Download PDF File

Total Page:16

File Type:pdf, Size:1020Kb

Download PDF File Title: Acknowledgements Learning How To Code i. This resource is to be used with the free © 2019 Ready-Ed Publications computer language platform LOGO. Ready-Ed Printed in Ireland Publications Author: Phillip Richards Illustrator: Alison Mutton Copyright Notice The purchasing educational institution and its staff have educational institution (or the body that administers it) has the right to make copies of the whole or part of this book, given a remuneration notice to Copyright Agency Limited beyond their rights under the Australian Copyright Act (CAL) under Act. 1968 (the Act), provided that: For details of the CAL licence for educational 1. The number of copies does not exceed the number institutions contact: reasonably required by the educational institution to Copyright Agency Limited satisfy its teaching purposes; Level 19, 157 Liverpool Street 2. Copies are made only by reprographic means Sydney NSW 2000 (photocopying), not by electronic/digital means, and not Telephone: (02) 9394 7600 stored or transmitted; Facsimile: (02) 9394 7601 E-mail: [email protected] 3. Copies are not sold or lent; 4. Every copy made clearly shows the footnote, ‘Ready-Ed Reproduction and Communication by others Publications’. Except as otherwise permitted by this blackline master Any copying of this book by an educational institution or licence or under the Act (for example, any fair dealing for its staff outside of this blackline master licence may fall the purposes of study, research, criticism or review) no within the educational statutory licence under the Act. part of this book may be reproduced, stored in a retrieval system, communicated or transmitted in any form or by The Act allows a maximum of one chapter or 10% of any means without prior written permission. All inquiries the pages of this book, whichever is the greater, to be should be made to the publisher at the address below. reproduced and/or communicated by any educational institution for its educational purposes provided that Published by: Ready-Ed Publications www.readyed.net [email protected] ISBN: 978 192 561 130 4 2 Contents Teachers' Notes 4-5 Tessellations 2 30 Tessellations 3 31 Section One: Getting Started 6 Transformations 32 Downloading & Operating LOGO 7-8 Introducing The Turtle 1 9 Section Four: Advanced Designs 33 Introducing The Turtle 2 10 Polygons 1 34 Introducing The Turtle 3 11 Polygons 2 35 LOGO Reference Sheet 1 12 Polygons 3 36 LOGO Reference Sheet 2 13 Variables 37 Circles & Arcs 1 38 Section Two: Basic Shapes 14 Circles & Arcs 2 39 Drawing & Doodling 15 Animations 1 40 Sticks, Dashes & Stairs 16 Animations 2 41 Squares & Rectangles 1 17 Spirals 42 Squares & Rectangles 2 18 Stars 43 Squares & Rectangles 3 19 Flags 1 20 Section Five: Moving The Turtle Flags 2 21 With Co-ordinates 44 Triangles 1 22 Using Co-ordinates 1 45 Triangles 2 23 Using Co-ordinates 2 46 Triangles 3 24 Coordinated Taxi 47 Setting The Turtle's Heading 48 Section Three: Colour & Tessellate 25 Colour 1 26 Answers 49-52 Colour 2 27 Randomness 28 Tessellations 1 29 3 Teachers’ Notes What Is LOGO? LOGO is a free downloadable computer program that allows students to explore geometrical concepts by typing in commands that move a turtle around a screen. As the turtle moves, it draws lines. By using simple commands, students plan and create geometrical fi gures and designs. Why Use LOGO? Using LOGO requires problem solving with logical deductions and creative and critical thinking. Students will learn about 2D shapes and angles while using this program. They will be motivated to use Geometry because of the challenging nature of the program and its ‘fun’ properties. Students will learn a computer language and will understand that it is important to ‘have a go’. Being wrong will lead them closer to the desired outcome and trial and error (experimenting and correcting) will lead to a planned and conceptualised result. As students correct ‘bugs’, they will move nearer to fi nding a solution. Who Is LOGO For? • Primary and secondary students – it caters for all year levels • IT/STEM students • Gifted and talented students • Design and Technologies students • Classroom teachers wanting an anchoring activity to help cater for fast fi nishers working with a compacted curriculum • Classroom teachers searching for inexpensive ways to develop schemes of diff erentiation in the classroom LOGO Pros • LOGO is an exceptional tool to practise Geometry • LOGO has a low threshold but has a virtually unreachable ceiling • LOGO fi ts the curriculum for Geometry and Measurement: 2D shapes – polygons, angles, tessellations, symmetry and transformations, co-ordinates • LOGO has built-in student diff erentiation – students can