LOGO
Cre8ate Maths: Digital Design - Programming
These Cre8ate maths activities are provided to introduce students to the fundamental processes involved in programming a computer.
Students are given drawings, along with the Logo commands which have been used and, by changing the values, produce different images. They are challenged to draw a nine-pointed star and will, by experimentation, achieve some solutions, however, a full understanding of the problem requires deep mathematical thinking.
Introducing LOGO
This book is designed to help all those who wish to find out more about the language LOGO, a language intended to demystify computers and computer programming, and make the power of computers accessible to all.
A brief introduction to some basic commands is followed by An Outline to LOGO which describes how LOGO is designed to allow the user to program the computer, rather than allowing the computer to program the user and how LOGO can be used to enhance learning. There follows an explanation of how procedures are built up using drawing a square as an example. The use of variables, editorial functions and making a list are outlined.
LOGO Tasks
This resource contains seven instant maths ideas for students to use LOGO to explore the properties of regular shapes, polygons and circles. Students write repeating procedures to explore the nature of tessellation when creating wallpaper designs and using problem solving skills to produce a simple animation.
The student resource sheet provides students with simple LOGO commands and a task sheet.