Creating an Adventure Game with an Embedded Novice Programming Environment for Learning LOGO
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Python 3 – Turtle Graphics Today's Lecture Logo and Turtle Graphics
Today’s lecture The Turtle graphics package Brief history Basic commands Drawing shapes on screen Python 3 – Turtle graphics Lecture 25 – COMPSCI111/111G SS 2018 1 2 Logo and Turtle graphics The Turtle package In 1967, Seymour Papert and Wally Feurzeig created an Some functions are part of Python’s core libraries, in interpretive programming language called Logo. other words they are ‘built-in’ Papert added commands to Logo so that he could control a print() turtle robot, which drew shaped on paper, from his computer input() Turtle graphics is now part of Python float() Using the Turtle involves instructing the turtle to move on the Other functions need to be imported into your screen and draw lines to create the desired shape Python program The turtle module needs to be imported at the start of any Python program that uses it: import turtle 3 4 Basic Turtle commands Turtle example Using the Python interpreter in IDLE to demonstrate how to There are four basic turtle commands use Turtle graphics turtle.forward(x) First, import the turtle package Moves turtle forward in direction it is facing by x steps turtle.back(x) Moves turtle backward from its facing direction by x steps >>> import turtle turtle.left(x) >>> Turns the turtle x degrees counterclockwise turtle.right(x) Turns the turtle x degrees clockwise 5 6 Turtle example Algorithm We are going to draw a right-angled triangle 90° Important information: The turtle appears as an icon draw a line x-axis (0,0) Initial position: (0, 0) 180° 0° Turn 90 degrees left (anti-clockwise) Initial direction: East (0°) Colour: black draw a line Line width: 1 pixel y-axis Turn 135 degrees left (anti-clockwise) Pen: down (ready to draw) 270° 7 8 draw a line 90degree Turtle example Turtle example Initial direction: 0 Step 1: Draw a line Note how the turtle is now facing upward after being turned 90 degrees left >>> import turtle >>> import turtle >>> >>> >>> turtle.forward(200) >>> turtle.forward(200) >>> >>> turtle.left(90) 1. -
An Exploration of Artistic and Technological Symmetry
An Exploration of Artistic and Technological Symmetry Artemis Papert Abstract In this interview, biologist, artist, and shiatsu healer Artemis Papert describes how computational thinking can help people organize their thoughts in a more formal way. She discusses TurtleArt, a software that allows both children and adults to create two-dimensional static art images using geometry and coding as a medium. TurtleArt not only bridges the worlds of math and art, but is also easy to learn. She concludes by reading an excerpt from the article, “Teaching Children Thinking”— written in 1971 by her father Seymour Papert—as a still relevant starting point for where technology is heading. You’re known as an artist and a healer, can you tell us how your career unfolded and how these two areas of talent emerged? I’ve always liked drawing and painting since ever I can remember. I might have gone to art school had I been born in a different family, but I was born in a family of academics. So, it felt like academia was the thing to do. My mother worked with Jean Piaget and my father was a mathematician who also came to work with Jean Piaget because Piaget wanted to understand how children understand numbers. And he thought it would be a good thing to have mathematicians in his team—so that’s how my parents met and how I came along. I always wanted to become a biologist. Back then, I was young and naïve and wanted to save the Antarctica, and the Rain Forest … My career as a biologist didn’t quite evolve as I had hoped it would. -
Integrating Language Arts and Computational Thinking: A