progress as far and as fast as they like • LOGO develops and strengthens planning skills • Students are keen to attend LOGO sessions • Print-outs of patterns and designs give tangible proof of outcomes • Teachers are easily able to create challenges and problems • LOGO involves learning how computer languages work • There is extensive academic backing for LOGO’s use • LOGO demands creativity coupled with being precise and accurate • LOGO encourages students to invent and discover • Teachers do not have to be ‘experts’ to introduce and follow this course – if you fi nd your students are fl ying beyond you; that is all good! Options The worksheets in this book can be completed individually or in pairs. Students who fi nish the set work early should be encouraged to explore other shapes and patterns on their own. It can be useful to have students use an note book with a grid pattern. They may like to sketch out what they want to do and to plan a program. It may also be valuable to have them write down their commands. 4 Printing A Design Printing directly from LOGO is not recommended. Usually there will be a lot of white space around the design; cropping will make the picture more practical to print. Follow these steps to print a design: 1. Save the design as a bmp, go to Menu Bar > Bitmap > Save As 2. Open up the bitmap in a photo editing software program, e.g. Paint or Photoshop, crop the design, then save. 3. Print directly from the picture editing program or import the bitmap into a word document or software of choice, then print. “A natural choice for a programming language to use in geometry activities is LOGO”. Michael T. Battista (Professor of Mathematics Education) 5 SSectionection OOne:ne: Getting Started 6 • TEACHERS' NOTES • Downloading & Operating LOGO 1. Download LOGO Firstly, get your students to download LOGO free onto a suitable device by going to either: http://sourceforge.net/projects/fmslogo or http://mswlogo.en.softonic.com/ Note: There may be slight diff erences between the two LOGO versions above. This resource is based on FMSLOGO. 2. Introduce The LOGO Workspace i. After the students have downloaded and opened up LOGO, familiarise them with what they see on their devices. They will see one main screen called THE WINDOW (n). This is where they will see all their creations (shapes, patterns, etc.). ii. The triangle in the middle of the main screen is THE TURTLE (o). The position in which the turtle begins when they open up LOGO is called HOME. iii. THE COMMANDER INPUT (p) is where students type instructions or commands to move the turtle to create shapes and patterns. COMMANDER OUTPUT (q) is where the command history is displayed. This is where students should check for 'bugs' (errors), if something is not working. iv. If the children open up LOGO and the turtle is not there, they should type showturtle (st) into THE COMMANDER INPUT then click Execute (r) and the turtle will appear. It does not matter if students type lowercase or uppercase, LOGO is not case sensitive but spaces do matter! THE MENU s BAR nTHE WINDOW oTHE TURTLE COMMANDER q OUTPUT rEXECUTE COMMANDER p tEDALL INPUT v. Students can choose to click Execute or alternatively press Enter on their keyboard /device to complete an action in COMMANDER INPUT. vi. The bar running across the top of the screen is called THE MENU BAR (s). Here they will fi nd drop down menus for File, Bitmap, Set, Zoom and Help. Students will use some of these menus as they work through the activities in this resource. 3. Introducing The Turtle 1 - Page 9 Photocopy Page 9 for each student. Exercise 1: Students should familiarise themselves with the basic commands shown in the table. Optional: demonstrate and do them together as a class. Give the students time to practise using fd, bk, lt, rt and cs. Exercise 2: Challenge the students to draw a square. 7 • TEACHERS' NOTES• 4. Introducing The Turtle 2 - Page 10 Photocopy Page 10 for each student. Exercises 1-2: Students create a square by entering the procedure fd 100 rt 90 fd 100 rt 90 fd 100 rt 90 fd 100. Tell students that fd 100 rt 90 is repeated four times. Introduce the repeat command, e.g. repeat 4 [fd 100 rt 90] This saves them from lots of typing. Primitives: In computer language, built-in commands (commands that the turtle already knows or has been taught) are called primitives. Students can store commands in the turtle's memory as they work their way through this resource which will save them time typing instructions. Saving work: Best practice is to save work after each LOGO session. Go to the Menu Bar > File > Save Exercise 3: Students will teach the turtle how to square and store it into the turtle's memory. Every time they want to draw a square, they can simply type square into THE COMMANDER INPUT.
