But LOGO also is in many phone and table applications, for example, Move the Turtle. The language is taught in schools, of course. The LOGO programming language is everywhere. This allows kids to evolve into more complex language structures, as well as learn complex planning skills to create shapes and patterns. In addition to its simple commands, you can include sets of commands inside other commands. A script language would be even more complicated, for example, taking into account the object, a range of directions, a range of degrees the object could turn, and possibly other parts of the environment. The same command in a block or modular language like Scratch or Alice would be slightly more complicated, finding then adding a block then configuring the block to turn the object left 90 degrees. So LEFT 90 tells a turtle to turn left 90 degrees. The LOGO programming language is a set of commands to be performed by an object, usually a turtle. LOGO lets kids use computers to actively engage the world as designers and builders. LOGO is specifically designed to engage kids in the four C’s: Critical thinking and problem solving, Communication, Collaboration, and Creativity and innovation. LOGO is a language that makes it easy for children to learn programming by directing an object to perform a series of tasks. Piaget believed children learn best working in a constructive way, by building things. While LOGO began with the Lisp programming language and ideas about artificial intelligence, the goals of the language reflect the thinking of Jean Piaget, the Swiss psychologist. Most programming languages begin with a mathematical or mechanical problem to solve. Probably the most interesting and unusual aspect of LOGO has to do with its origins. What Makes the LOGO Programming Language Special? The UCBLOGO version from the University of California, Berkeley is the most robust. There are 197 variations of the LOGO language. Originally the LOGO language controlled a small robot turtle tethered to a computer and, in some cases, with a pen attached to draw lines which made shapes and patterns. It is designed to have a low threshold and no ceiling, easy for kids to use as it allows experienced programmers to perform complex explorations and build sophisticated projects. The language is modular, extensible, interactive, and flexible. An object, usually a turtle, might be directed to move forward 20 steps. Instead of memorizing theory or using complicated programming structures, LOGO users learn programming basics with simple words and directions. The LOGO programming language is designed to help kids learn programming hands on. Together Feurzeig and Papert created the first version of LOGO in 1967. Papert worked with a team from Bolt, Beranek and Newman, led by Wally Feurzeig. In the 1960s, Seymour Papert, a mathematician who had worked with Jean Piaget, the Swiss psychologist, moved to the United States where he do-founded the MIT Artificial Intelligence Laboratory with Marvin Minsky. This language, developed in the 1960s, exists solely to introduce children to basic programming concepts and teach programming.
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