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Logo Animals
by
Helen Kraft
St. Paul Public Schools |
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© 1997 Logo Foundation
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You may copy and distribute this document for educational purposes
provided that you do not charge for such copies and that this copyright
notice is reproduced in full.
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Logo Foundation
250 West 85th Street, Suite 4D
New York, NY 1024
Telephone: (212) 579-8028
FAX: (212) 579-8013 Board of Directors
Seymour Papert, Chair
Clotilde Fonseca
Tessa R. Harvey
Geraldine Kozberg
Michael Tempel
Takayuki Tsuru The Logo Foundation is a nonprofit educational
organization incorporated in New York State.
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Introduction
The following curriculum areas are but a small part of the first
full year in the elementary grades. A part of the first grade science
curriculum focuses on observation skills and animals. Part of our
math curriculum covers number concepts, geometric shapes, and size.
The language arts curriculum is always an ongoing process of developing
writing skills with increasing ability to edit correctly. In addition,
the messages coming loud and clear from the private businesses of
our country are that we teach our students communication skills,
creative thinking, and problem solving.
LogoWriter is a tool to use in the classroom for combining thinking
skills with interdisciplinary education. It has the power to make
connections between various subjects of math, science, social studies,
and language arts.
This practicum will show how to incorporate computer programming
at the first grade level into the science area. After a science
unit about animals, LogoWriter will be used as a learning and evaluating
tool to enhance student achievement. As a learning tool the children
will become familiar with the geometry of circles, squares, and
triangles and experiment with four different sizes of each. These
geometric shapes will be used to learn more about animals by envisioning
them as parts of animal bodies. The children will act as designers
of their own animals and will have to make many decisions about
what parts are needed, what shapes will resemble the parts and where
should they be placed on the screen. The children will then use
the word processor and write short descriptions of their animals.
The nature of LogoWriter automatically invites peer assistance at
all stages of the project.
As an evaluating tool, I can see how well a student knows the animal
by observing its appearance. I will check to see if the Logo Animal
resembles a version of the real animal. The typed description will
also give me more insight as to the knowledge the child has of his/her
animal. Through observations and interviews, I will also be able
to evaluate communication between students and their ability to
problem-solve creatively.
Anyone reading this must recognize what the class and I have done
prior to this assignment. This practicum is not a lesson in beginning
Logo. The following assumptions must be made.
1. All children began learning LogoWriter the beginning of the
school year.
2. The class has had four months of discovery and short term assignments.
3. Every child has 15 minutes on the computer every day.
4. Many shortcut commands have been introduced by this time for
efficiency purposes. These commands included "apple 9" and set heading.
5. The students are accustomed to asking each other for help.











Evaluation
I observed many things during the three weeks the children were
working on their Logo Animals projects. Most of the animals were
recognizable by their characteristics. key body parts were present
for certain animals. The main bodies were all present. Heads were
then placed accordingly. Then smaller parts were added. Students
often referred to some of the picture books available in the classroom
for some details. Approximately two-thirds of the children recognized
that using only the shapes provided was not sufficient for completing
their animals. I was very pleased to see that they returned to the
four basic commands of fd, bk, rt, and lt to add lines for legs,
feet, necks, tails, etc.
I was very watchful of how the different ability students' final
products all compared. Two students of limited English had a very
difficult time. Students at the lower academic continuum were more
dependent on the shapes alone, whereas the average to higher academic
learners combined the shapes provided with additional lines drawn
in. In spite of these findings, I must add that those lower achieving
students' products showed improvement from the last assignment given
the previous month. I believe they were more capable of simply placing
a shape somewhere rather than having to draw it from scratch using
only the four basic commands. They were more successful piecing
together an animal rather than drawing individual lines.
Two of my more active students were unable to commit to placing
shapes on the screen and leaving them there. In each of their 15
daily minutes, their screen was cleared more times that I would
prefer to count.
I took note of products done by girls and boys. I discovered an
equal number of products completed. The quality of all the products
were all very comparable. Therefore, girls are just as good at programming
as boys are.
The quality of the descriptive stories was good, though all of
the children required probing questions from me to get to the desired
outcome. Many of the children began writing nice little things about
their animals and had forgotten to include valuable information.
With each student, I had to direct their attention to the word map
we made to look for facts. Three or four students then looked in
some of the books for additional facts. The descriptions are all
readable, though not all grammatically correct with exact spelling.
Considering 90% of these children could not even spell their name
in September, I rank these stories as highly successful.
All of these children enjoyed the assignment. They shared ideas
and knowledge. Following are a few enlightening things some of the
children discovered during the assignment.
Trent needed the word "elephant" for his story. He knew the word
elephant was printed under the picture of elephant that represented
"Ee" on the alphabet chart in the classroom. Unfortunately the computers
are placed under "X, Y, Z" along the chart. I observed him looking
around the room then going to get a friend. After talking to Domingo,
I saw Trent take him to where the elephant was on the ABC chart
and then return to his computer. Next, Domingo began spelling elephant
as Trent typed on the other side of the room. There was a bit of
confusion, so Domingo ended up walking back and forth from elephant
to Trent to make sure his messages were received correctly.