Recommended publications
  • Apuntes De Logo
    APUNTES DE LOGO Eugenio Roanes Lozano 1 y Eugenio Roanes Macías 2 Unidad Docente de Álgebra 3 Facultad de Educación Universidad Complutense de Madrid 26 Diciembre 2015 1 [email protected] 2 [email protected] 3 www.ucm.es/info/secdealg/ 1 DESCARGA DE LOGO: Una breve resumen de la historia de Logo (y sus dialectos) y la posibilidad de descargar MSWLogo 6.3 (funciona hasta Windows XP, no compatible con Windows 7 y posteriores): http://roble.pntic.mec.es/~apantoja/familias.htm Descarga de MSWLogo 6.5a (compatible con Windows modernos) (el más recomendable 4) http://neoparaiso.com/logo/versiones-logo.html Descarga de FMSLogo 6.34.0 (compatible con Windows modernos) 5: http://neoparaiso.com/logo/versiones-logo.html ALGUNAS OBSERVACIONES Ambos dialectos derivan de UCBLogo, diseñado por Brian Harvey, de la Universidad de Berkeley. Los tres volúmenes de su libro “Computer Science Logo Style”, publicado en 1997 por el MIT e información sobre Logo puede encontrarse en: http://www.cs.berkeley.edu/~bh/ El libro pionero y enciclopédico sobre las posibilidades de la geometría de la tortuga es: • Abelson, H. & di Sessa, A. (1986). Geometría de tortuga: el ordenador como medio de exploración de las Matemáticas. Madrid, España: Anaya. Un libro de esa época en que se desarrollan diferentes aplicaciones educativas para antiguos dialectos de Logo es: • Roanes Macías, E. & Roanes Lozano, E. (1988). MACO. Matemáticas con ordenador. Madrid, España: Síntesis. Es de destacar que hay localizados más de 300 dialectos de Logo. Véase: http://www.elica.net/download/papers/LogoTreeProject.pdf INSTALACIÓN: Sólo hay que ejecutar el correspondiente archivo .EXE.
    [Show full text]
  • Using Computer Programming As an Effective Complement To
    Using Computer Programming as an Effective Complement to Mathematics Education: Experimenting with the Standards for Mathematics Practice in a Multidisciplinary Environment for Teaching and Learning with Technology in the 21st Century By Pavel Solin1 and Eugenio Roanes-Lozano2 1University of Nevada, Reno, 1664 N Virginia St, Reno, NV 89557, USA. Founder and Director of NCLab (http://nclab.com). 2Instituto de Matemática Interdisciplinar & Departamento de Didáctica de las Ciencias Experimentales, Sociales y Matemáticas, Facultad de Educación, Universidad Complutense de Madrid, c/ Rector Royo Villanova s/n, 28040 – Madrid, Spain. [email protected], [email protected] Received: 30 September 2018 Revised: 12 February 2019 DOI: 10.1564/tme_v27.3.03 Many mathematics educators are not aware of a strong 2. KAREL THE ROBOT connection that exists between the education of computer programming and mathematics. The reason may be that they Karel the Robot is a widely used educational have not been exposed to computer programming. This programming language which was introduced by Richard E. connection is worth exploring, given the current trends of Pattis in his 1981 textbook Karel the Robot: A Gentle automation and Industry 4.0. Therefore, in this paper we Introduction to the Art of Computer Programming (Pattis, take a closer look at the Common Core's eight Mathematical 1995). Let us note that Karel the Robot constitutes an Practice Standards. We show how each one of them can be environment related to Turtle Geometry (Abbelson and reinforced through computer programming. The following diSessa, 1981), but is not yet another implementation, as will discussion is virtually independent of the choice of a be detailed below.
