Beginning RM LOGO
This archive document guides teachers introducing Logo to the computing classroom. While some sections may refer to outdated technologies, many of the techniques and learning outcomes remain relevant to users of any Logo platform.
The activities begin with simple drawing using the turtle and pen, and progress through fundamental and transferable programming topics including:
*Logo 'primitives' - i.e. in-built functions and commands.
Each topic is explained in an accessible way, making this a useful basis for creating up-to-date teaching materials.