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6 total messages Started by Lynn Robinson Tue, 08 Sep 1992 01:39
Beginning Logo lesson plans/project ideas?
#182
Author: Lynn Robinson
Date: Tue, 08 Sep 1992 01:39
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  Hi, I have just started to volunteer in the computer lab in an inner-city 
elementary school, and my self-assigned task is to compile some good lesson 
plans using Logo for 5th and 6th graders.  If anyone out there has created
or used any lessons plans that worked really well for beginners (kids 
with < 1 year of Logo), has these plans on-line, and would like to
share them, I would greatly appreciate it. 

Some background to explain what types of "plans" I need and why:

  I am fairly new to Logo and have bought and borrowed a few books on 
the subject which I have been skimming for interesting ideas for beginners. 
Thus far, however, I haven't been that successful in finding good ones 
(although I've recently acquired Dan Watt's book and another book called 
'Nudges' which looks a little better than some of the other books I've
seen).  Some of the 6th graders seem to have been "taught" Logo (in a 
very un-Piagetian manner) for almost a year, although they only used it for
at most 45 minutes per week.  I was not very impressed with the book they 
had been using, since it contained a series of worksheets that told the
children pretty much exactly what to type, after which the children
were told to draw what appeared on the screen.  It seemed that many
of the kids would follow these lessons in a fairly mindless way, and
weren't encouraged to think about what they were doing or to 
be creative.  I'm not sure if it's because of the type of worksheets
they had been using, because of their prior school experiences, or because 
these children are mostly from disadvantaged homes, but it seems to me 
that the kids who have been using Logo for a year haven't really progressed 
very far in their understanding.  For instance, I'm told that they "learned" 
the turtle commands, procedures, and variables, but I find that at least 
3/4 of the experienced class cannot perform tasks specified simply as 
"Create a procedure to draw a square", "Draw a triangle", or "Edit your 
procedure and fix the bug" unless they are given very explicit instructions.

  What I'm looking for are projects that give the students minimal
(but sufficient) instructions, and encourage the students to think.
I probably should not even use the term "lesson plan" since I really
mean a project which encourages the child to experiment and discover.
In the month since I've started, we've done a few exercises that 
worked OK: traversing various mazes (using transparencies), drawing capital 
letters, creating procedures to do the mazes or draw letters (for the more 
advanced), standing up and playing turtle (for beginners), and doing some 
predictions of programs given (which only worked if we had the kids predict 
before going to the lab).   We have quite a range of levels of understanding
within a particular class, so I'd like to compile a whole series
of plans that would progress from beginning to advanced, and allow
students to work at their own pace.  These lessons wouldn't be
graded, but we would try to check for understanding before letting
the student progress to a new concept, which implies we may need several
projects at each level.  

  By the way, we are stuck for the forseeable future with old Apple IIe's 
and the original Apple Logo, and don't have much money to buy new machines, 
software, or to buy books for each student.  This means advanced animation,
projects with Macs, and expensive programs such as Object Logo could
not be made available to entire classes.  Many of these children don't 
have much self-confidence in their ability to figure things out by themselves
and they get frustrated easily, so I can't give them completely unguided
and open project suggestions as of yet.   Also, the 6th graders seem 
a bit bored by projects that involve drawing polygons and other
geometric figures, probably because they typed in so many programs that 
drew polygons the previous year.  I have several books that have good
projects for intermediate/advanced students but they all seem to move a little
too fast for these kids (who are hunt and peck typists) - so it is beginning
and early intermediate lessons I need the most.  A lesson idea that gives the
students a lot of practice in editing but is not too boring would be
great.

  If you can help me find some new fun projects for these kids, 
I'll let you know how it works out when they try them.

Thanks in advanced,
  Lynn Robinson
  lynn@ras.amdahl.com 
Re: Beginning Logo lesson plans/project ideas?
#183
Author: Brian Harvey
Date: Tue, 08 Sep 1992 03:56
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I'm glad you explained more fully what you meant by "lesson plans"; after
raeding the subject line I almost skipped the message!  :-)

Anyway, your kids are younger than the ones I've taught, so I'm not sure
how good my intuitions will be, but I'll give it a shot.  In light of their
bad prior experience, it might be a good idea to look for projects that
really break the mold of square-triangle-house:

	See how fast you can fill the screen solid with ink.

