IEducation 489-4
•
Experimental Course: LOGO
INTERSESSIONq 1986
INSTRUCTOR: David Porter
Tuesday and Thursday, 5:30 - 9:20
PHONE: 987-8141 Local 303
LOCATION: MPX 861
The computer is a rich and complex tool that is
increasingly within the financial means of schools
Like any educational tool it comes with inherent
advantages and disadvantages, is more appropriate
for some uses than othersq is more suited to some
teaching styles than others, and is neither the
answer to all educational ills nor the end of all
that is great or good in our educational system
Like any tOOlq it can be used well or poorlyq be
overemphasized or ignored, and it depends an the
human qualities of the wielder for its effectiveness
(P Kel man in Cot
g
Seymour Papertq one of the creators of Logo, is concernecJ that
children are being programmed by computers rather than the other way
around
Logo (and the Logo culture and environment) is a way of
putting the child back in control of his own learning. This course
will examine two key elements present in Logo
On the one hand it is
a programming language, and on the other it is a way to begin thinking
about thinking
This course is an in-depth immersion into the Logo environment.. The
course will operate as a professional seminar.. Class time will be
divided among lectures/demonstrations hands-an computer time, and
class discussions.. All members of the class are expected to
contribute by participating fully, by sharing their experiences,
ideas, readings, explorations, and frustrations..
The examination of classroom curriculum connections and the Logo
teacher's role will be an ongoing theme of the class discussions.
Each participant will complete several programming projects and create
a classroom curriculum unit or in-service training unit for future
use.. Participants may be entirely new to Logo or be experienced Logo
users
!3gquired Texts:
Papert Seymour.
Ideas.. Basic Books, 1980.
Watt, Daniel
.erningwith Logo.. Byte Books, 1983.
Evaluation
Evaluation will be based on:
1..
Personal learning log
2.. Programming Projects - individual turtle graphics project
- group project
3..
Classroom curriculum unit/training unit
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