    [Show full text]
  • A Simplified Introduction to Virus Propagation Using Maple's Turtle Graphics Package
    E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package A simplified introduction to virus propagation using Maple's Turtle Graphics package Eugenio Roanes-Lozano Instituto de Matemática Interdisciplinar & Departamento de Didáctica de las Ciencias Experimentales, Sociales y Matemáticas Facultad de Educación, Universidad Complutense de Madrid, Spain Carmen Solano-Macías Departamento de Información y Comunicación Facultad de CC. de la Documentación y Comunicación, Universidad de Extremadura, Spain Eugenio Roanes-Macías Departamento de Álgebra, Universidad Complutense de Madrid, Spain [email protected] ; [email protected] ; [email protected] Partially funded by the research project PGC2018-096509-B-100 (Government of Spain) 1 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package 1. INTRODUCTION: TURTLE GEOMETRY AND LOGO • Logo language: developed at the end of the ‘60s • Characterized by the use of Turtle Geometry (a.k.a. as Turtle Graphics). • Oriented to introduce kids to programming (Papert, 1980). • Basic movements of the turtle (graphic cursor): FD, BK RT, LT. • It is not based on a Cartesian Coordinate system. 2 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package • Initially robots were used to plot the trail of the turtle. http://cyberneticzoo.com/cyberneticanimals/1969-the-logo-turtle-seymour-papert-marvin-minsky-et-al-american/ 3 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package • IBM Logo / LCSI Logo (’80) 4 E.
    [Show full text]
  • Mswlogo Free Online
    1 / 4 Mswlogo Free Online It runs on every flavour of Windows from 16-bit to NT. http://softronix.com/logo.html. This article is provided by FOLDOC - Free Online Dictionary of Computing ( .... Jan 13, 2021 — MSWLogo antivirus report This download is virus-free. This file ... Can we download MSW Logo for mac OS system from the internet? Leave a .... Yes, there are lots of turtles in MSW Logo 1, to be exact. Commander window; Recall list MswLogo Definition,. Online Computer Terms Dictionary. Anki is a free .... Oct 2, 2012 — It should be noted that enrolling in two online courses is the equivalent of a full-time campus course load. msw logo online. Those who are .... ... LCSI software online. www.motivate.maths.org.uk: maths videoconferences for ... pedigree resources and software. www.softronix.com/logo.html: MSW Logo, .... Oct 25, 2016 — We are using MSW logo to code (click here to download) Today we drew a rocket and made it launch. For homework try draw a car and make it .... Welcome to the MSW LOGO online course. This course is designed for the kids to give them a start in programming and provide a step by step information about ... Mar 12, 2020 — Fast downloads of the latest free software! ... MSWLogo is a Logo-based programming environment developed in the Massachusetts Institute of .... Online students pay less than the out-of-state tuition rate for the MPH portion of this coordinated degree. Free Logo Design in Minutes. Page 3 MSW Logo .... Available Formats. Download as DOC, PDF, TXT or read online from Scribd ..
