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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.