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Extending these experiences
from floor to screen, the LOGO environment I have chosen to use in school is an open source tool called MSW LOGO . It has none of the bells and whistles of some of the commercially available packages, but with an uncluttered interface, it does exactly what it says on the tin, for this reason I think it is easy to use, with fewer distractions, and is more accesible than many of its counterparts. The turtle is a simple triangle, the apex it's head and the base it's tail. Transferring experiences from the BeeBot (as I didn't use or have access to Probots this time), forward is always towards the head end, back towards the tail. East and clockwise equate with right, and west and anticlockwise the left. A common problem children seem to find with the onscreen turtle is wanting to input up and down for forward and back, encouraging the children to visualise the BeeBot in it's place, helped them to understand what inputs needed to be given, and that head directional movements would be forward, while tail inputs would be back.
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Why develop this unit? Well I felt we needed a unit of work for Year 3 which would bridge concrete floor work in key stage one, with the onscreen environment, and that this should incorporate an element of play and familiarisation. The suggested use of LOGO in Year four is quite heavy going, and a steep learning curve for the uninitiated. A nice feature, of MSW LOGO is the ability to import and use background images. Building on previous floor work where we had made treasure trails for the Roamer to follow, and written mystery tours, I decided to extend this on screen. I could have used Roamer World or a host of other similar tools, but was interested in the skills progression and familiarity students could build on later. Besides, with this software, making backgrounds for the turtle to move in is quite straightforward, and good fun too.
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Using MSW Logo, the students used the bitmap menu to find and Load the map, and following the main teaching session were left to explore the island, inputting commands to travel to different locations. It was a fascinating to watch the interchanges as children made decisions about whether to turn right and left, by how much, and as they estimated and refined decisions about the distances the turtle would need to travel, adjusting inputs in response to on screen feedback. The physical gesturing and body movement of the students also reflected their thought processes, turning hands, and whole body movements seemed help with their predictive processes. For the remainder of these sessions we will be continuing to build on the outcomes of this session, by writing mystery tours for our friends, consolidating the ideas of the eight points of the compass, before in the the final session using storyboards to record the views on the island, we would see at various stopping off points planned for us by our friends.
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