Integrating Language Arts and Computational Thinking: A Reflection on the Importance of Gossip by Glen Bull, University of Virginia According to Cynthia Solomon, Seymour Papert went to Europe in the summer of 1966 and returned with the initial specifications for the computing language Logo (Personal Communication, 2018). Logo is notable as the first computing language designed specifically for children. Solomon and Papert collaborated with Wally Feurzeig to develop an initial implementation of the computing language, which they began testing with children in local schools the following year. At the time, Papert was codirector of the MIT Artificial Intelligence Laboratory. Artificial intelligence (AI) is the science of creating computer programs that can replicate the performance of humans. An important aspect of AI is interpretation of human language. Therefore, not surprisingly, an important aspect of Logo is its capability to process words and sentences. Feurzeig originated the name of the language, Logo, the Greek word for word. Papert summarized this work in Mindstorms: Children, Computers, and Powerful Ideas, published in 1980. Papert introduced the term “computational thinking” in Mindstorms. He also described the use of Logo by middle school students to generate “computer poetry.” The students created syntactic structures that generated sentences in the process of exploring the way in which language works. Background Like many others, I was influenced by the vision that Papert outlined in Mindstorms. Texas Instruments donated 10 TI 99/4 microcomputers with Logo that I used to offer an initial course, Teaching With Logo, at the University of Virginia in fall 1980. The TI microcomputer had a fraction of the power of today’s personal computers. -
The Logo Lineage
id302705 pdfMachine by Broadgun Software - a great PDF writer! - a great PDF creator! - http://www.pdfmachine.com http://www.broadgun.com THE LOGO LINEAGE by Wallace Feurzeig Wallace Feurzeig is a division scientist in information sciences for Bolt Beranek and Newman. His favorite implementation of Logo is still Logo-S for minicomputers. L ogo was created in 1966 at Bolt Beranek and Newman, a Cambridge research firm. Its intellectual roots are in artificial intelligence, mathematical logic and developmental psychology. The first four years of Logo research, development and teaching work was done at BBN. During the early 1960s, BBN had become a major center of computer science research and innovative applications. I joined the firm in 1962 to work with its newly available facilities in the Artificial Intelligence Department, one of the earliest AI organizations. My colleagues were actively engaged in some of the pioneering AI work in computer pattern recognition, natural language understanding, theorem proving, LISP language development and robot problem solving. Much of this work was done in collaboration with distinguished researchers at M.I.T. such as Marvin Minsky and John McCarthy, who were regular BBN consultants during the early 1960s. Other groups at BBN were doing original work in cognitive science, instructional research and man- computer communication. Some of the first work on knowledge representation (semantic networks), question-answering, interactive graphics and computer- aided instruction was actively underway. J. C. R. Licklider was the spiritual as well as the scientific leader of much of this work, championing the cause of on- line interaction during an era when almost all computation was being done via batch processing. -
Logo Tree Project
LOGO TREE PROJECT Written by P. Boytchev e-mail: pavel2008-AT-elica-DOT-net Rev 1.82 July, 2011 We’d like to thank all the people all over the globe and all over the alphabet who helped us build the Logo Tree: A .........Daniel Ajoy, Eduardo de Antueno, Hal Abelson B .........Andrew Begel, Carl Bogardus, Dominique Bille, George Birbilis, Ian Bicking, Imre Bornemisza, Joshua Bell, Luis Belmonte, Vladimir Batagelj, Wayne Burnett C .........Charlie, David Costanzo, John St. Clair, Loïc Le Coq, Oliver Schmidt-Chevalier, Paul Cockshott D .........Andy Dent, Kent Paul Dolan, Marcelo Duschkin, Mike Doyle E..........G. A. Edgar, Mustafa Elsheikh, Randall Embry F..........Damien Ferey, G .........Bill Glass, Jim Goebel, H .........Brian Harvey, Jamie Hunter, Jim Howe, Markus Hunke, Rachel Hestilow I........... J..........Ken Johnson K .........Eric Klopfer, Leigh Klotz, Susumu Kanemune L..........Janny Looyenga, Jean-François Lucas, Lionel Laské, Timothy Lipetz M.........Andreas Micheler, Bakhtiar Mikhak, George Mills, Greg Michaelson, Lorenzo Masetti, Michael