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The Great Logo Adventure $24.95 US Dollars (plus S&H) 350 pages, ISBN: 0-9651934-6-2, Buy Now! |
| Comes with FREE CD-ROM containing MSW Logo for Windows 3.1 / 95 / NT, freeware by George Mills. UCB Logo for all PCs and the Macintosh, freeware from Brian Harvey. Also hundreds of Logo procedures, pictures, posters and extra projects. | |
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Logo is a really cool concept for a programming language. The idea is that you can use commands like "FORWARD", "BACKWARD", "LEFT", and "RIGHT" to guide a "Turtle" cursor around the computer screen. The turtle, which is conceptually carrying a pen, leaves a trail showing the path it's taken as it crawls around the screen (you can raise or lower the pen, change its color, and so forth).
Although this idea of controlling the turtle is simple, the fact that you can see immediate visual results on the screen make it remarkably effective for teaching young people (of all ages) the core concepts of programming. The Great Logo Adventure also introduces the reader to the concepts of shapes, geometry, maths, procedures, recursion, random numbers, and much, much more. Logy (the turtle mascot) and Morph (her irrepressible rabbit friend) plant many seeds. It's up to you to nurture them and make them grow. With some adult guidance, the very young can start with Chapter 2 and "Meet the Turtle." Logy (the turtle) introduces the basic Logo commands, while Morf takes you off on some of his "Rabbit Trails" Elementary ages can spend months with The Great Logo Adventure and never go beyond Chapter 4 (Writing Procedures). Those in middle school and beyond may want to move more quickly into the use of color, sound, and variables to be found in Chapters 5 and 6. As you move into Chapter 7 and beyond, you'll find the more complex topics of polygons, polyspirals, arcs, and circles. Later chapters introduce positive, negative, and random numbers, recursion and fractals, and ... the list goes on. Table of Contents Chapter 1: Getting Started Chapter Two: Meet the Turtle Chapter Three: Making Shapes Chapter Four: Writing Procedures Chapter Five: Color, Music, and Pizzazz Chapter Six: Varying Variables Chapter Seven: Polygons, Circles, Stars and Stuff Chapter Eight: Turtle Positions and Coordinates Chapter Nine: Recursion Chapter Ten: The Great Math Adventure Chapter Eleven: Animating Multiple Turtles Chapter Twelve: Talk To Your Computer Appendix: Digging Into Logo |
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