Mindstuff: Educational Technology Beyond the Computer Michael Eisenberg Abstract. Seymour Papert's Book Mindstorms, First Publ
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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. -
Compiler Error Messages Considered Unhelpful: the Landscape of Text-Based Programming Error Message Research
Working Group Report ITiCSE-WGR ’19, July 15–17, 2019, Aberdeen, Scotland Uk Compiler Error Messages Considered Unhelpful: The Landscape of Text-Based Programming Error Message Research Brett A. Becker∗ Paul Denny∗ Raymond Pettit∗ University College Dublin University of Auckland University of Virginia Dublin, Ireland Auckland, New Zealand Charlottesville, Virginia, USA [email protected] [email protected] [email protected] Durell Bouchard Dennis J. Bouvier Brian Harrington Roanoke College Southern Illinois University Edwardsville University of Toronto Scarborough Roanoke, Virgina, USA Edwardsville, Illinois, USA Scarborough, Ontario, Canada [email protected] [email protected] [email protected] Amir Kamil Amey Karkare Chris McDonald University of Michigan Indian Institute of Technology Kanpur University of Western Australia Ann Arbor, Michigan, USA Kanpur, India Perth, Australia [email protected] [email protected] [email protected] Peter-Michael Osera Janice L. Pearce James Prather Grinnell College Berea College Abilene Christian University Grinnell, Iowa, USA Berea, Kentucky, USA Abilene, Texas, USA [email protected] [email protected] [email protected] ABSTRACT of evidence supporting each one (historical, anecdotal, and empiri- Diagnostic messages generated by compilers and interpreters such cal). This work can serve as a starting point for those who wish to as syntax error messages have been researched for over half of a conduct research on compiler error messages, runtime errors, and century. Unfortunately, these messages which include error, warn- warnings. We also make the bibtex file of our 300+ reference corpus ing, and run-time messages, present substantial difficulty and could publicly available. -
Agent-Based Modeling with Netlogo
Agent-Based Modeling with NetLogo Uri Wilensky Center for Connected Learning and Computer-Based Modeling Northwestern Institute on Complex Systems Departments of Computer Science & Learning Sciences Northwestern University Agent-Based Modeling in NetLogo SFI MOOC, Summer 2016 1 History: Roman to Hindu-Arabic Europe – at the turn of the first millenium • Before widespread adoption of Hindu-Arabic, very few could do multiplication/division • Scientists recognized superiority immediately • But widespread adoption took a very long time • Was in surreptitious use, but not official 2 Restructurations Structurations -- the encoding of the knowledge in a domain as a function of the representational infrastructure used to express the knowledge Restructurations -- A change from one structuration of a domain to another resulting from a change in representational infrastructure --- Wilensky & Papert 2006;2010 What is important and hard for people today? Similar to numeracy importance for science but difficulties in understanding, today we need to make sense of complex systems yet we find it difficult. What are Complex Systems? • Systems with a large number of interacting parts, evolving over time • Decentralized decisions vs. centralized control • Emergent global patterns from local interactions and decisions • Examples: ecosystems, economies, immune systems, molecular systems, minds, stock market, democratic government... Emergent Phenomena • Structure (Rules) at Micro- level leads to pattern at Macro- level • Order without Design • No leader or orchestrator -
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. -
The Comparability Between Modular and Non-Modular
THE COMPARABILITY BETWEEN MODULAR AND NON-MODULAR EXAMINATIONS AT GCE ADVANCED LEVEL Elizabeth A Gray PhD INSTITUTE OF EDUCATION UNIVERSITY OF LONDON 1 ABSTRACT The prime concern of this thesis is the comparability of two types of assessment now prevalent in Advanced level GeE examinations. The more conventional linear scheme assesses all candidates terminally, and the only way to improve the grade awarded is to re-take the whole examination. In contrast, the relatively new modular schemes of assessment include testing opportunities throughout the course of study. This not only has formative effects but allows quantifiable improvements in syllabus results through the medium of the resit option. There are obvious differences between the two schemes, but this does not necessarily imply that they are not comparable in their grading standards. It is this standard which the thesis attempts to address by considering the different variabilities of each of the schemes, and how these might impinge upon the outcomes