Malien, Sébastien Magdelyns, Silvano Malfatti N .........Chaker Nakhli ,Dani Novak, Takeshi Nishiki O ......... P..........Paliokas Ioannis, U. B. Pavanaja, Wendy Petti Q ......... R .........Clem Rutter, Emmanuel Roche S..........Bojidar Sendov, Brian Silverman, Cynthia Solomon, Daniel Sanderson, Gene Sullivan, T..........Austin Tate, Gary Teachout, Graham Toal, Marcin Truszel, Peter Tomcsanyi, Seth Tisue, Gene Thail U .........Peter Ulrich V .........Carlo Maria Vireca, Álvaro Valdes W.........Arnie Widdowson, Uri Wilensky X ......... Y .........Andy Yeh, Ben Yates Z.......... Introduction The main goal of the Logo Tree project is to build a genealogical tree of new and old Logo implementations. This tree is expected to clearly demonstrate the evolution, the diversity and the vitality of Logo as a programming language. -
Perché Fare Coding Con Le Materie Umanistiche ! Stefano Penge
BRICKS - ANNO 9 - NUMERO 1 Perché fare coding con le materie umanistiche ! Stefano Penge [email protected] Punto di partenza Le riflessioni presentate in questo articolo sono partite circa trent’anni fa, in una scuola parificata di Roma, elementare e media. Mi era stato proposto di tenere un corso di “informatica” - che si intuiva sarebbe stata la materia del futuro - con una certa libertà sui contenuti; libertà dovuta semplicemente al fatto che non c’era un curriculum di informatica per la scuola dell’obbligo. Avevo declinato il corso in termini di programmazione, ovvero di quello che si chiama oggi “coding”, introducendo il Logo dalla terza elementare e il BASIC per i più grandicelli delle medie. L’obiettivo di fine anno era quello di realizzare un videogioco; ma strada facendo avevamo toccato la geometria, la matematica, la logica e un po’ di fisica. Confesso che non mi era del tutto chiaro quale fosse l’obiettivo ultimo: se l’apprendimento dello strumento oppure quello del contenuto disciplinare. Il mio punto di partenza era la lettura di Seymour Papert, che parlava di ambienti di esplorazione digitale, di ricerca di gruppo, di costruzione di modelli concettuali del mondo; ma per l’applicazione pratica di queste idee non avevo una ricetta precisa. Insomma, ho improvvisato. Il corso andò bene: contenti tutti, dai ragazzi ai genitori, e persino il preside. Ma fu davvero utile? Non sono in grado di dirlo, perché ho perso i contatti con quei ragazzi - oggi quarantenni - e non so dire se quelle lezioni oltre che divertenti siano state davvero utili. Comunque, da quella prima esperienza è nata la scelta di occuparmi professionalmente di linguaggi e ambienti digitali educativi, insomma dell’uso dei computer per l’apprendimento; ho passato tanti anni a scrivere software didattico e altri ancora a progettare ambienti di apprendimento digitale. -
Bilişim Teknolojilerinin Stratejik Rekabet
T.C. SELÇUK ÜN İVERS İTES İ SOSYAL B İLİMLER ENST İTÜSÜ İŞ LETME ANA B İLİM DALI BİLİŞİ M TEKNOLOJ İLER İNİN STRATEJ İK REKABET ÜSTÜNLÜ ĞÜ SA ĞLANMASINDA ÜRET İM SÜREC İ TASARIMINA ETK İSİNİN UZMAN S İSTEM YAKLA ŞIMI İLE ANAL İZİ VE TÜRK ELEKTRON İK SANAY İ UYGULAMASI DOKTORA TEZ İ DANI ŞMAN PROF.DR. MAHMUT TEK İN HAZIRLAYAN MEHMET YILDIZ 004127001002 KONYA-2006 İÇİNDEK İLER İÇİNDEK İLER ................................................................................................. ii ŞEK İLLER LİSTES İ .........................................................................................v TABLOLAR LİSTES İ ......................................................................................vi KISALTMALAR............................................................................................. vii GİRİŞ ..................................................................................................................1 BİRİNC İ BÖLÜM BİLİŞİ M TEKNOLOJ İLER İ, REKABET ÜSTÜNLÜĞÜ VE ÜRET İM SÜREC İ 1.1. Veri, Bilgi ve Üst Bilgi Kavramları................................................................3 1.2. Bilgi Yönetimi...............................................................................................8 1.2.1. Stratejik Bilgi Yönetimi ......................................................................13 1.3. Teknoloji Kavramı.......................................................................................17 1.3.1. Teknoloji Yönetimi .............................................................................21 -