    [Show full text]
  • Polish Python: a Short Report from a Short Experiment Jakub Swacha Department of IT in Management, University of Szczecin, Poland [email protected]
    Polish Python: A Short Report from a Short Experiment Jakub Swacha Department of IT in Management, University of Szczecin, Poland [email protected] Abstract Using a programming language based on English can pose an obstacle for learning programming, especially at its early stage, for students who do not understand English. In this paper, however, we report on an experiment in which higher-education students who have some knowledge of both Python and English were asked to solve programming exercises in a Polish-language-based version of Python. The results of the survey performed after the experiment indicate that even among the students who both know English and learned the original Python language, there is a group of students who appreciate the advantages of the translated version. 2012 ACM Subject Classification Social and professional topics → Computing education; Software and its engineering → General programming languages Keywords and phrases programming language education, programming language localization, pro- gramming language translation, programming language vocabulary Digital Object Identifier 10.4230/OASIcs.ICPEC.2020.25 1 Introduction As a result of the overwhelming contribution of English-speaking researchers to the conception and development of computer science, almost every popular programming language used nowadays has a vocabulary based on this language [15]. This can be seen as an obstacle for learning programming, especially at its early stage, for students whose native language is not English [11]. In their case, the difficulty of understanding programs is augmented by the fact that keywords and standard library function names mean nothing to them. Even in the case of students who speak English as learned language, they are additionally burdened with translating the words to the language in which they think.
    [Show full text]
  • Drawing with Recursion
    Leone Learning Systems, Inc. Phone 847 951 0127 Leone Learning Systems, Inc. 237 Custer Ave Fax 847 733 8812 Evanston, IL 60202 Wonder. Create. Grow. Email [email protected] Drawing with Recursion TJ Leone April 2005 . Introduction In the unit on Combining Functions, you learned that you can invoke a procedure you wrote from inside another procedure. In the example below, the procedure triangle.inches invokes the procedure feet.to.inches: to feet.to.inches :feet op product 12 :feet end to triangle.inches :side fd feet.to.inches :side rt 120 fd feet.to.inches :side rt 120 fd feet.to.inches :side rt 120 end One of the things that make Logo so powerful is that Logo procedures can also invoke themselves. Here’s an example (if you try it, you’ll need to use the Halt button to stop it): to circle fd 1 rt 1 circle end This technique of writing a procedure that invokes itself is called recursion. Recursion can be used to draw simple figures like circles or polygons. It can also be used to draw complex shapes called fractals. Fractals can be mathematical structures like the Sierpinski triangle, Koch snowflake, Peano curve, Mandelbrot set and Lorenz attractor. Recursive drawings can also describe many real-world objects that do not have simple geometric shapes, such as clouds, mountains, turbulence, and coastlines. In this unit, we will start with simple designs to explore the basics of recursion, and then move on to some fractals. Copyright © 2005 Leone Learning Systems, Inc. 1 http://www.leonelearningsystems.com .
    [Show full text]
  • 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.
    [Show full text]
  • Extending the Boundaries of Teacher Education with Co-Didactics Márta Turcsányi-Szabó, Zsuzsa Pluhár Erich Neuwirth
    Extending the Boundaries of Teacher Education with Co-didactics Márta Turcsányi-Szabó, Zsuzsa Pluhár Eötvös Loránd University, Informatics Methodology Group, 1117 Budapest, Pázmány Péter Sétány I.D. Hungary Tel: + (36) 1 463 3525; Fax: + (36) 1 463 1648 [email protected] [email protected] Erich Neuwirth University of Vienna, Dept. of Statistics and Decision Support Systems Computer Supported Didactics Working Group A 1010, Universitaetsstr. 5/9 Vienna, Austria Tel: + (43 1) 4277 38624; Fax: + (43 1) 4277 9386 [email protected] Abstract Co-didactics is a bilateral project established between two teacher-training institutes in Austria and Hungary. The aim of the project is to inspire teacher-training activities in research and development of creative didactic tools that could be implemented in both cultural settings. Different authoring tools are used as Subject Oriented Microworld Extendible “S.O.M.E.” environments in which student teachers design and configure didactic tools. The benefits of including this extended scope in teacher training and its practical implementation are discussed. Keywords Educational software, teacher training, collaboration 1. Introduction The Co-didactics project (Collaborative Research and Development on Computer Didactic Tools) has been established between TeaM Lab (at Eötvös Loránd University, Faculty of Science, Informatics Methodology Group), and CSD (at University of Vienna, Dept. of Statistics and Decision Support Systems, Computer Supported Didactics Working Group) starting 1st January 2001 and lasting for 2 years. Project leaders (Erich Neuwirth and Marta Turcsányi-Szabó) have been in close contact since more than five years and have taken all chances to meet at conferences and other scientific events to exchange views and experiences of Computer Didactics and how it is researched and implemented in their institutes and broader education.
