Advanced Logo shows how LOGO can be used as a vehicle to promote problem solving skills among secondary students, college students, and instructors. The book demonstrates the wide range of educational domains that can be explored through LOGO including generative grammars, physical laws of motion and mechanics, artificial intelligence, robotics, and calculus.
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Contents: Part I: Logo Thinking. What is Logo? Logo Basics. Defining Procedures. Listful Thinking. Interactive Techniques. Part II: Learning with Logo. Exploring Numbers, Words, and Lists. The Tower of Hanoi: A Case Study. The World of Trees. Multiple Turtles, CyberBugs and Robots. Knowledge Programming in Box World. Representing Knowledge. Exploring Language. PlotWorld: A Visit to Mathland. Turtle Dynamics and the Laws of Motion. Inside Logo. Appendices: Versions of Logo. Answers and Hints for Selected Activities.
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