Mindstorms: Children, Computers, and Powerful Ideas
MINDSTORMS Frontispiece: LOGO Turtle. M/NDSTORMS Children, Computers, and Powerful Ideas SEYMOUR PAPERT Basic Books, Inc., Publishers / New York Library of Congress Cataloging in Publication Data Papert, Seymour. Mindstorms: children, computers, and powerful ideas. Includes bibliographical references and index. 1. Education. 2. Psychology. 3. Mathematics--Computer-assisted instruction. I. Title. QA20.C65P36 1980 372.7 79-5200 ISBN: 0-465-04627-4 Copyright © 1980 by Basic Books, Inc. Printed in the United States of America DESIGNED BY VINCENT TORRE 1098 7 6 5 4 3 2 Contents Foreword: The Gears of My Childhood vi Introduction: Computers for Children Chapter 1: Computers and Computer Cultures 19 Chapter 2: Mathophobia: The Fear of Learning 38 Chapter 3: Turtle Geometry: A Mathematics Made for Learning 55 Chapter 4: Languages for Computers and for People 95 Chapter 5: Microworlds: Incubators for Knowledge 120 Chapter 6: Powerful Ideas in Mind-Size Bites 135 Chapter 7: LOGO's Roots: Piaget and AI 156 Chapter 8: Images of the Learning Society 177 Epilogue: The Mathematical Unconscious 190 Afterword and Acknowledgments 208 Notes 217 Index 225 Foreword The Gears of My Childhood BEFORE I WAS two years old I had developed an intense involve- ment with automobiles. The names of car parts made up a very substantial portion of my vocabulary: I was particularly proud of knowing about the parts of the transmission system, the gearbox, and most especially the differential. It was, of course, many years later before I understood how gears work; but once I did, playing with gears became a favorite pastime. I loved rotating circular ob- jects against one another in gearlike motions and, naturally, my first "erector set" project was a crude gear system. -
Challenging Programs in Logo
LogoWorks Challenging Programs in Logo Edited by Cynthia Solomon, Margaret Minsky, and Brian Harvey McGRAW-HILL BOOK COMPANY New York, St. Louis, San Francisco, Auckland Bogota, Hamburg, Johannesburg, London, Madrid Mexico, Montreal, New Delhi, Panama, Paris Sao Paulo, Singapore, Sydney, Tokyo, Toronto Disclaimer of warranties and limitation of liabilities The authors have taken due care in preparing this book and the programs in it, including research, development, and testing, to ascertain their effectiveness. The authors and publish- ers make no expressed or implied warranty of any kind with regard to these programs nor the supplementary documentation in this book. In no event shall the authors or publishers be liable for incidental or consequential damages in connection with or arising out of the furnish- ing, performance, or use of any of these programs. Designed by C. Linda Dingier Interior art by Kim Llewellyn The names of all computer programs and computers included herein are registered trade- marks of their makers. Copyright © 1986 by McGraw-Hill, Inc. All rights reserved. Printed in the United States of America. Except as permitted under the United States Copyright Act of1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a data base or retrieval system, without the prior written permission of the publisher. 1234567890 EDW/EDW 89876 Library of Congress Cataloging in Publication Data Main entry under title: Logo W o r k s : challenging programs in Logo. Includes index. 1. LOGO (Computer program language) 2. Computer programs. I. Solomon, Cynthia. II. Minsky, Margaret. -
The Sugar Learning Platform: Affordances for Computational Thinking RED
