What is LOGO?

LOGO is part of the Modelling strand of ICT. Through the use of a simple programming language LOGO, commands can be entered via the keyboard to control an on-screen turtle. Pupils can create and transform shapes; creating 2-D shapes by describing their properties in the form of a sequence of instructions specifying units of length and angles.

LOGO can be used to support mathematical themes/topics where the notion of direction, shape and angle are explored. Numeracy skills developed will include the use of: number, distance, shape, angles, estimation and problem solving. Investigative work is possible of the type: "What would happen if…?"

Literacy skills involve the organisation of thoughts through a sequence of instructions to create simple procedures for a particular purpose, correct use of mathematical terminology and using the language of LOGO. Children work collaboratively to discuss work and overcome problems.

Geography is also supported through exploring the world of the turtle.

Examples of using LOGO:
Pupils write short programs using direct commands to:

  • move the screen turtle on a random journey using right angles
  • move the screen turtle on a pre-planned journey using right angles. Estimation skills can be developed by helping the turtle find its way out of a maze, directing the turtle to a variety of objects on screen, etc.
  • move the screen turtle in order to carry out a specific task, such as creating two or more squares to build up patterns. In this way symmetrical and tessellating patterns can be created, explored and investigated. Concepts such as a half right angle and further angle turns can be introduced
  • explore the properties of regular and irregular shapes through length and angle turns. Regular shapes such as squares, equilateral triangles, hexagons etc. can be created using repeat commands
  • develop procedures to produce a turtle picture consisting of a number of sub-procedures - eg. a robot
  • create more complex procedures involving numerous sub-procedures and repeat commands in order to produce spectacular patterns by rotating shapes through 360° turns - eg. creating a shape, turning the turtle 36° and repeating 10 times. Multiplication patterns can be investigated in this way
  • investigate ready-made complex procedures to create different effects, predict outcomes and ask questions of the type: "What would happen if…?"

Classroom Strategies for LOGO