.
b. Load in the file: TEETH POTS Record the words the turtle knows now.
3. Using those words, create a procedure to make the turtle draw the design below. Record your procedure, using the name COMBINE. Hint: To make 12 rectangles, you'll need turns of 30 degrees. When you give the command COMBINE.
Procedure:
TO COMBINE
4. Save the turtle's dictionary in the memory of the computer as a page on your files disk. Use the title RECTEETH. Record the words defined in RECTEETH. 6
Disk page title: RECTEETH
Words defined:
7 Activity 23 TURTLE BRIGHT Predict
1. Start by typing ERASE ALL. What do you think the turtle will draw when given each of these commands? Sketch your guess. Then check your prediction by teaching the turtle the new procedure. If your prediction was inaccurate, correct your sketch.
a. TO LINE1 Sketch: FD 50 BK 50 END
b. TO LINE2 Sketch: FD 30 BK 30 END
c. TO LINE3 Sketch: FD 20 BK 20 END
d. TO SHINE REPEAT 9[LINE1 RT 10 LINE2 RT 10 LINE3 RT 10 LINE2 RT 10] END
Sketch:
e. TO GRASS LINE3 REPEAT 10[RT 90 FD 4 LT 90 LINE2 RT 90 FD 4 LT 90 LINE3] END
Sketch:
2. Save these procedures as a page on your files disk. Record the words defined on this page.
Disk page title:
Words defined:
8 9 Activity 24 THE TURTLE'S DAISY Create
Before doing this activity, erase the turtle's dictionary in the memory of the computer.
1. Teach the turtle these procedures. Give the turtle the command FLOWER and see what it draws.
a. TO CURVE REPEAT 10[FD 5 RT 10] END
b. TO PETAL CURVE RT 90 CURVE END
c. TO FLOWER REPEAT 36[PETAL] END
2. Change FLOWER so that the turtle draws this picture. Record your new procedure.
New Procedure:
TO FLOWER
3. Save these procedures as a page on your files disk. Use the title DAISY. Record the words defined in DAISY.
Disk page title: DAISY Words defined: 10 11 Activity 25 THE TURTLE'S GARDEN Create
Use the procedures you have saved on your files disk to help you create the designs shown below. Record your procedures. Save each design on your files disk.
1. Procedures:
Disk page title:
Words defined:
2.
Procedures :
12 Disk page title:
Words defined:
13 Activity 26 YOUR FLOWER Experiment And Record
Before doing this activity, erase the turtle's dictionary in the memory of the computer.
1. Teach the turtle these procedures.
a. TO LINE b. TO VEE c.TO FLOWER FD 20 LT 45 BLOOM BK 20 LINE BK 75 END RT 90 VEE LINE END LT 45 END
2. Give the command FLOWER and record the turtle's message.
3. Teach the turtle to draw BLOOM. Record your procedure. Then give the command FLOWER and sketch what the turtle draws.
Procedure: Sketch of FLOWER:
TO BLOOM
4. Save your flower as a page on your files disk, using the tit MYFLOWER. Record the words defined on the page.
Disk page title: MY FLOWER
Words defined: 14 15 Activity 27 DISCOVERING DESIGNS Create
1. Create a procedure for a rectangle Procedure: that is 50 turtle steps high and 25 turtle steps wide. Record your TO REC procedure.
2. Create a procedure for a triangle that Procedure: is 25 turtle steps on each side. Record your procedure. TO TRI
3. Can you create this design using Procedure: REM Record your procedure. TO USE.REC
4. Can you create this design using TRI? Procedure: Record your procedure. TO USE.TRI
5. Can you create this design using the Procedure: procedures you have created this far? Record your procedure. TO TRI.REC
6. Can you create this design using your Procedure: procedures? Record your procedure.
16 7. Save these procedures on your files disk.
17 Activity 28 DESIGNING WITH TRI AND REC Create
Here are four designs that can be created using some of your procedures from Activity 27. Can you create them? Record your procedures. Save them as a page on your files disk.
3. Procedure:
4. Procedure:
18 19 Activity 29 THE TURTLE'S KITE Create
Kate wrote these procedures to teach the turtle to draw a KITE. She wanted her kite to look like this picture. Can you combine the procedures she started to make her KITE? Record your procedures.