of the grading process as evidenced in the final grade distributions. A key issue is that of legitimate and illegitimate variabilities - the former perhaps allowing an improvement in performance while maintaining grading standards; the latter possibly affecting the grading standard because its effect was not fully taken into account in the awarding process. By looking at a linear and modular syllabus in mathematics, the differences between the two are investigated, and although not fully generalisable, it is clear that many of the worries which were advanced when modular schemes were first introduced are groundless. Most candidates are seen to use the testing flexibility to their advantage, but there is little evidence of over-testing. -
Microworlds: Building Powerful Ideas in the Secondary School
US-China Education Review A 9 (2012) 796-803 Earlier title: US-China Education Review, ISSN 1548-6613 D DAVID PUBLISHING Microworlds: Building Powerful Ideas in the Secondary School Craig William Jenkins University of Wales, Wales, UK In the 1960s, the MIT (Massachusetts Institute of Technology) developed a programming language called LOGO. Underpinning this invention was a profound new philosophy of how learners learn. This paper reviews research in the area and asks how one notion in particular, that of a microworld, may be used by secondary school educators to build powerful ideas in STEM (science, technology, engineering, and mathematics) subjects. Keywords: microworlds, programming, STEM (science, technology, engineering, and mathematics), constructionism, education Theories of Knowing This paper examines the microworld as a tool for acquiring powerful ideas in secondary education and explores their potential role in making relevant conceptual learning accessible through practical, constructionist approaches. In line with this aim, the paper is split into three main sections: The first section looks at the underlying educational theory behind microworlds in order to set up the rest of the paper; The second section critically examines the notion of a microworld in order to draw out the characteristics of a microworlds approach to learning; Finally, the paper ends with a real-world example of a microworld that is designed to build key, powerful ideas within a STEM (science, technology, engineering, and mathematics) domain of knowledge. To begin to understand the educational theory behind microworlds, a good starting point is to consider the ways in which learners interact with educational technology. In 1980, Robert Taylor (1980) provided a useful framework for understanding such interactions. -
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. -
Down with School! up with Logoland!
NEW SCIENTIST REVIEW Down with School! Up with Logoland! The Children's Machine: Rethinking in the classroom, with mixed results. large and small, designed to implement his School in the Age of the Computer I was one of them. About ten years ago, ideas, and has received a wealth of feed by Seymour Papert, Basic Books, New York, I was part of a team that developed and back, much of it deeply discouraging. But HarperCollins in Britain, pp 241, £22·50 taught an introductory course in computer one can learn even more from "mistakes" science aimed at universirv students who than from a string of successes-that is a Daniel Dennett hated and feared computers but whose central tenet of Papert's vision of learning, parents, in many cases, had said "You must and he practices what he preaches. So this IN 1956, the mathematician John McCarthy learn about computers before you gradu sequel engagingly recounts what he has coined the term "artificial intelligence" ate." These students were seasoned veter learned, and especially the mistakes he for a new discipline that was emerging ans of what Paperr calls School-experts at made along the way. His own thinking from some of the more has undergone a transforma imaginative and playful tion; he is still an infectiously explorations of that new optimistic visionary, but a mind-tool, the computer. A wiser one. few years later he devel Logo has nowjoined forces oped a radically new sort of with Lego, the plastic build programming language, ing blocks, and a new wave Lisp, which became the of delectable settings for lingua franca of AI. -
Papert's Microworld and Geogebra: a Proposal to Improve Teaching Of
