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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.