Hello!

For more then 20 years LOGO language has been a well-known language for teaching the basics of programming. As its creators say LOGO is a language having 'neither threshold, nor ceiling', it may be used by both inexperienced pupils and students developing complex projects. Even mature programmers create fantastic patterns with LOGO, and write small games.

From the point of view of clearness and rapidity of results this language has almost no competitors. LOGO syntax is simple and clear enough, and LOGOWORLDS environment has an embedded graphical editor, form editor, dialog editor, text editor, and debugging tools too.

I teach LOGO in Bytic-4 (Troitsk, Moscow region). The age of pupils is from 7 to 12 . We work with version LOGOWORLDS 2.0, developed in the Institute of New Technologies (INT). Lessons take place once a week for 1 hour, that is 40 - 42 lessons a year.

Most of the children are active, but original computer users - they know only computer games. And one of the main requests of parents, bringing their children, - distract the child from computer games. I consider, that, like in homoeopathy, where the similar cure the similar, the best way for this is to teach children to create their own games, although very simple.

In contrast to a school, where attendance is obligatory, in out-of-school education the teacher must continuously support the children's interest - otherwise they simply leave. Therefore the lessons are organised in such a way that in the first school year every lesson results in a maybe small, but working project, illustrating either a new command or programming method. Children have wide opportunities for creative work - student's own projects are encouraged, distinct from the basis exercises.

Most of the children are from elementary school, therefore the use of mathematical apparatus is very restricted. But for LOGO programming it is impossible to bypass such mathematical notions as angle and coordinates - and so even second-class pupils get their first and clear idea of these notions.

The study program includes several courses. Every course is targeted for one school year.

Program for the 1st year of study:

  • Mastering LOGO environment
  • Elementary programs
  • Programs for motion
  • Work with coordinates and motion directions
  • Work with text, design basics
  • Elementary interactive games
  • Projects, composed of several linked pages

As a result of the teaching the children master work in graphical and text editor, create animation effects, study the usage of procedures, variables, counters, interface elements. Children create animated post cards and interactive games. (First projects, Turtle draws)

The final work of the first year of study for all (even 8 y.o.) children is the dynamic game Maze, consisting of at least 3 levels. In the process of this game creation the children use all the skills and abilities obtained during teaching. Depending on diligence, talent and fantasy some children transform it into a real game, composed of 20 pages, linked by a common subject. When the maze is ready, children appear as testers, telling their remarks and requests to the developer. The developer has to consider their remarks and sometimes to enhance or re-work something.(Mazes)

Program for the 2nd year of study:

  • Projects with resources, multimedia projects
  • Projects with complex interface
  • Mathematical projects
  • Logical operations
  • Work with lists
  • Multithreaded applications

The second year of study uses rather individual programs - depending on the age and interests of the child. Everyone develops some own project, often rather voluminous and taking up to 10 classes. This represents noticeable complexity for a teacher, but allows every child to engage in creativity.

Pupils of third and forth classes enthusiastically make quizzes - every child chooses the theme himself. Using very simple programming the result becomes very effective. (Quizzes)

For fifth and six-year pupils it is more interesting to write programs for mathematics - for example a calculator. They work more with variable, lists, embed counters in their projects, create more sophisticated games. ( Play with us)

In the process of study two groups of children are distinguished - those preferring to work with graphics and those keen of program developing. Meanwhile we have only one joint project ( Cat). This is a very important moment, for the time of personal programmers has passed and the ability to work in a team becomes a requirement. In future I would like to make a big joint project with its own artists and programmers.

In summary I want to say that LOGO lessons are fun and creative. When some children buy the program for home, their dads and even moms begin to write in LOGO. In my opinion LOGO deserves much more attention than it has now in schools, especially for teaching information technology in elementary and secondary school.

A specific feature of all the projects presented on this site is that they are totally the work of the children - my assistance or intervention was minimal.

LOGO teacher of Bytic-4 - Larissa Y. Havkina.

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