書誌事項

Logo : a retrospective

Cleborne D. Maddux, D. LaMont Johnson, editors

Haworth Press, c1997

大学図書館所蔵 件 / 2

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注記

"Co-published simultaneously as Computers in the schools, volume 14, numbers 1/2 1997."

Includes bibliographical references and index

内容説明・目次

内容説明

In Logo: A Retrospective, you?ll look back and see why attempts to teach Logo in American schools failed the first time it was introduced, and you?ll learn what you can do so educators don?t make the same mistake again. You?ll explore how teachers can sidestep the all-too-familiar cycle of zealous overselling, eventual disappointment, backlash, and abandonment that undermined Logo?s first appearance in American school curricula.Of particular interest to teachers, parents, computer programmers, and members of the general public, Logo: A Retrospective, thoroughly and more accurately outlines Logo?s philosophical and theoretical framework and shows you how you can play a part in the current Logo renaissance already thriving in Australia, Latin America, and Europe. Specifically, this book contains: a decade?s worth of scholarly research on Logo information concerning Logo?s future and evolution strategies for handling student autonomy and teacher intervention recent software design data and feedback for learning Logo new research on computer programming?s effects on children?s cognitive developmentWithout a doubt, computers and other electronic media will be a vital source of learning in the classrooms of the future. The development of powerful new versions of the Logo language, such as MicroWorlds, is welcome evidence that Logo?s popularity is on the rise. So put the past behind you. Read Logo: A Retrospective, and see what?s presently giving schoolchildren all over the world a fresh headstart at their classroom computer terminals.

目次

ContentsIntroduction Research on Logo: A Decade of Progress The Evolution and Future of Logo Turtle Politics? Designing Software for Learning Logo Educational Environments for Research on Cognitive Development Through Programming Logo and Geometric Thinking: Concrete-Abstract Thinking and Abstract-Concrete Thinking Curriculum Integration of MicroWorlds and Portable Computers Student Autonomy and Teacher Intervention in Logo Environments Turtle Geometry at a Secondary School Level: Exploring Basic Properties of Triangular and Quadrilateral Shapes Learning Through Computational Modeling Logo and Learning Mathematics--No Room for Squares How Far Is Far Enough? What Is Logo Really for? I Thought I Saw a Roaming Turtle! Having Success with Logo: Observations from the College Classroom Logo Writer and the Apple II: Providing a Foundation for Life-Long Problem-Solving Skills Index

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