Creative Education, 2019, 10, 1525-1538 http://www.scirp.org/journal/ce ISSN Online: 2151-4771 ISSN Print: 2151-4755 Papert’s Microworld and Geogebra: A Proposal to Improve Teaching of Functions Carlos Vitor De Alencar Carvalho1,4, Lícia Giesta Ferreira De Medeiros2, Antonio Paulo Muccillo De Medeiros3, Ricardo Marinho Santos4 1State University Center of Western, Rio de Janeiro, RJ, Brazil 2CEFET/RJ, Valença, RJ, Brazil 3Rio de Janeiro Federal Institute (IFRJ), Pinheiral, RJ, Brazil 4Vassouras University, Vassouras, RJ, Brazil How to cite this paper: De Alencar Car- Abstract valho, C. V., De Medeiros, L. G. F., De Me- deiros, A. P. M., & Santos, R. M. (2019). This paper discusses how to improve teaching of Mathematics in Brazilian Papert’s Microworld and Geogebra: A Pro- schools, based on Seymour Papert’s Constructionism associated with Infor- posal to Improve Teaching of Functions. mation Technology tools. Specifically, this work introduces the construction- Creative Education, 10, 1525-1538. https://doi.org/10.4236/ce.2019.107111 ist microworld, a digital environment where students are able to build their knowledge interactively, in this case, using dynamic mathematics software Received: June 6, 2019 GeoGebra. Accepted: July 14, 2019 Published: July 17, 2019 Keywords Copyright © 2019 by author(s) and Microworld, GeoGebra, Seymour Papert, Information Technologies in Scientific Research Publishing Inc. Education This work is licensed under the Creative Commons Attribution International License (CC BY 4.0). http://creativecommons.org/licenses/by/4.0/ Open Access 1. Introduction This research’s main goal is to present a proposal to help Brazilian teachers im- prove their educational practices. -
4 MICRO WORLDS: TRANSFORMING EDUCA TION 1 Seymour Papert
MICRO WORLDS: 4 TRANSFORMING EDUCA TION 1 Seymour Papert Arts and Media Technology Center Massachusetts Institute of Technology Cambridge. MA Looking at how computers are used in education, one is tempted to start classifying. It's a little dangerous to do this, but I would like to start off with a very crude classification of three ways of using computers, just to place a certain set of problems into perspective. First, as tutorials in one sense or another - which is by far the most widespread, best known, and earliest use - where the computer serves as a sort of mechanized instructor. Secondly, as tools for doing something else: as calculators, word processors, simulators, or whatever. And thirdly, a different concept altogether: as microworlds. Here I shall concentrate on the notion of microworld and talk about its relations both to computers and to theories of learning. The other uses of computers surely have a role - but they are not what will revolutionize education. One microworld which is already widely known is the Logo turtle mi croworld. Briefly, this world is inhabited by a small object on the screen. In some versions, it is shaped like a triangle, in others, like an actual turtle. To make it move and draw lines, you talk to it by typing commands on the keyboard. For example, if you say FORWARD 50, the turtle will move in the direction it's facing and draw a line 50 units long, 50 "turtle steps" children might say. Then if you say RIGHT 90, it will turn 90 degrees. And then you can tell it to go forward again, or back, turn through any angle, or lift its pen up so it moves without leaving a trace. -
Changing Logo from a Single Student System to a 3D On-Line Student Collaboratory/Participatory Shared Learning Experience
Changing Logo from a Single Student System to a 3D On-line Student Collaboratory/Participatory Shared Learning Experience Dr. James G Jones University of North Texas [email protected] Theresa Overall University of North Texas [email protected] The concept of Logo to support constructive learning has been in existence since the 1960’s. Logo as implemented in computer software in the 1970’s has focused on either single student to single computer or a group of students sharing a single computer. Later versions of Logo have supported multi-user networking, but have not truly provided a shared learning environment where students using single systems at distant locations can work together and view each other’s work. This paper will discuss the potential of combining Logo concepts with on-line 3D environments to create engaged participatory learning environments/experiences for students. This approach could expand Logo so that it can allow classrooms connected by the Internet to simultaneously engage in K-12 projects about mathematics, language, music, robotics, telecommunications, and/or science. This paper and the presentation at the TCEA conference will demonstrate what an on-line 3D participatory system looks like and show the initial software modules developed for classroom use. Logo One of the primary purposes of the Logo programming environment is to support constructivist learning, such that students create knowledge through interaction with other people and the world around them. The Logo Programming Language, a dialect of Lisp, was created in the 1970’s to promote the concept of Logo as a learning tool (What is Logo, 2003). -
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.