Create your own kite, too, and record your procedures. Don't forget to save all your work as a page on your files disk.
TO TOP FD 60 RT 60 RT 50 FD 40 BK 40 LT 50 FD 30 RT 99 FD 30 RT 60 FD 60 RT 141 RT 19.5 FD 80 BK 80 END
TO TRI REPEAT 3[FD 10 RT 120] END
TO BOW TRI LT 150 TRI END
TO TAIL REPEAT 30[FD 1 RT 1] REPEAT 30[FD 1 LT 1] END
20 21 Activity 30 THE TURTLE AND THE BUG, PART ONE Guided Discovery
Before doing this activity, save your previous work and erase the turtle's dictionary in the memory of the computer.
1. Teach the turtle these procedures and then use them to create a bug.
TO SHORT.LINE TO LINE FD 10 FD 30 BK 10 BK 30 END END
TO FILL.SHORT TO HALF REPEAT 180[ SHORT.LINE RT 21 REPEAT 18O[LINE RT 1] END END
2. Look at the "parts" of the bug 3. Now, put the "moves" to the pieces in Use these parts for the first between the pieces. The addition of procedure. Teach the turtle the moves completes the driver this procedure. procedure for the BUG problem.
TO BUG EDIT BUG this way: HEAD BODY
TO BUG LEGS HEAD ANTENNA BODY.MOVE END BODY LEGS.MOVE LEGS ANTENNA.MOVE ANTENNA END
4. What is the turtle's message if you type BUG?
5. The message is no surprise. Did you think the turtle knew the command HEAD? Teach the turtle TO HEAD.
TO HEAD TO EYE.MOVE TO EYE HT PU
SETPC O 22 FILL.SHORT FD 4 RT 90 FD 2 RT 180 REPEAT 18[FD 2 BK 2 RT 20] EYE.MOVE PD SETPC 1 EYE END
END END
6. Now, give the command BUG. What is the turtle's message?
7. The turtle doesn't know what it means to BODY.MOVE. That doesn't really matter, because the turtle doesn't know what BODY is either. Teach the turtle BODY first.
TO BODY HALF END
Activity 30 THE TURTLE AND THE BUG, PART TWO Guided Discovery
8. Now that the turtle knows HEAD and BODY, teach the turtle to BODYMOVE. When you teach any move procedure, it helps to begin with PENUP and end with PENDOWN. Usually, you don't want the turtle to leave a trail in the move.
TO BODY.MOVE PU FD 2 RT 90 BK 14 LT 90 FD 38 PD END
9. Give the command BUG. What doesn't the turtle know now?
10. Teach the turtle LEGS. The legs are really three VEE's connected in some way. And, VEE is similar to the one used before.
TO VEE TO LEGS RT 35 REPEAT 2[VEE LT 90 FD 15 RT 90] SHORT.LINE VEE LT 70 END SHORT.LINE RT 35 END 23 11. Now it's time to put the legs in place. Teach the turtle to LEGS.MOVE.
TO LEGS. MOVE PU LT 180 FD 15 LT 90 PD END
12. What happens when you give the turtle the command BUG?
13. Teach the turtle to ANTENNA.
TO ANTENNA VEE END
14. Put the antenna in the proper place by teaching the turtle ANTENNA.MOVE.
TO ANTENNA.MOVE PU LT 90 FD 27 LT 90 FD 20 PD END
15. Give the turtle the command BUG. Does it do what you want? Save the procedures on a page titled BUG on your files disk.
Activity 31 THE TURTLE'S ICE CREAM CONE Debug
Some students created the set of procedures below to teach the turtle to draw an ice cream cone. But the turtle drew the cone this way:
Find and correct the bugs in the procedures. Save the corrected version as a page on your files disk.
TO CONE Corrected Procedures:
24 HT CIRCLE PU BK 60 PD TRI END
TO CIRCLE REPEAT 72 [LINE RT5] END
TO LINE FD 20 BK 20 END
TO TRI REPEAT 60 [LONG. LINE RT .5] END
TO LONG.LINE FD 50 BK 50 END
Activity 32 THE TURTLE'S CASTLE Create
Here is the turtle's castle. Teach the turtle to draw its own castle, using the same method used in Activity 30, "The Turtle and the Bug."
25 26