    [Show full text]
  • Eseecode: Creating a Computer Language from Teaching Experiences
    Olympiads in Informatics, 2016, Vol. 10, 3–18 3 © 2016 IOI, Vilnius University DOI: 10.15388/ioi.2016.01 eSeeCode: Creating a Computer Language from Teaching Experiences Joan ALEMANY FLOS1, Jacobo VILELLA VILAHUR2 1Fundació Aula: 34 Av. Mare de Déu de Lorda, 08034 Barcelona Spain Explorium: Samalús 1 L3, 08530 La Garriga Spain eSeeCode.com 2Aula Escola Europea: 34 Av. Mare de Déu de Lorda, 08034 Barcelona Spain eSeeCode.com e-mail: [email protected], [email protected] Abstract. It has been almost 50 years since the creation of Logo – one of the first educational programming languages. Although most people agreed that it was important to teach computa- tional thinking to children, only recently have school and district leaders begun to adopt curricula to include it – mainly through Scratch. In many cases this adoption has failed to provide the right methodologies and tools to teachers. In this paper, we analyse some of the different languages used in classrooms today and we propose an improved alternative that we have created – eSeeCode. We also share our experiences using this language in classrooms and how students can learn using this tool. Keywords: informatics curriculum, promoting informatics, programming language. 1. Overview Reading Papert’s Mindstorms: Children, Computers, and great ideas, one can have the feeling that we have not advanced much in the past 35 years (Papert, 1980). Many coun- tries are trying to include Coding as a required skill to learn in schools, either as a spe- cific subject or as part of a technology course. However, in many schools, teachers do not have the resources, materials and/or knowledge to bring computer science and cod- ing into the classroom.
    [Show full text]
  • I Paradigmi Del Giuoco Delle Perle Di Vetro
    Uno sguardo dentro le mura di Castalia I paradigmi del Giuoco Oltre la tartaruga Riferimenti I Paradigmi del Giuoco delle Perle di Vetro Claudio Mirolo Dipartimento di Matematica e Informatica, Università di Udine, via delle Scienze 206 – Udine [email protected] Didattica della Programmazione www.dimi.uniud.it/claudio C. Mirolo I Paradigmi del Giuoco delle Perle di Vetro Uno sguardo dentro le mura di Castalia I paradigmi del Giuoco Oltre la tartaruga Riferimenti Sommario 1 Uno sguardo dentro le mura di Castalia natura della programmazione impostazioni curricolari 2 I paradigmi del Giuoco paradigma imperativo paradigma funzionale paradigma orientato agli oggetti paradigma logico-dichiarativo 3 Oltre la tartaruga 4 Riferimenti C. Mirolo I Paradigmi del Giuoco delle Perle di Vetro Uno sguardo dentro le mura di Castalia I paradigmi del Giuoco natura della programmazione Oltre la tartaruga impostazioni curricolari Riferimenti Sommario 1 Uno sguardo dentro le mura di Castalia natura della programmazione impostazioni curricolari 2 I paradigmi del Giuoco paradigma imperativo paradigma funzionale paradigma orientato agli oggetti paradigma logico-dichiarativo 3 Oltre la tartaruga 4 Riferimenti C. Mirolo I Paradigmi del Giuoco delle Perle di Vetro Uno sguardo dentro le mura di Castalia I paradigmi del Giuoco natura della programmazione Oltre la tartaruga impostazioni curricolari Riferimenti L’arcano «La Castalia è un piccolo stato autonomo e il nostro Vicus Lusorum uno staterello entro quello stato [...]. Noi infatti abbiamo l’onore di custodire
    [Show full text]
  • Alexandria Gazette Packet