Kari was finishing her cat's tail when she needed my help. She
had drawn her lines going up but could not come back down to finish
the tail. I gave her some paper and a pencil and asked her to draw
for me what she wants to do. Next, I had her tell me in words what
she drew as I wrote down her directions in Logo commands. She was
then able to see the commands needed to move the turtle back down
to finish her tail.
Terrell had a difficult time placing the tail of the fish facing
in the correct direction. I asked him to draw it out for me on paper.
By asking him which direction he thought the turtle ought to be
facing in order to draw what he drew, we solved the problem.
Chue Yee explained to me that by taking two squares and putting
one on the other, he then had a long rectangle neck instead of a
short one.
As Shana talks about her caylabear (Koala Bear) she describes the
ears on either side of its head with two eyes and a nose.
Amber brings a lot of what she know personally about docks (ducks)
to her story. She sees many similarities between ducks and people.
Conclusion
This practicum was a success. My expectation was for 50% of the
class to be able to complete the assignment and to my pleasure I
found that I had underestimated the class. I have 80% of the children
with a good finished product. The remaining children are still making
their attempts. All of the children have grown in their Logo programming
ability and are looking forward to their next assignment.
Logo has proved to be a powerful tool to enhance the Animal unit
introduced at the first grade level. It provided the children with
more learning and understanding in science, math, and language arts.
I intend to continue incorporating Logo learning into my elementary
curriculum.
Appendix I - Defining the Shapes
Circle
1. We want to tell the turtle how to make a circle for us on the
screen. First watch while I pretend I am the turtle and I am going
to walk out a circle. I begin to take a step and then turn a little.
I continue these two moves until a circle is beginning to form.
As I make each movement I am talking out loud and naming each move.
I step then turn, then step, then turn, etc. I continue this process
until I end up in the same spot I started in.
2. Now I want you to stand up and we will all pretend to be turtles.
Let's all begin making a circle in slow motion by taking one step
then a little turn. Keep doing this and name each move as you take
it. Keep going until you end up where you started from.
3. Pair off children for the purpose of more practice. Each child
will take a turn at being the turtle and the commander for walking
and talking out of a circle.
4. Now let's see how you would make a smaller circle. Walk it out.
Which move changed: the step or the turn? That's right, if you make
a sharper turn your circle will become tighter or smaller
5. Gather around the computer and have the children tell the Logo
turtle how to make a circle. After producing the line fd 1 rt 1
show the children how to manually repeat this command by pressing
the "arrow up" key so that the cursor is flashing on the fd 1 rt
1 and then hit "return." Have the children make tally marks, draw
a circle around it to represent a bundle. When the turtle is back
in its starting position, count by tens all the bundled tally marks
the children made. Ideally, several children will have 360 tally
marks.
6. On the "flip side &endash; apple F," show how to write that
very tiring process in a three line program named circle. Why would
I want to call this circle?
to circle
repeat 360 [fd 1 rt 1]
end
7. Sometimes I need different size circles, so I made a few more
circles of different sizes for us to work with. I also had to name
them different things so the turtle knows which one I want it to
draw. Unknown to the children, I changed some of the input numbers
to make the turtle draw faster.
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to circle.1
repeat 36 [fd 1 rt 10]
end
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to circle.3
repeat 36 [fd 5 rt 10]
end
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to circle.2
repeat 36 [fd 3 rt 10]
end
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to circle.4
repeat 36 [fd 7 rt 10]
end
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Each circle number represents the size of the circle; 1 is the
smallest, 4 is the largest, 2 and 3 are in between.
Square
1. We want to tell the turtle to make a square for us on the screen.
First watch me while I pretend I am the turtle and I am going to
walk out a square. I begin walking in a straight line several steps,
then turn directly to my right. I continue walking in a straight
line several steps, then turn directly to my right. I do this two
more times until I am right back to where I started from. during
the entire walking process I am talking out loud by counting my
steps and naming my right turn.
2. I tell the children there is a magic number to make a square
corner. That magic number is 90. From now on, when we make a square,
the input for the right or left turn is 90. It will look like this:
rt 90 or lt 90.
3. Now I want you to stand up and we will all pretend to be turtles.
I will give the commands while you walk them out. Walk fd 5 rt 90,
fd 5 rt 90, fd 5 rt 90, fd 5 rt 90. You should be back in the spot
you started in and facing the same direction as when you began.
4. Pair off children for the purpose of more practice. Each child
will take a turn at being the turtle and the commander for walking
and talking out a square.
5. Now let's see how we would make a bigger square. Walk it out.
Which move changed: the fd or the rt? That's right, if you make
the lines longer or go forward more steps, your square will become
bigger. The magic number 90 still makes a square corner for all
size squares.
6. Gather around the computer and have the children tell the Logo
turtle how to make a square. Since turtle steps are much smaller
than our steps, we will have to use much larger numbers for the
forward inputs. After producing the line fd 50 rt 90 show the children
how to manually repeat this command by pressing the "arrow up" key
so that the cursor is flashing on the fd 50 rt 90 and then "return."
