LOGO Turtle

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sgi_cube.gif LOGO Turtle

Piagetian tradition of thinking underlies one of the most well-known problem-solving and programming movements, the LOGO Turtle project. Developed by Seymour Papert (1973) after investigating how children learn and how computers could help them to learn. Piaget distinguishes between ‘concrete’ and ‘formal’ thinking; Papert regards the computer experience as a way of making concrete and personal the abstract and formal, "I believe that it can allow us to shift the boundary separating concrete and formal." (Papert, 1980:p. 21)

LOGO Turtle is concerned with providing a broad, theoretical treatment of the use of computers for learning, allowing the child to program the computer (Stonier and Conlin (1985). Papert (1980:p 10) himself acknowledges "My interest is in universal issues of how people think and how they learn to think.". He sees learning to communicate with the computer as having the potential to change the way in which learning takes place. Papert points out that the opportunity to program provides children with the ability to reflect on their own thinking, thus resulting in them being able to exercise greater control over their own mental processes.

The Turtle is seen as a metaphor, an "object-to-think-with" (Papert 1980:p. 12). Dix et al (1993) sees the metaphor being a turtle dragging its tail in the dirt which a child can easily identify with as it is instantly familiar: the most successful and well known metaphor today being the desktop metaphor. The Turtle exists within the LOGO environment; LOGO being the computer language in which communication with Turtle takes place. Built into the turtle is a pen which can be lowered so that it leaves a trace on paper as the device moves. Simple geometric shapes, such as a square or a circle, can be traced and more elaborate figures can be produced through a set of instructions such as Go forward or Turn left. Alternatively, the turtle can be simulated on a computer screen where its movements appear as patterns traced on the screen.

The experience of children programming turtles is usually a social one involving other learners. However, Papert focuses on the creative engagement of the individual with the computer and, unfortunately, leaves little room for any analysis of the interpersonal dimensions of the learning process.

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