    Spring Fun Alexandria Page 14 Who’s Who Gazette Packet In Real Estate Page 18 25 Cents Serving Alexandria for over 200 years • A Connection Newspaper March 29, 2012 A Changing City Census shows shifting black population and increase in African-born residents. By Michael Lee Pope Gazette Packet Up ❖ percent of workers commuting by transit increased from 16 percent to lexandria is getting 22 percent older and more edu- ❖ percent of foreign-born residents from cated, and its residents Africa from 24 percent to 27 percent A ❖ percentage with a bachelor’s degree are increasingly likely increased from 54 percent to 60 to take public transportation to percent work. These are the conclusions of the latest Census information, Down which shows that Alexandria is a ❖ median household income as a city in the midst of perpetual percent of the regional median change. income decreased from 98 percent to “This information is important 94 percent ❖ percent of school-age children Princess Ann (Helen Megel), the Prima Donna (Nina Learner) and Jack (Kalista for a number of reasons,” said decreased from 25 percent to 24 Diamantopoulos) listen as Cool Cat (Alex Bourjaily) explains why he is graduating Planning Director Faroll Hamer, percent from the Toy School. ❖ percent of foreign-born decreased See Census, Page 3 from 25 percent to 24 percent Youth Showcase Theatrical Talents ‘The Rock Stars ast weekend parents and patrons were “Toy School” was enacted by the Tweeners Ltreated to a showcase of rising talent on Creative Dramatic Class, middle school students stage at the Little Theatre of Alexandria.
    [Show full text]
  • Manuel De Rfrence Mswlogo Et Ucblogo
    Manuel de référence MSWLogo et UCBLogo Procédures primitives principales en anglais et en français Francis Leboutte Première parution: mars 2001 Dernière mise à jour: 10 novembre 2003 Dernière mise à jour mineure: 18 octobre 2004 www.algo.be/logo.html IDDN.BE.010.0093308.000.R.C.2001.035.42000 Droits d'utilisation et de reproduction La reproduction et la diffusion de tout ou partie du document à des fins commerciales sont strictement interdites. Sont permises la copie du document pour consultation en ligne ainsi que l'impression sur support papier, à condition que le document ne soit pas modifié et qu'apparaisse clairement la mention de l'auteur et de l'origine du document. Toute autre utilisation nécessite l'autorisation de l'auteur. Manuel de référence MSWLogo www.algo.be/logo.html 1 Table des matières Table des matières 2 1 Introduction 3 1.1 Terminologie 3 1.2 Syntaxe 3 1.3 Conventions 4 1.4 Traduction du vocabulaire MSWLogo et UCBLogo en français 4 1.5 Présentation de MSWLogo 5 2 Structures de données 8 2.1 Procédures de création 9 2.2 Procédures d'accès 9 2.3 Prédicats 10 2.4 Divers 12 3 Graphisme 13 3.1 Déplacement de la tortue 13 3.2 Dessin de courbes 14 3.3 Contrôle de la tortue et de l'écran 15 3.4 Information à propos de la tortue 15 3.5 Crayon et couleurs 16 4 Arithmétique 20 5 Opérations logiques 22 6 Espace de travail 23 6.1 Définition de procédure 23 6.2 Définition de variable 24 7 Structures de contrôle 26 7.1 Divers 26 7.2 Itération 27 7.3 Itération selon un modèle 28 8 Communication 30 9 Divers 30 10 Index 31 Manuel de référence MSWLogo www.algo.be/logo.html 2 1 Introduction 1.1 Terminologie Note : ce paragraphe fait suite au document Introduction à la programmation en Logo et MSWLogo (voir www.algo.be/logo1/logo-primer-fr.html).
    [Show full text]