Have the children make tally marks every time the "return" key is
pressed. Everyone should have four tally marks. have the children
take notice that it took four times to repeat the command and there
are also four sides and corners on a square.
7. On the "flip side &endash; apple F," show how to write that
very tiring process in a three line program named square. Why would
I want to call this square? That's right, it will make a square.
to square
repeat 4 [fd 50 rt 90]
end
8. Sometimes I need different size squares, so I made a few more
squares of different sizes for us to work with. I also had to name
them different things so the turtle know which one I want it to
draw.
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to square.1
repeat 4 [fd 10 rt 90]
end
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to square.3
repeat 4 [fd 50 rt 90]
end
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to square.2
repeat 4 [fd 30 rt 90]
end
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to square.4
repeat 4 [fd 70 rt 90]
end
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Each square number represents the size of the square: 1 is the
smallest, 4 is the largest, 2 and 3 are in between.
Triangle
1. We want to tell the turtle how to make a triangle for us on
the screen. First watch while I pretend I am the turtle and I am
going to walk out a triangle. I will turn a little, but not al the
way to make a square corner which was a rt 90. Then I walk forward
5 steps in a diagonal direction and turn right, so that I am facing
diagonally in a direction that would make a /\ design. I then walk
forward again another 5 steps and make the same kind of right turn.
One more time walking 5 steps will get me back to where I started.
As I make each movement I am talking out loud and naming each move.
2. Now I want you to stand up and we will all pretend to be turtles.
Lets' all begin by turning part way to the right so we are facing
in a diagonal direction. Now move fd 5 rt 120 and then a fd 5. This
will face you going diagonally in the other direction. Move fd 5
rt 120 and then a fd 5. This time 120 is the magic number for making
triangle corners.
3. Pair off children for the purpose of more practice. Each child
will take a turn at being the turtle and the commander for walking
and talking out a triangle.
4. Now let's see how would you make a smaller triangle? Walk it
out. Which move changed: the fd or the rt? That's right, if you
take less steps forward you triangle will not be as big. The corners
still need to be rt 120 in order to be facing in the correct diagonal
direction each time.
5. Gather around the computer and have the children tell the Logo
turtle how to make a triangle. First have the turtle make a rt 30
to head it in the right direction. Remind the children that turtle
steps are much smaller than our steps so we have to use larger numbers.
After producing the line fd 50 rt 120 ask how can we make the turtle
repeat those two commands without typing in the line again. That's
right, by pressing the "arrow up" key and then the "return" key,
the turtle will automatically make those moves again. Have the children
make tally marks for every time the "return" key was pressed. Have
the children take notice that the number of times it took to repeat
the two commands is the same number of sides and corners in a triangle.
6. On the "flip side &endash; apple F", show how to write that
very tiring process in a three line program named triangle. Why
would I want to call this triangle? That's right, it will make a
triangle.
to triangle
rt 30 repeat 3 [fd 10 rt 120]
end
7. Sometimes I need different size triangles, so I made a few more
triangles of different sizes for us to work with. I also had to
name them different things so the turtle knows which one I want
it to draw.
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to triangle.1
rt 30
repeat 3 [fd 10 rt 120]
seth 0
end
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to triangle.3
rt 30
repeat 3 [fd 50 rt 120]
seth 0
end
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to triangle.2
rt 30
repeat 3 [fd 30 rt 120]
seth 0
end
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to triangle.4
rt 30
repeat 3 [fd 70 rt 120]
seth 0
end
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Each triangle number represents the size of the triangle: 1 is
the smallest, 4 is the largest, 2 and 3 are in between.
The seth 0 command is for the purpose of heading the turtle back
in it's upright position. All of the shapes are designed for the
turtle to be facing in this direction. The turtle is all set up
to make a new shape now.
Appendix II - Modeling the Assignment
1. I need for the class to help me make an animal using the circles,
squares, and triangles that we made earlier. I would like to make
a bird.
2. Through questioning the children about what parts a bird needs
and what shapes and sizes of the shape should we use, we slowly
design a bird.
3. After the bird is finished, I ask the children to help me write
a description about the animal we just made. I get sample sentences
from the children and choose those that tell information about the
bird. Any additional information I think is missing I will probe
the children for.
4. While typing the story in, I purposely put in a few editing
errors. We then go back and reread the paragraph and check for punctuation,
capitalization, and sentences that make sense. With the help of
the class, I edit my story and sign my name.
5. Print the picture.
6. What other kinds of animals can be made on the computer using
these shapes? As children give examples, discuss the various parts
of the animal's body and which shapes and sizes would best represent
it.
7. For the next several weeks you may choose any animal and use
these shapes to make it with. After your animal is designed, then
"apple U" and write your description about your animal. Be sure
to use words that will tell what your animal is, what group it is
from, and why it is a part of that group. Then ask another person
in the class to help you edit the story. Lastly, be sure to put
your name on it.
8. Have fun!
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