RED. Revista de Educación a Distancia E-ISSN: 1578-7680 [email protected] Universidad de Murcia España Bender, Walter The Sugar Learning Platform: Affordances for Computational Thinking RED. Revista de Educación a Distancia, núm. 54, junio, 2017, pp. 1-19 Universidad de Murcia Murcia, España Available in: http://www.redalyc.org/articulo.oa?id=54751771001 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative RED. Revista de Educación a Distancia. Núm. 54. Artíc. 1. 30-06-2017 DOI: http://dx.doi.org/10.6018/red/54/1 http://www.um.es/ead/red/54/bender.pdf The Sugar Learning Platform: Affordances for Computational Thinking La plataforma de aprendizaje Sugar: Affordances educativas11 para el pensamiento computacional Walter Bender Sugar Labs. Massachusetts Institute of Technology. Cambridge, USA [email protected] Abstract After ten years of deployment of the Sugar Learning Platform, we reflect on the specific tools and affordances deployed to engage learners in computational thinking with the overarching goal of fluency. These tools include multiple media-rich programming environments and also mechanism for debugging, collaboration, expression, and reflection. We motivate our selection of tools by reviewing the pioneering work of Seymour Papert, Marvin Minsky, and Cynthia Solomon, who first brought multimedia computing to elementary schools in the late 1960s with the goal of engaging children in the mastery of many of the heuristics and algorithms we associate with computational thinking. -
Logo Renaissance Inside
WINTER 1997 Volume 16 I Number 2 ~~ ~~s nat of th . n9 t.ouc. e ISTE Special Interest Group for Logo-Us' LOGO RENAISSANCE INSIDE Seymour Papert on Looking at Technology Robert Tinker on Logo's Return Logo for Little Kids Logo and the Writing Process StarLogo Starters Research You Can Use News, Reviews and Commentary Volume 16 I Number 2 Editorial Publisher 1997-1998 Logo Exchange is published quarterly by the In International Society for Technology in Education ISTE BOARD OF DIRECTORS ternational Society for Technology in Education Special In terest Group for Logo-Using Educa Editor-in-Chief ISTE Executive Board Members Lynne Schrum, President University of Georgia tors. Logo Exchange solicits articles on all aspects Gary S. Stager, Pepperdine University of Logo use in education . [email protected] Athens (GA) Dave Brittain, Past President MGT of America (FL) Submission of Manuscripts Cheryl Lemke, Secretary Milken Family Copy Editing, Design, & Production Manuscripts should be sent by surface mail on Foundation (CA) Ron Richmond a 3.5-inch disk (where possible). Preferred for Michael Turzanski, Treasurer Cisco Systems, mat is Microsoft Word for the Macintosh. ASCII Founding Editor Inc. (MA) files in either Macintosh or DOS format are also Tom Lough, Murray State University Chip Kimball, At Large Lake Washington welcome. Submissions may also be made by elec School District (WA) tronic mail. Where possible, graphics should be Design, Illustrations & Art Direction Neal Strudler, At Large University of Nevada submitted electronically. Please include elec Peter Reynolds, Fablevision Animation Studios Las Vegas [email protected] tronic copy, either on disk (preferred) or by elec ISTE Board Members tronic mail, with paper submissions. -
Reports Assigned an "AD"
♦. X 0 PUBLICATIONS Room NE43-908 ARTIFICIAL INTELLIGENCE LABORATORY 545 TECHNOLOGY SQUARE CAMBRIDGE, MA 02139 IJCAI Participants: This is a currsnt listing of availabls MIT Al Lab publications. If you wish to order any, please enclose completed order form and exact payment in the pre-addressed envelope and drop in any Institute Interdepartmental mailbox. Your publications will be mailed to you as soon as possible. If you prefer to pick up your order while you are at IJCAI, the Publications Office will be open between 12:15PM and I:3OPM each day of the conference. Since storage space is limited (generally we stock about 100 copies of each publication], it is likely that some, if not all, of your order will be mailed to you at a later date after supplies are replenished. Reports assigned an "AD" number are available from the National Technical Information Service, Operations Division, Springfield, Virginia 22151 in both microfiche and paper copies. PAGPtI 86 Design of the Hand, Marvin Minsky, August 1965, MAC-M-258 (see Al Memo 267) ($.90) 90 MIOAS, Petsr Samson, Oct. 1968. Revised version of MAC-M-279, Oct 1965 (see A.I. Memos 179, 214). ($1.70) 116 POP-6 LISP (LISP __3), January 1967, Rsvissd April 1967 (see A.I. Memo 190 and MACLISP Reference Manual, O. Moon et al, Project MAC). ($1.30) Thia ie a mosaic description of PDP-6 LISP, intended for readers familiar with ths LISP 1.5 Programmsr's Manual or who have used LISP on soms other computer. 122 Remarks on Correlation Tracking, Marvin Minsky, March 1967.