	Try typing wrong things on purpose and see how many different
	kinds of error messages you can collect.

	I've changed the meaning of one of the primitive Logo commands
	[by setting REDEFP]; figure out which one, figure out how I
	changed it, and figure out how to accomplish what it used to do.

Maybe you could have them work in groups, and be sure that each real
beginner is paired with a more experienced kid.

That's all that strikes me offhand...
Re: Beginning Logo lesson plans/project ideas?
#187
Author: murdoch WA Australia kywong Yoon...
Date: Wed, 09 Sep 1992 04:01
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In article <favI02.c20F=01@JUTS.ccc.amdahl.com>, led11@ccc.amdahl.com (Lynn Robinson) writes:
> 
> 
>   Hi, I have just started to volunteer in the computer lab in an inner-city 
> elementary school, and my self-assigned task is to compile some good lesson 
> plans using Logo for 5th and 6th graders.  If anyone out there has created
> or used any lessons plans that worked really well for beginners (kids 
> with < 1 year of Logo), has these plans on-line, and would like to
> share them, I would greatly appreciate it. 
> 
One of the problems of Logo is that students get bored quickly with drawing all 
the similar things as you said about polygons. The reason I guess is that they
do not see the mathematics behind what they are doing.
Logo can and should be used as a medium to explore mathematics.

One idea is that the lt and rt refers to external angles but the angles are not
shown. I am exploring the use of a different ways of showing angles, ie marking
them with arms and small arcs. Will this approach improve learning of angles?
I am not sure, this is an idea I hope to test out soon.
Re: Beginning Logo lesson plans/project ideas?
#188
Author: Rick Smith
Date: Wed, 09 Sep 1992 13:47
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I've been carrying on a hunt for books on teaching LOGO in grade
school. My daughter is turning 8 and we're trying to explore LOGO
together.  So I was interested when led11@ccc.amdahl.com (Lynn
Robinson) wrote:

>  I am fairly new to Logo and have bought and borrowed a few books on 
>the subject which I have been skimming for interesting ideas for beginners. 
>Thus far, however, I haven't been that successful in finding good ones 
>(although I've recently acquired Dan Watt's book and another book called 
>'Nudges' which looks a little better than some of the other books I've
>seen).

Is this a book about LOGO programming for grade school kids?  Could
you post the name and/or author and/or publisher and/or ISBN of that
book?

>  Some of the 6th graders seem to have been "taught" Logo (in a 
>very un-Piagetian manner) for almost a year, although they only used it for
>at most 45 minutes per week.  I was not very impressed with the book they 
>had been using, since it contained a series of worksheets that told the
>children pretty much exactly what to type, after which the children
>were told to draw what appeared on the screen.  

Could you post the name and/or author and/or publisher and/or ISBN of
that book? Worksheets would at least provide a starting point for us.
I'm mostly looking for a little bit of lesson structure from which I
can present some programming concepts to my daughter. From that we
might be able to come up with our own things to do.

Is there a good book about "Piagetian" approaches to teaching LOGO? I
vaguely remember reading some stuff about that years ago, but I don't
remember the details any more.

>It seemed that many
>of the kids would follow these lessons in a fairly mindless way, and
>weren't encouraged to think about what they were doing or to 
>be creative.  [further comments omitted]

I hear you saying that you need to jump the gap between rote learning
repetition and problem solving. And you're stuck with old equipment.

One approach might be to find a way to make etch-a-sketch style
drawing interesting to the kids. Maybe have a design class where kids
try to compose "icons" that they can draw with turtle commands. Maybe
start with graphic symbols the kids have on their clothes or on
posters in the classroom.  Maybe start the class with some examples
of sketch icons in familiar art and graphic design (commercial logos,
or even some of that Picasso Don Quixote if you want to get cultural).

