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| Logo and
Learning |
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Mindstorms
by Seymour Papert
This 1980 classic has inspired thousands of teachers who have
sought creative ways to use computers in the classroom. This
second edition includes a new introduction by Seymour Papert
and forewords by John Sculley and Carol Sperry.
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The Children's Machine
by Seymour Papert
The Children's Machine is about ways of thinking and learning;
about a new view of programming and computer science. The
commentary is on many levels from an analysis of the learning
process of one person to a discussion of how to achieve megachange
in the face of School's resistance to change. Papert looks
back at a decade of "computer revolution" in schools, and
ahead to a true revolution in learning that computers may
yet make possible.
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The Connected Family:
Bridging the Digital Generation Gap
by Seymour Papert
This new book is about children families and computers. It
includes a Macintosh / Windows CD with demo versions of software
and sample programs.
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Logo Philosophy and Implementation
by Clotilde Fonseca, Geraldine Kozberg, Michael Tempel,
Sergei Soprunov, Elena Yakovleva, Horacio Reggini, Jeff Richardson,
Maria Elizabeth B. Almeida, and David Cavallo. "This book
of stories, each of which describes a large scale Logo implementation
in a different country, will make a significant contribution
towards communicating the powerful idea that is evoked for
me, as for the authors of its chapters by the word Logo" -
from the Introduction by Seymour Papert. (Available from LCSI) |
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Computer Environments for Children by Cynthia Solomon
The design of a computer learning environment reflects the
underlying educational values of the designer. This book examines
the work of four educators ; Patrick Suppes, Robert Davis,
Tom Dwyer, and Seymour Papert ; in light of their educational
philosophies. Although the focus is on mathematics education,
the principles discussed are relevant to learning and teaching
in general. (Available from MIT
Press
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line.) |
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Interactive Problem Solving Using Logo
by Heinz-Dieter Böecker
The material in this book was originally published in technical
reports and books prepared as part of a national research
project at the Center for Educational Technology in Darmstadt,
Germany. This version provides illustrative case studies that
show the importance of interactive problem solving in fields
as diverse as mathematics, artificial intelligence, and linguistics.
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Logo Projects and Ideas
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Adventures in Modeling: Exploring Complex, Dynamic Systems
with StarLogo
by Vanessa Colella, Eric Klopfer, and Mitchel Resnick
Have you ever wondered how birds flock or forest fires spread?
For thousands of years people--from DaVinci to Einstein--have
created models to help them better understand patterns and
processes in the world around them. Computers make it easier
for novices to build and explore their own models--and learn
new scientific ideas in the process. Adventures in Modeling
introduces you and your students to designing, creating, and
investigating models in StarLogo. (Available from Teachers
College Press)
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Minds in Play:
Computer Game Design as a Context for Children's Learning
by Yasmin Kafai
Children routinely play computer games, but rarely get to
create their own. This book reports on a project where children,
instead of being on the receiving end of educational game
software, design and program their own. "A mine of ideas for
teachers in search of computer projects for their students
or themselves" - Seymour Papert
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LogoWorks by Cynthia
Solomon, Margaret Minsky, and Brian Harvey These Logo
Projects was written by a collection of Logo enthusiasts who
hung out at the Atari Cambridge Research Lab in the early
1980s. The programs were written in Atari Logo, but most will
run in current versions of Logo. The book is out of print, but
is available online. Click
here for a copy. |
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Teaching With Logo
by Molly and Daniel Watt
This is a unique source book offering educators and parents
a wealth of information about using Logo. It contains many
samples of students' programs and techniques for managing
Logo in the classroom. (Available from Terrapin
Software)
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101 Ideas for Logo
by Dorothy Fitch
Lots of great Logo ideas for less than 20¢ apiece! These
activities make use of classic Logo features: Turtle graphics,
words and lists, music, shapes, animation, and multiple turtles.
There are projects for beginners as well as advanced Logo
programmers. The site license includes reproducible blackline
masters.(Available from Terrapin
Software)
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Turtles, Termites, and Traffic Jams:
Explorations in Massively Parallel Microworlds
by Mitchel Resnick
A wide-ranging exploration into the counterintuitive world
of decentralized systems and self-organizing phenomena, this
book also serves as a guide to StarLogo. This implementation
of Logo, with thousands of independent turtles and patches
of background, was designed by Resnick to aid in the exploration
of massively parallel decentralized systems. (Available from
MIT Press)
StarLogo software is also available for free from MIT
and from Tufts University.
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Logo and Language |
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Exploring Language
with Logo by E. Paul Goldenberg and
Wallace Feurzeig The reader is invivted to participate
actively in the play and work of the linguist. This is a
comprehensive presentation of Logo's highly developed
language-manipulation capability.
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The Logo Project Book
by Alison Birch
This book is filled with activities and projects for exploring
language. It is perfect for students and adults who are familiar
with the turtle and want to explore Logo's list processing
capabilities. It includes fourteen carefully sequenced projects
and twenty-five sample files for use with Terrapin Logo or
Logo Plus for Macintosh or Apple II. (Available from Terrapin
Software)
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Logo and Mathematics |
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Approaching Precalculus Mathematics Discretely
by Philip G. Lewis
Approaching Precalculus Mathematics Discretely introduces
concepts of discrete mathematics through the computer, making
them easier to teach and more fun to learn. The author uses
the Logo language to apply and explore much of the material
in standard high school advanced algebra and precalculus programs.
