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The Beautiful Story of Logo

The Beautiful Story of Logo. Papert (1980) Mindstorms: Children, computers, and powerful ideas. How to approach the topic. Programming Learning by design ConstrucTIVEism ConstrucTIONism Robotics “learning without curriculum” Effects WITH versus effect OF (Soloman, Perkin & Gloverson).

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The Beautiful Story of Logo

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  1. The Beautiful Story of Logo Papert (1980) Mindstorms: Children, computers, and powerful ideas

  2. How to approach the topic • Programming • Learning by design • ConstrucTIVEism • ConstrucTIONism • Robotics • “learning without curriculum” • Effects WITH versus effect OF (Soloman, Perkin & Gloverson)

  3. Papert’s Claims • Logo provides nurturing environment for cognitive development. • Logo increases student delight in learning. • Logo allows students to create microworlds for studying math and science concepts.

  4. What is Logo? • Lisp-like language. • Capable of recursion and structured programming (modular or procedural). • Contrast with object-oriented • Turtle graphics embedded. • Usable by pre-school to college.

  5. The story unfolds: Teachers adopt Logo, believing... • Logo will promote math problem solving. • Logo makes students more interested. • Logo will improve math & science test scores.

  6. The problem • Discovery WITH Logo vs effects OF learning the Logo language. • Teaching WITH Logo vs. teaching ABOUT Logo. • Over-scaffolding learning vs. allowing discovery and “subversive learning.”

  7. The answer? • Controlled research studies of Logo • Teach a student Logo…. See if they are better problem solvers or score higher on math tests.

  8. The problem (revisited) • When done near MIT.. It works. • When done elsewhere.. Not so much.

  9. The answer (part #2) • Papert rejects research as “technocentric” thinking. • Paper argues the DVs should be about the “culture of learning” not about individual achievement.

  10. The problem (anew) • Educators attack Papert and reject Logo as just programming. • Important philosophical and measurement concerns go unaddressed.

  11. The answer (Part #3) • Lego to the rescue. • Robot programming with Logo-like language. • 40-minute, bite-sized units created for classroom use. • Lego simplifies and reduces the Logo Language. (accommodating education) • Teacher easily integrate the lessons into their curriculum.

  12. The problem (again) • Logo pulls out saying the materials do not promote the kind of learning Logo was designed for. • Issues of philosophy and measurement remain unresolved.

  13. Moral?

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