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Instructions

You can teach the computer procedures that it will remember. Here is an example.

to triangle
  repeat 3[fd 100 rt 120]
end

That teaches the computer how to draw a triangle, but nothing is drawn until you type the word triangle.

to pent :size
  repeat 5[fd :size rt 72]
end

This procedure has a variable, so it draws a pentagon of any size. Type pent 70 for sides of length 70.

random

Gives a random number between the two given numbers.
rt (random 1 360) turns the turtle through a random angle.

wrap, window

wrap brings a turtle that leaves one side of the screen back on the other. window turns wrapping off.

 

Challenge 1

Write a procedure that draws a rectangle.

You can call it anything you like, as long as the name is not already a Logo command. You could call it rectangle, rect, oblong, marmaduke or anything else that reminds you what it does.

Challenge 2

When I made my rectangle procedure I called it Brick. Then I typed this.

repeat 12[Brick rt 30]

Can you picture what the turtle drew? Try it with your own rectangle procedure.

Challenge 3

Write a procedure that draws a small house.

Challenge 4

Use the procedure from the last challenge together with the repeat command to draw a row of houses.

Challenge 5

Write a procedure with a variable that will draw a regular polygon with any number of sides.

Challenge 6

Use the polygon procedure you wrote for the last challenge to show which regular polygons tessellate.

Challenge 7

Write a procedure with two variables that draws a star of any size with any number of points.

Then use the random command to fill the screen with stars.

Challenge 8

Write a procedure that draws a diagram showing that the angle at the centre of a circle is twice the angle at the circumference.

Challenge 9

Draw an isosceles triangle, then work out how to draw the inscribed circle: the circle inside the triangle that just touches each of the three sides.

Challenge 10

Investigate recursive procedures. A recursive procedure calls itself. Here is one that draws a tree.

You will need to click the arrow in the corner of the command box first, so that there is room for several lines.

to tree :size if :size < 5 [forward :size back :size stop] forward :size/3 left 30 tree :size*2/3 right 30 forward :size/6 right 25 tree :size/2 left 25 forward :size/3 right 25 tree :size/2 left 25 forward :size/6 back :size end clearscreen tree 120

Your trophy  

A virtual Transum Trophy celebrates the work you have done learning Logo at Level 3.


Many other online mathematical activities are available free at
Transum Software.


Logo PatternLogo is a simple programming language devised by Seymour Papert for educational purposes. Students can control the movement of a turtle which draws lines on the screen. Students learn about lengths and angles while creating diagrams and patterns. The learning takes place as students experiment, get feedback and revise their actions in a non-judgmental environment. Students develop a much better understanding of angles being an amount of turning than they do from more traditional, static exercises.

Logo is a wonderful application to use when learning about the properties of shapes and angles. Using the repeat command to draw a triangle usually results in a significant and poignant learning moment as students grasp the difference between the internal and external angles.

In the left panel you will find instructions and a series of ten challenges. Click the buttons to move through them. When you think you have answered a challenge, click the Check button and the computer will look at your drawing. Each challenge you complete earns a star, and seven stars unlock the trophy for that level. None of that gets in the way if you would rather simply draw: the challenges are entirely optional.

Students can use the snipping tool to capture pictures of their work which they can paste into their notes. Click the arrow in the corner of the command box to turn it into a larger editor where several lines of code can be typed before they are run.

Please send Transum pictures of anything magnificent you produce with this application, or describe your programming.

Thank you so much to everyone who shared their thoughts, your input is truly appreciated. However, due to the high volume of comments recently, the option to leave a comment is now only available to Transum subscribers. Thanks again for being part of our community!

The code required to complete the challenges is available to Transum subscribers by clicking on the Menu tab above.

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Logo commands

Here is every command this version of Logo understands. The commands marked Level 2 and Level 3 work at Level 1 too, once you are ready for them. Remember that one step is one pixel from Level 2 onwards.

Description of levels

Level 1 - Basic use of Logo commands to draw shapes

Level 2 - Some more Logo commands to draw more complex shapes

Level 3 - Use Logo procedures to draw more complex diagrams

More on Angles including lesson Starters, visual aids and investigations.

About the stars

New in this version: the computer looks at your drawing and decides whether it answers the challenge. Judging a picture is a hard thing for software to do, so it will not always get it right. If you are sure your drawing answers the challenge but no star appears, show it to your teacher. Teachers with a Transum subscription can award the Logo trophy from their dashboard.

History

Every command you have typed this session. Click one to put it back in the command box.

Answers to this exercise are available in this panel when you are logged in to your Transum account. If you don’t yet have a Transum subscription one can be very quickly set up if you are a teacher, tutor or parent.

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