I'm forwarding the message below from John Gough. Please reply to John Gough <jugh@deakin.edu.au> or logo-l and not to me. >From: John Gough <jugh@deakin.edu.au> >Subject: Re: LOGO-L> Requirements (was: dynamic programming projects and > speed of MicroWorlds) > >Dear John, >could I beg a favour, please. > >Like you, I prepared a reply to Chuck Shavits, but for some reason I am >currently unable to access the LOGO-L list. > >Could you please send the message below, on my behalf? Thanks, >John > >Chuck Shavit (27 Oct 97) said: >>Surely MW and MSWLogo (and other "kids languages") have each their >>strengths and weaknesses. This thread seems to expose them well indeed. >>For example, Jeff above mentions that particular tools (picture editors? >>Visual-Basic-like positioning of controls?) make MW a preferred medium in >>schools. George mentioned a slew of MSWLogo capabilities like 3D, animated >>GIFs and many others. >> >>But I could not find a mention of the metric according to which the >>languages are being judged. How does one judge whether a given feature in >>one of these environments makes that environment better suited for its use? >> >>Many of the contributors to this news group are educators. My question to >>them is, what are you using Logo for, and what are your requirements from >>Logo (or any other language) to make it suitable for what you are using it? >> >>Thanks, >>Chuck Shavit <CShavit@MagicSquare.com> > >I use Logo (formerly as LogoWriter, on Apple IIe, and later on Macintosh, >with some use of IBM versions; more recently MicroWorlds on Macintosh, with >some IBM) in two settings: > >1. In teacher training, both for Primary (Elementary) and Secondary >mathematics, within courses on mathematics curriculum and methodology; and > >2. In computer education, predominantly for Primary and Secondary teachers, >doing a post-graduate course on Information Technology slanted to >developing the use of computers and IT in schools. > >Parallel to this I also use HyperCard, and have looked a little at >HyperStudio. > >What do I use Logo for, in these two settings? > >1. In the mathematics education setting I explain to my students that >programming is equivalent to making a mathematics proof, constructing an >argument that starts with formally defined terms and processes, that >results in some final demonstrated logical consequence. I stress the way >mathematics problem solving comes into the learning and fiddling that >occurs in developing a Logo program. I point out the overt and implicit >mathematics content in Logo programming, such as: length, angle, rotation, >perimeter, polygons, geometric shapes, logic and logical connectives, size, >sequencing, problem solving, coordinates, probability and set membership, >lines, regions, and numerical operations and calculations. > >I insist that they attempt some simple turtle geometry, first using only >forward and turn commands, and then using set-position commands, so they >can see the two different ways of drawing: one way that can be used to >create adaptable "building blocks" that can be used repeatedly in different >patterns and spatial arrangements; the other way in a point-to-point >fixed-on-the-screen way which has great precision, but is otherwise >immoveable without having to change lots of coordinate values. > >I also have them make a music program (now using note, formerly tone, >commands), and explain that music is filled with mathematical >relationships, specifically in the pitch and in the duration of sounds, and >I argue that learning to read music is similar to learning to interpret a >map with some rather strange contour lines, and special symbols that range >across the contours. I also require that the song the students make be >fitted with words, so they see something of Logo's text-displaying commands >- which can possibly link with non-mathematics curriculum areas (as the >music obviously does). I want them to realise that even though they are >learning this within a mathematics curriculum setting it has far wider >ramifications for other curriculum areas (as does mathematics, itself). > >I have them use the turtle-shape features of LogoWriter or MicroWorlds to >create simple turtle animation using a flicker-book approach to animation, >in which successive turtle shapes are assigned to a turtle (which might >also be moving). While this is less inherently mathematical, I know that >the more clearly these teachers (or student teachers) can appreciate the >real motivational excitement that Logo can generate in school students, the >more they are likely to use it in their schools after they finish studying >with me. > >I also extend the simple turtle geometry to programmed graphics, using >different pen colors and region-filling commands, and turtle-shape >stamping. Again, this is not because it is so mathematical but because I >know school students enjoy it, and it is a more effective way (because it >is saveable on the Flipside or Procedures page) of creating lasting >editable graphics than point-and-click approaches using dedicated graphics >software packages or even MicroWorlds' own graphics tools. > >I prefer to focus on the program-thinking rather than on developing merely >mechanical skills with the software tools that might come with the program. > >At Secondary levels of mathematics curriculum, I stress the clarity with >which a few lines of Logo commands can show what is really happening in >something like a probability simulation, or a graph of two algebraic >equations, or the summing and manipulation of a list of data. For me there >is far more sense in a Logo program you have made yourself than in the more >cryptic formulas that can be constructed using spreadsheets or graphic >calculators. > >2. In the outright programming work, I cover the same kind of territory >that I go through with the mathematics curriculum classes, but more quickly >and with less overt stress on the mathematics that is implicit in this >work. I then move to investigate other aspects of Logo programming. These >include using multiple turtles, variables, incrementing variable values, >recursion, list-handling, further text-handling, and parallel processing. I >find that most of my students respond favourably to learning how to create >programs for user-interaction, where, for example, a question is randomly >generated by the computer, and the user is asked to type an answer, which >is then corrected by the computer. Alternative forms of user-interaction >include creating interactive games. Part of this includes aspects of >software design (clarity, simplicity, user-friendliness, and efficiency, as >well as genuine purpose). > >I am well aware that none of my students are really creating commercially >competitive pieces of software. LogoWriter and MicroWorlds are too slow and >clumsy to ever make a good shoot-'em-up arcade-style game, for example. >Similarly, in the time available to my students, their interface and >program design cannot result in a MicroWorlds project or collection of >LogoWriter pages that could realistically out-compete something glitzy like >"Where in Heaven's Name or Elsewhere is Carmen San Diego?" for student >attention. But I think my students, and in turn their school students, see >the value in a bit of honest home-grown do-it-yourself software. Moreover, >having made it themselves, it fits their own curriculum. In the eyes of >their school students these teachers are software heroes - and certainly >excellent role models, however limited the actual results of their >programming. > >Finally, why do I use Logo, rather than other kinds of programming? My own >mathematics training was predominantly in mathematics logic, computablity, >set theory and abstract systems. I then trained as a mathematics teacher. >In the early days of Logo, when it started being described in teacher >research journals, I was immediately attracted to the clear link between >Logo primitives, syntax, and logic, and ordinary everyday naive language >use. The fact that Logo procedures can be so readily explained as a kind of >dictionary definition built out of existing known vocabulary, resulting in >an addition to the known language, makes it easy to teach. While there are >certainly some tricky bits that aren't immediately transparent (output, >butfirst and seth, for example, or recursion and list-handling), even the >abbreviated primitives can be explained or interpreted in terms of fairly >obvious English equivalents. I believe that the more readily we can >translate something into plain English, and back from plain English into >the specialism, the easier the specialism is to learn, because much of >learning is a process of learning new terms, making sense of them, and >learning how to speak sensibly with these new terms. > >My "metric" for judging programming languages and approaches is clarity, >naturalness, transparent connections with naive language use, and easy >accessability for teachers and their school students. The more technical >and finnicky a language, the more it is cryptic (DOS is an outstandingly >bad example of crypticity), the less I want to use it or know anything >about it - for my educational, teaching and learning purposes. If kids >can't use it (I mean, program with it, not just point-and-click immediate >mode palette and tools) quickly and happily I don't want to use it either. > >With apologies for such a long answer, I hope some of this may answer >Chuck's initial questions. > > >jugh@deakin.edu.au (John Gough) >Lecturer in Education >http://128.184.132.3:80/sci_dev/Staff/jgough.htm >Deakin University SDS, 221 Burwood Hwy, Burwood, Victoria 3125, Australia >phone: Australia, Melbourne area code 03 9244 6390 >fax: Australia, Melbourne area code 03 9244 6734 > --------------------------------------------------------------- Please post messages to the Logo forum to logo-l@gsn.org. Mail questions about the list administration to logofdn@gsn.org. 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