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by Phyllis Wheeler
149 pages, Ages 10 years old and up
Logo Adventures is a project-based computer programming workbook utilizing Terrapin Logo. Logo Adventures introduces students to Logo and quickly has them programming the turtle and making fun projects and games. While covering turtle graphics, Logo Adventures introduces newer features of Terrapin Logo including buttons, controls, the Toolbox, shapes and the Shape Editor and directs students to use them to add pizazz to their programs. Projects include tessellations, animations, free-form drawing, and story boards.
Logo Adventures contains 26 consecutive lessons, each of which builds on the concepts taught in the previous lesson with suggestions and challenges for further exploration and learning. (See theTable of Contents). Each lesson contains 3-7 pages of material and is designed for a single class period. Reinforcement of previously introduced concepts in each lesson allows Logo Adventures to be used in courses with periodic meetings. Students may progress through Logo Adventures at their own speed though they are usually anxious to move on to the next concept and practice what they are learning on the computer. (View a Logo Adventures sample lesson).
Logo Adventures is targeted at students aged 10 years and older who are beginning to learn programming and starting to use Terrapin Logo . It was written with a homeschool environment in mind, but works as a self-paced instruction manual in any learning environment. It is ideally suited for an adult and child to work through together; a separate answer key in the back may be removed for teacher reference.
Author Phyllis Wheeler, a noted homeschool computer educator and principal of Motherboard Books, writes "Logo Adventures teaches simple programming to children aged 10 and up. Programming is a great exercise in problem-solving, and stretches your brain! Many of today's programmers learned Logo as children. Other environments do not go step-by-step in the same way nor offer the opportunity for direct instruction the way Logo does for the turtle.
Logo Adventures also encourages creativity. There are many elements in Terrapin Logo that allow a student to be creative. I want students who use this book to enjoy the class and, above all, to solve problems and to create something new, all their own."