MicroWorlds JR
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MicroWorlds JR
MicroWorlds JR is a computer program using a simplified version of the Logo programming language to teach non-readers or early readers to program in Logo. It was first launched in 2004 by Logo Computer Systems, Inc. (LCSI), and as in their original line of MicroWorlds programs, the object on the screen begins as a turtle and can be controlled with basic commands to make it move. Differing from the Logo syntax developed by Seymour Papert and teams at MIT, MicroWorlds JR uses images to replace the command names, which are selected by the child to create turtle graphics. The turtle object can be given a variety of shapes that act as a costume for the turtle, and therefore lends itself to a variety of animations and creative stories and projects for younger students. Constructivist Learning Theory ''MicroWorlds JR'' supports constructivism by putting control in the hands of the student. The program allows the child to interact actively with the computer, applying logic and problem sol ...
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Logo Programming Language
Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon. ''Logo'' is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman, and derives from the Greek ''logos'', meaning ''word'' or ''thought''. A general-purpose language, Logo is widely known for its use of turtle graphics, in which commands for movement and drawing produced line or vector graphics, either on screen or with a small robot termed a turtle. The language was conceived to teach concepts of programming related to Lisp and only later to enable what Papert called " body-syntonic reasoning", where students could understand, predict, and reason about the turtle's motion by imagining what they would do if they were the turtle. There are substantial differences among the many dialects of Logo, and the situation is confused by the regular appearance of turtle graphics programs that are named Logo. Logo is a multi-paradigm adaptati ...
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Debugging
In computer programming and software development, debugging is the process of finding and resolving '' bugs'' (defects or problems that prevent correct operation) within computer programs, software, or systems. Debugging tactics can involve interactive debugging, control flow analysis, unit testing, integration testing, log file analysis, monitoring at the application or system level, memory dumps, and profiling. Many programming languages and software development tools also offer programs to aid in debugging, known as ''debuggers''. Etymology The terms "bug" and "debugging" are popularly attributed to Admiral Grace Hopper in the 1940s. While she was working on a Mark II computer at Harvard University, her associates discovered a moth stuck in a relay and thereby impeding operation, whereupon she remarked that they were "debugging" the system. However, the term "bug", in the sense of "technical error", dates back at least to 1878 and Thomas Edison who describes the "litt ...
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Interactive
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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Computer Code
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which links bil ...
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Shapes
A shape or figure is a graphical representation of an object or its external boundary, outline, or external surface, as opposed to other properties such as color, texture, or material type. A plane shape or plane figure is constrained to lie on a ''plane'', in contrast to ''solid'' 3D shapes. A two-dimensional shape or two-dimensional figure (also: 2D shape or 2D figure) may lie on a more general curved ''surface'' (a non-Euclidean two-dimensional space). Classification of simple shapes Some simple shapes can be put into broad categories. For instance, polygons are classified according to their number of edges as triangles, quadrilaterals, pentagons, etc. Each of these is divided into smaller categories; triangles can be equilateral, isosceles, obtuse, acute, scalene, etc. while quadrilaterals can be rectangles, rhombi, trapezoids, squares, etc. Other common shapes are points, lines, planes, and conic sections such as ellipses, circles, and parabolas. Among the mo ...
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Procedure
Procedure may refer to: * Medical procedure * Instructions or recipes, a set of commands that show how to achieve some result, such as to prepare or make something * Procedure (business), specifying parts of a business process * Standard operating procedure, a step-by-step instruction to achieve some result, used in industry and military * Legal procedure, the body of law and rules used in the administration of justice in the court system, including: ** Civil procedure ** Criminal procedure ** Administrative procedure * Parliamentary procedure, a set of rules governing meetings * Procedure (computer science), also termed a subroutine, function, or subprogram ** Stored procedure, a subroutine in the data dictionary of a relational database * The Procedure, an American hardcore band See also * Procedural (other) Procedural may refer to: *Procedural generation, a term used in computer graphics applications *Procedural knowledge, the knowledge exercised in the perform ...
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Procedure (computer Science)
In computer programming, a function or subroutine is a sequence of program instructions that performs a specific task, packaged as a unit. This unit can then be used in programs wherever that particular task should be performed. Functions may be defined within programs, or separately in libraries that can be used by many programs. In different programming languages, a function may be called a routine, subprogram, subroutine, method, or procedure. Technically, these terms all have different definitions, and the nomenclature varies from language to language. The generic umbrella term ''callable unit'' is sometimes used. A function is often coded so that it can be started several times and from several places during one execution of the program, including from other functions, and then branch back (''return'') to the next instruction after the ''call'', once the function's task is done. The idea of a subroutine was initially conceived by John Mauchly during his work on ENIAC, ...
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Command (computing)
In computing, a command is a directive to a computer program to perform a specific task. It may be issued via a command-line interface, such as a shell, or as input to a network service as part of a network protocol, or as an event in a graphical user interface triggered by the user selecting an option in a menu. Specifically, the term ''command'' is used in imperative computer languages. The name arises because statements in these languages are usually written in a manner similar to the imperative mood used in many natural languages. If one views a statement in an imperative language as being like a sentence in a natural language, then a command is generally like a verb in such a language. Many programs allow specially formatted arguments, known as flags or options, which modify the default behaviour of the program, while further arguments may provide objects, such as files, to act on. As an analogy to a natural language, the flags are adverbs, while the other arguments are o ...
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Constructionist Learning
Constructionist learning is the creation by learners of mental models to understand the world around them. Constructionism advocates student-centered, discovery learning where students use what they already know, to acquire more knowledge.Alesandrini, K. & Larson, L. (2002). Teachers bridge to constructivism. The Clearing House, 119–121. Students learn through participation in project-based learning where they make connections between different ideas and areas of knowledge facilitated by the teacher through coaching rather than using lectures or step-by-step guidance. Further, constructionism holds that learning can happen most effectively when people are active in making tangible objects in the real world. In this sense, constructionism is connected with experiential learning and builds on Jean Piaget's epistemological theory of constructivism. Seymour Papert defined constructionism in a proposal to the National Science Foundation titled ''Constructionism: A New Opportunit ...
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MicroWorlds
MicroWorlds is a program that uses the Logo programming language to teach language, mathematics, programming, and robotics concepts in primary and secondary education. It features an object in the shape of a turtle that can be given commands to move around the screen drawing shapes, creating animations, and playing games. The program's use of Logo is part of a large set of dialects and implementations created by Seymour Papert aimed at triggering the development of abstract ideas by children through experimentation. MicroWorlds is developed by Logo Computer Systems Inc. (LCSI) and released for Windows and Mac computers. Release History The precursors to MicroWorlds were the programs Apple Logo, Atari Logo, and LogoWriter released by LCSI for the Macintosh, Atari 8-bit family, and IBM Personal Computer in the 1980s. The first version to bear the MicroWorlds name was released in 1993 for DOS and Mac called MicroWorlds Project Builder. Two modules were released to accompany the soft ...
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