The aim of the tutorials is to get "hands on" a deeper understanding of new and fascinating Logo-systems or Logo-methodology. All tutorials are half-day tutorials.
Tutorials are part of the EUROLOGO 2001 Conference and can be attended by all participants of EUROLOGO Conference without additional fee. According to the limited number of PCs there is a limit to the number of participants per tutorial. Registration (dee@eduhi.at) of tutorials is on a first come first serve basis only after payment of the registration fee.
Overview of the half-day tutorials
T1 Uri Wilensky
NetLogo: Modeling with a Massively Parallel Logo
T2 Ken Kahn
ToonTalk
T3 Brian Harvey
Advanced Logo Beyond the Turtle
T4 Ivan Kalas, Andrej Blaho, L. Salanci, P. Tomcsanyi, M. Tomcsanyiova
Imagine: A Powerful Tool for Creative Learning
T5 Zsuzsa Pluhár
Lego-Logo
T6 Márta Turcsányi-Szabó
Developing Educational Microworlds using SuperLogo (Comenius Logo)
|
Morning (10 – 13) |
T1 |
T3 |
T5 |
|
Afternoon (15 – 18) |
T2 |
T4 |
T6 |
The tutorial will demonstrate the basics of the NetLogo modeling language. You will learn to extend some core NetLogo models on a range of topics (e.g., evolution, social insects, physics, economics…) and construct a new NetLogo model of your own.
ToonTalk is a new way of programming computers. The design of the interface was heavily influenced by video games. ToonTalk programs typically run as a large number simultaneous activities. And you construct your programs using concrete examples and later generalize rather than use variables throughout.
During the tutorial you'll be repeatedly introduced to a new idea and then given time to explore it. In addition to ToonTalk's open-ended "Free Play" mode, you'll have the opportunity of playing an interactive tutorial puzzle game. Time permitting, you'll learn how to collaborate in real-time over a network.
By the end of the tutorial, you'll hopefully understand ToonTalk's style of constructing, running, and debugging programs and be able to see how any program can be constructed this way. And why even very young children find it fun and easy to learn.
* understanding commands, operations, quotes, colons
* recursion and higher order functions
* lists of lists, two deep
* lists of lists, arbitrarily deep
* trees
* tree traversal (search)
* APPLY, INVOKE, and anonymous functions
Complete Logo
language implementation (including define and map, properties,
text screen, multiple turtles etc.) – it allows “hard” Logo programming, if
you prefer.
Interactive
environment with strong direct manipulations – allows creating many (complex)
programs by clicking and writing just chunks of code without “hard” programming,
if you favor creating projects in this way.
Multiple pages
and drawing areas (panes).
Automatic animation
of shapes (no program needs to be written to have an animated turtle shape).
Turtle shapes can be specified by (simplified) Logo programs, for example:
setShape [setPC "yellow setPW 30
repeat 6 [fd 30 bk 30 lt 60]
setPC "red dot]
Besides its
native graphic format LGF
it accepts standard Windows graphic files (BMP, WMF,
EMF,
ANI,
CUR,
ICO),
Internet graphic files (GIF, JPG, partially
PNG)
as well as the LGW files of SuperLogo.
Multimedia support:
Embedded Windows
Media Player windows allow you to play any media file recognized by Windows
Media Player.
MCI based playFile command
can play any media file having MCI drivers installed on the particular computer.
MIDI based
play command
can play music. All these features can be either created by a program or just
by clicking.
Strong support
for building Graphic User Interfaces – most of the actual GUI of Imagine is
programmed in itself and therefore can be utilized and modified by advanced
Logo programmers.
A strong stand-alone
graphic editor called LogoMotion is included.
Strong object
oriented features, which are easy to use. If you want to adopt OOP approach,
you are provided with proper support. However, object oriented features are
as hidden as possible if you don’t want to see them.
Event-driven
programming.
Parallel processes.
Speech output
and input.
Networked games
and other activities can be programmed using TCP communication between two or
more running Imagine projects.
Support for
embedding Web pages directly into an Imagine project's page.
Joystick support
including force-feedback effects.
Converting Imagine
projects into Web pages using free plug-in.
In the tutorial we would like to allow the attendees to try out Imagine while developing several Logo activities ranging from simple ones to more complex ones covering several fields of use and different features mentioned above.
The prerequisite is good knowledge of any contemporary Logo implementation.
Zsuzsa Pluhar has been enchanted by LEGO-LOGO models and activities ever since Gerald Futschek, Thomas Hecht, and Uzi Armon has given very popular workshops at Eurologo’97 in Budapest [www.elte.hu/~eurologo/]. She is since then involved in teaching teachers and giving workshops on the topic, as well as her Ph.D. research is also based on this theme. Her activities can be accessed from TeaM home page [www.elte.hu/~comlogo/team]
The tutorial involves:
· The basics of LEGO-LOGO environments: LEGO elements and programming elements, and how to build a model;
· Some examples of international projects and research shall be shown;
· Participants shall redesign individual models from presented ones for a specific age group and theme.
Recently we (Bulgarian and Hungarian team) have developed for NETLogo project [www.netlogo.org] a course for teacher training, in which the Hungarian team headed by Marta Turcsanyi-Szabo worked out guiding blocks for building educational microworlds in subject areas for K12 activities [www.elte.hu/~comlogo]
The tutorial involves:
· Introduction of a variety of microworlds and accompanied methodology for exploration that can be applied for the benefit of mastering the basics of different subject areas;
· Examples of use and children’s work;
· Participants shall redesign individual models from presented ones for a specific age group and theme.