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
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