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Uses of the LOGO programming language in undergraduate instruction

Published: 01 August 1972 Publication History
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    LOGO is a programming language developed at Bolt Beranek and Newman Inc. specifically for use in teaching. It provides the student with a rich set of numerical and symbolic primitives as elements for gradually building extended, complex program structures. The building of these structures is greatly facilitated by a procedure-oriented programming heuristic and by recursive programming. Combined with these, to make LOGO easy to learn and use by students and teachers, are a syntax resulting in program forms which resemble ordinary English, and powerful tools for debugging and modifying programs. Students without special mathematical ability can use LOGO to do real work on problems previously inaccessible to them.

    References

    [1]
    Feurzeig, W., Lukas, G., et al, "Programming-Languages as a Conceptual Framework for Teaching Mathematics" NSF Final Report, available as ED057579-82 from ERIC, and PB-206919 from NTIS (1 volume).
    [2]
    Feurzeig, W., Lukas, G., "Information Processing Models and Computer Aids for Human Performance, Section 3: Programming Language as a Tool for Cognitive Research," AD732308, Defense Documentation Center.

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    cover image ACM Conferences
    ACM '72: Proceedings of the ACM annual conference - Volume 2
    August 1972
    530 pages
    ISBN:9781450374927
    DOI:10.1145/800194
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 01 August 1972

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    Cited By

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    • (2014)CodespellsJournal of Computing Sciences in Colleges10.5555/2591468.259149029:4(114-122)Online publication date: 1-Apr-2014
    • (2014)Metamorphic Domain-Specific LanguagesProceedings of the 2014 ACM International Symposium on New Ideas, New Paradigms, and Reflections on Programming & Software10.1145/2661136.2661159(243-253)Online publication date: 20-Oct-2014
    • (2013)An Empirical Investigation into Programming Language SyntaxACM Transactions on Computing Education10.1145/253497313:4(1-40)Online publication date: 1-Nov-2013
    • (2013)CodeSpellsProceedings of the 18th ACM conference on Innovation and technology in computer science education10.1145/2462476.2465593(249-254)Online publication date: 1-Jul-2013
    • (2012)Comparison of learning software architecture by developing social applications versus games on the Android platformInternational Journal of Computer Games Technology10.1155/2012/4942322012(5-5)Online publication date: 1-Jan-2012
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    • (2010)The Greenfoot Programming EnvironmentACM Transactions on Computing Education10.1145/1868358.186836110:4(1-21)Online publication date: 1-Nov-2010
    • (2010)Teaching Boolean Logic through Game Rule TuningIEEE Transactions on Learning Technologies10.1109/TLT.2010.333:4(319-328)Online publication date: 1-Oct-2010
    • (2004)greenfootCompanion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications10.1145/1028664.1028701(73-82)Online publication date: 23-Oct-2004

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