Lesson Plan #:AELP-EDT0022
Introduction to Intermediate Level Logo
An Educator's Reference Desk Lesson Plan
Author:
Merci R. Montoya
School or Affiliation:
Carlsbad Municipal Schools, New Mexico
Date:
1994
Grade Level(s):
6, 7, 8, 9
Subject(s):
Purpose:
To enhance and foster higher-level thinking skills
Students who have already gained some familiarity with the concept and usage of Logo as a computer language are now able to extend their skills beyond the initial exploratory stage. In so doing, students gain the ability to do the following:
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organize their ideas (using outlining and/or flow-charting)
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gain skills necessary to review/edit/change their work
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increase their working knowledge of the Logo computer language
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become more familiar with the computer as a tool
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become more familiar with the concept of files and their organization
Objectives:
Write a program to draw a 3-dimensional frame house
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1. Sketch the house on plain paper
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2. Transfer the sketch to graph paper
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3. Outline the steps necessary to draw the house on the computer
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4. Revise the outline to include specific details for the program
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5. Use each of the topics (in the outline) as procedures
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6. Convert each topic into specific Logo commands
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7. Write the Super-Procedure which controls the sub-procedures
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8. Try the program
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9. Revise the program to correct syntax or procedural errors
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10. Save the program on disk as a file
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11. Revise the final program to become an 'Auto-Start' program... whereby the user can specify the filename and the house will be draw automatically.
Materials:
- Plain paper
- Graph paper
- Pencil, eraser, ruler, protractor and compass
- Logo language
- Any Apple II series computer, IBM compatible, Commodore 64
or MacIntosh
- Diskette for saving program
Procedures:
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1. Introduce the project
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a. Demonstrate previous projects using projected image on the overhead (if overhead monitor not available, set up a demo self-running program on each computer the students will have access to)
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b. Hand each student hand-outs explaining the project
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1. What the program should do
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2. Steps in writing, editing and trying the program
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c. Explain the tools necessary
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2. Work on the project
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a. Allow time for students to work on the project
* actual time is flexible based on
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1. length per session
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2. number of possible sessions
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3. Function as a moderator during the project
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a. assist with ideas
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b. make observations
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c. point out possible solutions when student appear stuck