He develops sophisticated programming techniques in conjunction
with mathematical concepts that make the book a model for
teachers looking for ways to integrate computers into the
mathematics curriculum. (Available from MIT
Press)
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Investigations in Algebra
by Albert A. Cuoco
Investigations in Algebra departs from a preoccupation with
calculus as the ultimate goal of, and the universal introduction
to advanced mathematics. Cuoco uses Logo to explore combinatorics,
number theory, the study of discreet functions, and other
topics that are not on the traditional path to calculus. (Available
from MIT
Press)
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Learning Mathematics and Logo
edited by Celia Hoyles & Richard Noss
These original essays summarize a decade of fruitful research
and curriculum development using Logo. They discuss a range
of issues in the areas of curriculum, learning, and mathematics,
illustrating the ways in which Logo continues to provide a
rich learning environment that allows pupil autonomy within
challenging mathematical settings. (Available from MIT
Press)
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Logo Probability
by Alison Birch
A computer lab for exploring probability, this collection
of projects may be used as is or modified by students to test
their own ideas. It includes a student book and disk, and
a teachers guide. The site license includes 15 student books.To
use the disk you need Terrapin Logo, Logo Plus, or PC Logo.(Available
from Terrapin
Software)
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Turtle Geometry
by Hal Abelson and Andrea diSessa
Based on a decade of work with high
school and university students, this book provides a novel
perspective in which mathematical concepts are presented in a
constructive, process-oriented way. The same turtle used by young
children to draw simple shapes and designs becomes a vehicle
for exploring advanced topics that include random motion, feedback and
growth, vector operations, spherical geometry, and Einstein's General
Theory of Relativity. (Available from MIT
Press
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Logo Programming and Computer
Science |
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Advanced Logo, A Language for Learning
by Michael Friendly
In Advanced Logo, A Language for Learning Michael Friendly
deliberately seeks to invite the reader into this broader
conception of Logo as a "real" programming language. He also
seeks to extend this fuller view of Logo by illustrating how
programming in Logo is an educational methodology for bringing
children into contact with many educationally important ideas.
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Computer Science Logo Style, Second
Edition
by Brian Harvey
(Available from MIT
Press. Copies may also be
downloaded for personal use from Brian
Harvey's Web site.)
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Volume 1: Symbolic Computing is a Logo programming
text, featuring natural language processing (words and lists),
including three example project chapters. Functional programming
style is emphasized, including detailed explanations of recursion
and of higher-order procedures.
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Volume 2: Advanced Techniques alternates tutorial
chapters on advanced features of the Logo language with seven
example case studies. The language features include nonlocal
exit, program as data, property lists, and macros; the projects
include a utility program to find differences between two
versions of a file, a general pattern matcher, and a compiler
that translates BASIC programs into Logo. The Berkeley Logo
reference manual is included as an appendix.
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Volume 3: Beyond Programming introduces undergraduate-level
computer science topics: automata theory, discrete mathematics,
algorithms, programming language design and compilation, and
artificial intelligence. The ideas are illustrated with concrete
Logo programs, such as a Pascal compiler, written in Logo,
that compiles into a simple assembly language.
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LogoWorks: Lessons in Logo
by Sheila Cory and Margie Walker
This ready-to-use curriculum enables students to master geometry
and beginning programming skills. It is organized into a formally
structured sequence, but may also be used as a source of ideas
and activities. The site license includes a teachers guide and
reproducibles as well as the student book and disk. (Available
from Terrapin
Software)
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The Well-Tempered Turtle
by Susan Anderson-Freed and Lisa J. Brown
This curriculum, suitable for high school and introductory level
college courses, uses Logo as a means of testing and exploring
programming concepts. It provides a complete introduction to
computer science covering such topics as data types, control
structures, graphics, natural language processing, and music.
(Available from Terrapin
Software)
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Visual Modeling with Logo by James
Clayson
Filled with striking illustrations, this book offers an exciting
exploration of Logo graphics for designers, architects, liberal arts students,
and other individuals who are interested in creative
applications of computers. (Available from MIT
Press
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Logo: Models and Methods for Problem Solving
by William J. Spezeski
Explore the world of fractals, design colorful string art,
program stunning spirals and butterfly curves, develop a challenging
dartboard game, create animation effects. These are only a
few of the fun and challenging activities that are offered
in this new book. This fun approach to Logo uses a myriad
of graphical activities to teach Logo and problem solving
skills. Each chapter poses a variety of challenges, offers
helpful tools, suggests enhancements, and exposes students
to powerful problem solving strategies. High school and college
students can use this book simply to have fun with the computer,
or at a higher level, to learn programming techniques. (Available
from Terrapin
Software)
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Robotics |
Vehicles
by Valentino Braitenberg
An exercise in "synthetic psychology", this cybernetic fantasy
builds gradually from the simple to the complex. Vehicles that
are, after all, "only machines" seem to exhibit very human characteristics.
This book is a good source of ideas for project in LEGO®
Logo and other robotic systems. (Available from MIT
Press) |
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