About: Logo (programming language) is a research topic. Over the lifetime, 308 publications have been published within this topic receiving 4418 citations.
TL;DR: Part 1 Foundations: introduction the era of decentralization, Constructions: constructionism LEGO/logo StarLogo objects and parallelism and Reflections: the centralized mindset beyond the decentralized mindset.
Abstract: Part 1 Foundations: introduction the era of decentralization. Part 2 Constructions: constructionism LEGO/logo StarLogo objects and parallelism. Part 3 Explorations: simulations and stimulations slime mould artificial ants traffic jams termites turtles and frogs turtle ecology new turtle geometry forest fire recursive trees. Part 4 Reflections: the centralized mindset beyond the centralized mindset. Part 5 Projections: growing up. Appendices: student participants StarLogo overview.
TL;DR: Turtle Geometry presents an innovative program of mathematical discovery that demonstrates how the effective use of personal computers can profoundly change the nature of a student's contact with mathematics.
Abstract: Turtle Geometry presents an innovative program of mathematical discovery that demonstrates how the effective use of personal computers can profoundly change the nature of a student's contact with mathematics. Using this book and a few simple computer programs, students can explore the properties of space by following an imaginary turtle across the screen.The concept of turtle geometry grew out of the Logo Group at MIT. Directed by Seymour Papert, author of Mindstorms, this group has done extensive work with preschool children, high school students and university undergraduates. Harold Abelson is an associate professor in the Department of Electrical Engineering and Computer Science at MIT. Andrea diSessa is an associate professor in the Graduate School of Education, University of California, Berkeley.
TL;DR: This book discusses the LOGO Maths Project, the case study Pupils and their Projects, and some common Pupil Misconceptions, as well as developing an Understanding of Algebraic Ideas.
Abstract: 1. General Introduction to the LOGO Maths Project 2. The LOGO Maths Project 3. The Case Study Pupils and their Projects 4. Problem Solving 5. Subprocedure and Modularity 6. Programming Issues: Some Common Pupil Misconceptions 7. Peer Interaction in a Programming Environment 8. Peer Interaction: Turtle Turn and Angle 9. The Teacher's Role 10. Gender Issues 11. Insight into Pupils' Intuitive Mathematical Conceptions 12. Developing an Understanding of Algebraic Ideas 13. Conclusions.
TL;DR: Design By Numbers is a reader-friendly tutorial on both the philosophy and nuts-and-bolts techniques of programming for designers and artists, and introduces a programming language and development environment, available on the Web, which can be freely downloaded or run directly with any JAVA-enabled Web browser.
Abstract: From the Publisher:
Most art and technology projects pair artists with engineers or scientists: the artist has the conception, and the technical person provides the know-how. John Maeda is an artist and a computer scientist, and he views the computer not as a substitute for brush and paint but as an artistic medium in its own right. Design By Numbers is a reader-friendly tutorial on both the philosophy and nuts-and-bolts techniques of programming for designers and artists. Practicing what he preaches, Maeda composed Design By Numbers using a computational process he developed specifically for the book. He introduces a programming language and development environment, available on the Web, which can be freely downloaded or run directly with any JAVA-enabled Web browser. Appropriately, the new language is called DBN (for "design by numbers"). Designed for "visual" people -- artists, designers, anyone who likes to pick up a pencil and doodle -- DBN has very few commands and consists of elements resembling those of many other languages, such as LISP, LOGO, C/JAVA, and BASIC.
TL;DR: The notion of variable in the context of turtle graphics, Joel Hillel what is algebraic about programming in Logo, and Rosamund Sutherland conceptually defined turtles are discussed.
Abstract: Part 1 Logo in the curriculum: the notion of variable in the context of turtle graphics, Joel Hillel what is algebraic about programming in Logo?, Rosamund Sutherland conceptually defined turtles, Herbert Loethe the turtle metaphor as a tool for children's geometry, Chronis Kynigos a Logo microworld for transformation geometry, Laurie D. Edwards. Part 2 Styles and strategies: LEGO-Logo - a vehicle for learning, Sylvia Weir on intra- and interindividual differences in children's learning styles, Tamara Lemerise mathematics in a Logo environment - a recursive look at a complex phenomenon, Thomas E. Kieren between Logo and mathematics - a road of tunnels and bridges, Jean-Luc Gurtner. Part 3 Expressing mathematical structures: processes - a dynamical integration of computer science into mathematical education, Bruno Vitale of geometry, turtles and groups, Uri Leron and Rina Zazkis patterns, permutations and groups, Trevor Fletcher avoiding recursion, Brian Harvey. Part 4 Afterword: looking back and looking forward, Richard Noss and Celia Hoyles.