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Learning with IBM Logo

Learning with IBM Logo
Author: Daniel Watt
Publisher: McGraw-Hill Companies
Total Pages: 340
Release: 1986
Genre: Computers
ISBN: 9780070685802

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Explains how to use the computer language LOGO to write programs and play games with IBM microcomputers.


Advanced Logo

Advanced Logo
Author: Michael Friendly
Publisher: Psychology Press
Total Pages: 676
Release: 2014-01-02
Genre: Psychology
ISBN: 1317760433

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Advanced Logo shows how LOGO can be used as a vehicle to promote problem solving skills among secondary students, college students, and instructors. The book demonstrates the wide range of educational domains that can be explored through LOGO including generative grammars, physical laws of motion and mechanics, artificial intelligence, robotics, and calculus.


Draplin Design Co.

Draplin Design Co.
Author: Aaron James Draplin
Publisher: Abrams
Total Pages: 834
Release: 2016-05-17
Genre: Design
ISBN: 1613129963

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A funny, colorful, fascinating tour through the work and life of one of today’s most influential graphic designers. Esquire. Ford Motors. Burton Snowboards. The Obama Administration. While all of these brands are vastly different, they share at least one thing in com­mon: a teeny little bit of Aaron James Draplin. Draplin is one of the new school of influential graphic designers who combine the power of design, social media, entrepreneurship, and DIY aesthetic to create a successful business and way of life. Pretty Much Everything is a mid-career survey of work, case studies, inspiration, road stories, lists, maps, how-tos, and advice. It includes examples of his work—posters, record covers, logos—and presents the process behind his design with projects like Field Notes and the “Things We Love” State Posters. Draplin also offers valuable advice and hilarious commentary that illustrates how much more goes into design than just what appears on the page. With Draplin’s humor and pointed observations on the contemporary design scene, Pretty Much Everything is the complete package.


Mindstorms

Mindstorms
Author: Seymour A Papert
Publisher: Basic Books
Total Pages: 256
Release: 2020-10-06
Genre: Education
ISBN: 154167510X

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In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.


Teaching with Logo

Teaching with Logo
Author: Molly Watt
Publisher: Addison Wesley Publishing Company
Total Pages: 0
Release: 1986
Genre: Computer-assisted instruction
ISBN: 9780201081121

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'Teaching With Logo' contains many samples of students' programs and techniques for managing Logo in the classroom, both of which can fit any Logo system or teaching style.


Computer Environments for Children

Computer Environments for Children
Author: Cynthia Solomon
Publisher: MIT Press
Total Pages: 196
Release: 1988-07
Genre: Computers
ISBN: 9780262691253

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In this book, Cynthia Solomon takes a welcome look at the possibilities and issues of learning with and about computers in schools or in any other learning environment.


Learning in Logo Microworlds

Learning in Logo Microworlds
Author:
Publisher:
Total Pages: 141
Release: 1997
Genre: LOGO (Computer program language)
ISBN: 9780958687911

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Learning Mathematics and Logo

Learning Mathematics and Logo
Author: Celia Hoyles
Publisher: MIT Press
Total Pages: 522
Release: 1992
Genre: LOGO (Computer program language).
ISBN: 9780262082075

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These original essays summarize a decade of fruitful research and curriculum development using the LISP-derived language Logo. They discuss a range of issues in the areas of curriculum, learning, and mathematics, illustrating the ways in which Logo continues to provide a rich learning environment, one that allows pupil autonomy within challenging mathematical settings.Essays in the first section discuss the link between Logo and the school mathematics curriculum, focusing on the ways in which pupils' Logo activities relate to and are influenced by the ideas they encounter in the context of school algebra and geometry. In the second section the contributions take up pedagogical styles and strategies. They tackle such cognitive and metacognitive questions as, What range of learning styles can the Logo setting accommodate? How can teachers make sense of pupils' preferred strategies? And how can teachers help students to reflect on the strategies they are using? Returning to the mathematical structures, essays in the third section consider a variety of mathematical ideas, drawing connections between mathematics and computing and showing the ways in which constructing Logo programs helps or does not help to illuminate the underlying mathematics.


Assessing Learning with LOGO

Assessing Learning with LOGO
Author: Pat Nolan
Publisher: International Society for Technology in Education
Total Pages: 96
Release: 1986
Genre: Computers
ISBN:

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The first is a series of booklets which present a new model for assessing and developing the thinking processes in which learners engage as they work at each Logo level, this booklet focuses on the method for assessing learning at the levels of basic Turtle commands, repeats, and procedures. It contains all the necessary materials--checklists, assessment worksheets, and activities--for developing the six main thinking processes at each of these three levels. The thinking processes to be developed are identified as coding, exploration, prediction, analysis and planning, creativity, and debugging. The methods and activities have been especially designed to highlight the role of the educator as a facilitator of learning who guides students to reflect on their own thinking as they come into contact with powerful ideas at the beginning levels of Logo. All of the ideas and methods presented here can be applied with almost any version of Logo on any type of computer. While the reading age of the items is aimed at the upper primary and junior high levels, the activities, assessment tasks, and checklists were designed to be easily adapted for use at any educational level with both child and adult learners. (EW)


The World Book Encyclopedia

The World Book Encyclopedia
Author:
Publisher:
Total Pages: 554
Release: 2002
Genre: Encyclopedias and dictionaries
ISBN:

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An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.