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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

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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 to use in geometry activities is LOGO”. Michael . 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. If the students save their work after each LOGO session, the turtle will keep what it has learned in its memory. Remind students to save their work and give their work a suitable name.

Troubleshooting & Bugs! In computer language an error is often referred to as a 'bug'. A ‘bug’ might include an extra space or a typo, or a missing input (number). Apart from looking for ‘bugs’, sometimes closing down the program and opening it up again is a good troubleshooter. If students are unable to achieve the shape or pattern in any of the activities, fi rstly ask them to go back and check what they have typed in by checking COMMANDER OUTPUT (q). Usually errors happen because a student has incorrectly typed in a command. For example, they might have neglected to leave a space between letters or left too large a space or made a typo. The EDALL (t) button can also be useful to check new commands that have been defi ned. If you click on EDALL, a new window entitled EDITOR will appear. New commands are displayed in alphabetical order. Students may need to check for 'bugs' in here as well. To close the EDITOR and return to the main screen, click the cross at the top right hand corner. If students make changes in EDITOR, they must Save and Exit from the menu bar on the EDITOR window or use the shortcut Control + D.

Exercise 4: Students locate the EDALL button and check the new procedure stored from Exercise 3. 5. Introducing The Turtle 3 - Page 11

Photocopy Page 11 for each student. Exercises 1-3 will allow students to practise turning the turtle in the desired direction to create

shapes and a zigzag. Turtle Turtle Turtle

b)rt 180 c) lt 90 d) lt 45

Possible procedure for a zigzag: rt 45 fd 50 rt 90 fd 50 lt 90 fd 50 rt 90 fd 50 lt 90 fd 50 Exercise 4 will give students more time to practise using fd, bk, lt, rt and cs and an opportunity to experiment and create new shapes. They could experiment printing shapes off here.

8 • SECTION 1: GETTING STARTED •

ACTIVITY Introducing The Turtle 1

The table below shows some basic commands and shortcuts for the computer program LOGO. n means a number has to go after the instruction. A number can represent steps or degrees! If you tell the turtle to fd 50, you are telling the turtle to move forwards 50 steps. If you tell the turtle to rt 90, you are telling the turtle to right turn 90 degrees. 1. Type each instruction into COMMANDER INPUT. Tick each one once you have mastered each shortcut. You may need to use clearscreen (cs) before each attempt.

Instruction Shortcut What it does Tick showturtle st Shows the turtle. hideturtle ht Hides the turtle. Moves the turtle forward BUT you have forward n fd n to tell it how far. E.g. fd 50 Moves the turtle backwards BUT you back nbk n have to tell it how far. E.g. bk 50 Turns the turtle to the right or right nrt n clockwise. You need to tell it how far to turn in degrees. E.g. rt 90. Turns the turtle left or anti-clockwise. left n lt n You will need to tell it how far in degrees. E.g. lt 90. The turtle goes straight home. Useful if home home it gets lost off screen. Wipes the world clean and puts the clearscreen cs turtle back home. Rubs out all the lines but leaves the clean clean turtle where it is.

2. Challenge! Can you work out how to draw a square using some of the n means you commands above? Write down the have to type in command you gave the turtle below. a number. n is called a 'variable' because the number you type in varies.

9 • SECTION 1: GETTING STARTED •

ACTIVITY Introducing The Turtle 2

1. When making a square, how do we know how many degrees to turn (rt/lt) the turtle? A square has 4 x 90 degree angles, so we turn (rt/lt) the turtle 90! Type in the following instruction, then click Execute: fd 100 rt 90 fd 100 rt 90 fd 100 rt 90 fd 100

2. Look at the command to create a square (above), what do you notice? The instruction to draw each side of the square is repeated because all sides are equal. In LOGO, we can shorten the instruction by using the repeat command.

Type in: repeat 4 [fd 100 rt 90] then click Execute.

In computer language, built-in commands (commands that the turtle already knows or you have taught the turtle) are called primitives. The commands that you used in Introducing The Turtle 1 are built in primitives. You can teach the turtle new commands and store them in the turtle's memory to save time when typing in instructions.

3. Let’s create a primitive by teaching the turtle how to square and storing this command in its memory. Type in: to square then press Enter. (A popup box will appear) Type in: repeat 4 [fd 100 rt 90] then press end.

Now the turtle knows how to square! It should come up with a message square defi ned. To test its memory, type in square. Did it create a square? 4. Locate the Edall button and click it to open the EDITOR window. Can you see the new command that you have created? Save and Exit (Ctrl D) to return to the main window. 5. Saving your work! Don't forget to save your work during or after each LOGO session, then the turtle will keep what it has learned in its memory. Go to the MENU BAR, click fi le and scroll down to save.

Troubleshooting And Bugs! Remember! If something doesn't work, Mistakes happen in the remember to check COMMANDER turtle world. Mistakes OUTPUT and look at what you have are GOOD and will help typed in. You might even see error you learn. Each mistake messages from LOGO. You can also brings you closer to what open THE EDITOR (EDALL) to look you want to happen. for bugs.

10 • SECTION 1: GETTING STARTED •

ACTIVITY Introducing The Turtle 3

To draw lines and shapes, we can turn and move the 45º turtle a certain number of degrees to the right or left. The circle in the diagram (right) has been divided up into 45 degree sections. The turtle is sitting in HOME position. Turtle To understand how to turn the turtle, complete the exercises on this page.

1. Look at the fi rst turtle (a). It has been turned right 45 degrees from HOME position. Draw the position of the turtle on circles b, c and d. Each time, the turtle starts at HOME. Check your answers by typing the commands into LOGO. Remember, clearing screen (cs) after each command, takes the turtle back HOME.

Turtle

a) rt 45b) rt 180c) lt 90d) lt 45

Try this! First Clearscreen then execute the four commands above, but this time do not Clearscreen (cs) in between. Your turtle should be pointing this way … 2. Write down your own command then try it in LOGO, draw the position of the turtle.

a) b) c) d)

3. Move the turtle to create a zigzag! Write down your procedure fi rst. Hint: you will need to use fd, rt and lt commands. Store the zigzag in the turtle's memory to create a primitive.

4. Experiment! Use all the commandsommands youyou have learnt so farfar to create an interesting shape.

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