The turtle migrated to the computer screen where it lives as a
                graphics object. Viewing the screen is like looking down on the
                mechanical turtle from above. 
              
              The screen turtle also understands forward and right.
              
                
                  
                    |  |  |  | 
                  
                    | forward 50 | right 45 | forward 25  | 
                
              
              Following some exploratory messing around, a common first
                Turtle activity is to draw a geometric shape. How about a
                square? 
              
                
                  
                    |  |  |  |  | 
                  
                    | forward 50 | right 90 | forward 50  | right 90 | 
                  
                    |  |  |  |  | 
                  
                    | forward 50  | right 90 | forward 50 | right 90 | 
                
              
               There's also a repeat command so that 
              repeat 4 [forward 50 right 90]
              also draws a square. 
              How about a triangle? 
              
              repeat 3 [forward 50 right 60] 
               Oops! That's fine. Debugging is part of working in Logo. 
              Another important aspect of Logo is defining new procedures. We
                drew a square using the instruction 
              repeat 4 [forward 50 right 90]
               But if we tell Logo 
              square
              Logo responds with the message: 
              I don't know how to square 
              So we teach Logo a new word. 
              to square
                repeat 4 [forward 50 right 90]
                end
               Now if we type square, Logo draws a square just as if
                we had typed repeat 4 [forward 50 right 90]. Logo has
                learned a new word. 
              
                
                  
                    |  |  | 
                  
                    | forward 50  | square | 
                
              
              Now that square is in Logo's vocabulary, the new word may be
                used as part of another instruction. For example
              
                
                  
                    |  | We can give this a name also.  to flowerrepeat 36 [right 10 square]
 end
 | 
                  
                    | repeat 36 [right 10 square] | 
                
              
              In Logo, programming is done by adding new words to the
                existing vocabulary. It's like learning a spoken language. New
                words are defined using words you already know. 
              Things can get more complex. Procedures can take "inputs" so
                that the information they use varies. We could write a square
                procedure like this: 
              to square :size
                repeat 4 [forward :size right 90]
                end
              Instead of always having a square of 50 units on a side we can
                tell it how big to be: 
              
                
                  
                    |  |  |  | 
                  
                    | square 50 | square 30 | square 100  | 
                
              
              There's more: 
              to spiral :size :angle
                if :size > 100 [stop]
                forward :size
                right :angle
                spiral :size + 2 :angle
                end
              
                
                  
                    |  |  | 
                  
                    | spiral 0 90  | spiral 0 91 | 
                
              
              The traditional Euclidean geometry is built on abstractions: a
                point that has no size; a line that has length but no thickness.
                This is difficult for young learners to grasp. The turtle is a
                real concrete object that may be seen and manipulated. Analytic
                geometry rests on an outside frame of reference -- the
                coordinate system. In contrast, turtle geometry is "body
                syntonic". The turtle moves around as you do. You can identify
                with it and understand what it is doing. 
              Turtle geometry was not intended to be a replacement for
                traditional geometry but rather, as an alternative entry point
                into geometry and mathematics in general. It is appropriate for
                young children as well as adults. 
              The rationale behind turtle geometry is thoroughly explained by
                Seymour Papert in Mindstorms
                . Many versions of Logo come with tutorials and guide books
                about turtle geometry. 
              While it is easy to get started with turtle geometry, it can
                also get quite complex. The bookTurtle
                    Geometry, by Hal Abelson and Adrea diSessa includes
                many advanced explorations with the turtle.