You might want to limit them to specific angles (30 degree increments,
45 degree increments, something like that) just to simplify the task.
After all, how many people in general know that an equalateral
triangle involves equal sides and 60 degree turns, much less random
"disadvantaged" kids. I think drawing "a triangle" is actually a hard
thing to do correctly in turtle graphics, unless you've had a decent
amount of geometry.

Once they're writing procedures to draw their icons they can work on
drawing pictures or murals that use the icons as "rubber stamp" design
elements. If you eventually want to get fancy, some of the icons can
be rewritten to have scale factors so they can change their size.

If you minimize the interdependencies between procedures so that the
only interactions are ones the kids _see_ on the screen, maybe they'll
get the idea quicker. AFter all, it's a bug if an icon appears in the
"wrong" place in their picture, and they should (with practice) be
able to figure out how to put things in the places they want.

Just my two cents.

Rick.
smith@sctc.com          arden hills, minnesota
Re: Beginning Logo lesson plans/project ideas?
#189
Author: Brian Harvey
Date: Wed, 09 Sep 1992 14:21
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If you're interested in geometric constructions that aren't square-triangle-
house you might look for the book

	Visual Modeling with Logo
	James Clayson, MIT Press, 1988

It's not written for young kids -- Clayson teaches a college course from it --
but it's full of good ideas that a parent or teacher could use as starting
points for work you do with your kid(s).
Re: Beginning Logo lesson plans/project ideas?
#190
Author: dale.e.parson
Date: Wed, 09 Sep 1992 17:21
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3640 bytes
In article <18l195INNqvs@agate.berkeley.edu> bh@anarres.CS.Berkeley.EDU (Brian Harvey) writes:
>
>If you're interested in geometric constructions that aren't square-triangle-
>house you might look for the book
>
>	Visual Modeling with Logo
>	James Clayson, MIT Press, 1988
>
>It's not written for young kids -- Clayson teaches a college course from it --
>but it's full of good ideas that a parent or teacher could use as starting
>points for work you do with your kid(s).

I heartily second the recommendation for this book. It's a gold mine that
I've used for ideas for working with both middle school and elementary school
age kids (the latter my own). The author is an artist, at I've winced
once or twice over some science/math nasties--e.g., one college student
wanting to draw lunar phases goes on about lunar phases being caused by
the Earth's shadow on the moon, when in fact only lunar eclipses are caused
that way, if he were to go out & actually LOOK at a setting sun & a closely
following, waxing crescent moon he'd see where the shadow comes from--
but the book has such good visual ideas that I won't complain.

Following up on the earlier post about the boredom of drawing
rectangle/triangle houses, etc., another variation that's interesting
is replacing 'fd' with more elaborate variations that get the turtle
from where it's at to where 'fd' would send it, but by following a more
circuitous route. You can use such procedures anywhere you'd use fd.
You can segue into fractals using this. For example, change a triangle

to tri :length
repeat 3 [fd :length rt 120]
end

into a Koch curve (snowflake)

to snow :distance :limit
repeat 3 [snowside :distance :limit rt 120]
end

Where 'snowside' has replaced 'fd'. In this example 'snowside' is not an
exact replacement for 'fd', since it takes both distance & limit parameters.
Parameters for the 'fd' substitutes will depend on how you want to mutate
the 'fd' notion. Here's snowside:

to snowside :distance :limit
if or lessp :distance :limit equalp :distance :limit [fd :distance stop]
snowside :distance / 3 :limit
lt 60
snowside :distance / 3 :limit
rt 120
snowside :distance / 3 :limit
lt 60
snowside :distance / 3 :limit
end

You have to know a little about equilateral triangles for this to
make sense. The fd-substitutes have to make exact turtle trips--
here the lt's & rt's cancel out. If such an fd-substitute is too
advanced for the kids you're working with, they are sure to find others
that aren't. There are many interesting ways to get a turtle from
here to there.

Dale Parson, Bell Labs, dale@mhcnet.att.com

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