One of the reasons we designed our version of Logo, Turtle Math, the way we did
is for exactly that reason. We maintain a constant connection between the
commands in the Command window and the graphic result. You can click on "Erase
One" and erase the last command (or click it twice to erase 2...) and the rest
of the code remains. Easy undo!
You can also go BEYOND trial and error and use protractors to measure turns and
rulers to measure distances/lengths, which we believe if a more mathematical
approach (trial and error is available too...of course!).
We based the design of Turtle Math on 6 principles we abstracted from the Logo
research literature. So far, we've been quite successful with it.
It's available from LCSI, 1-800-321-4656. A demo disk is also available. We
can send you papers describing "Turtle Math" and the research we did with it in
classrooms if you're interested.
Thanks,
Doug
I have been teaching (and learning) my 7 yeqr old Logo.
After fooling around drawing squares , triangles, rectangles etc we
got into a structured mode of doing all the alphabets. he really got
interested and motivated in doing the alphabets. In the process of
doing by trial and error, what we figured we need is an "undo' command.
After turning and moving, if the result is not what's expected he would
like to erase and start over ( the last 2 commands).
It was a real pleasure watching him discover the concept of subroutine-
Hey I can use the 'V" to do "Y".He calls it packaging. He explained his
mom that all the commands go between "to something" and "end" and get
neatly packaged and he can use it (package) again.
I am using MSWLogo (for windows). I am not a teacher but a professional
programmer.
Any suggestions, to keep us going ?
Thanks,
Balu
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