Logo Models and Methods
Availability: In stock
by William Spezeski
320 pages, Grade 9 and up
Explore the world of fractals, design colorful string art, program stunning spirals and butterfly curves, develop a challenging dartboard game, create animation effects. These are only a few of the fun and challenging activities that are offered inLogo Models and Methods for Problem-Solving.
This fun approach to Logo uses a myriad of graphical activities to teach Logo and problem-solving skills. Each chapter poses a variety of challenges, offers helpful tools, suggests enhancements, and exposes students to powerful problem solving strategies.
Both instructional and inspirational, Logo Models and Methods for Problem-Solving shows what can be done with Logo by providing specific examples and interesting demonstrations. Geared toward the novice and intermediate Logo user, the text is a springboard for developing a greater appreciation of Logo, for exploring new ideas, and for moving on to greater challenges.
High school and college students can use this book simply to have fun with the computer, or at a higher level, to learn programming techniques.
The focus of the book is "What can you do with Logo?". Here you'll find out, through interactive computer games, elegant geometric designs, eye-catching animations, detailed examples, and over 200 illustrations. See what fun you can have with Logo!