MicroWorlds JR

MicroWorlds JR is a version of Logo that teaches non-readers or early readers to program in Logo. Logo was created by Seymour Papert to provide children with a robust computer language with which to explore mathematical concepts. Papert invented Logo as part of a team at MIT, after spending time during the late 1950s and early 1960s working in Switzerland with Jean Piaget to investigate how children learn mathematics. Papert is considered a pioneer in connecting computers to students, schools and learning, and in 1993, was awarded the Lifetime Achievement Award by the Software Publishers Association.

MicroWorlds JR was first launched in 2004 by LCSI, and as in other versions of Logo such as MicroWorlds (which allows for multi-tasking, or parallel processing; several processes can be launched independently) or StarLogo (an even more massively parallel system), the object on the screen begins as a turtle and can be controlled with basic commands to make it move. Turtle graphics automatically replace the command names and are selected when children click on the controls. 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 solving skills to create their own 'microworld', often through project-based learning.

Constructivists believe that:
  1. children are innate, natural learners
  2. all people have the desire and ability to learn
  3. learning is a social activity
  4. development results from interaction between students and a stimulating intellectual environment
  5. when cognitive conflicts arise, effective learning may follow
  6. teachers can promote development of knowledge through apprenticeship and dialogue

Constructionism and the Spirit of Logo

Seymour Papert and Idit Harel have developed Constructionist learning theory, based upon the premise that children learn best by making things, not just by doing. Being involved in the creation of that which is new enables the teacher to join students as an authentic co-learner, thereby modelling the strategies of expert learners. Working through problems enhances a child's ability to see transfer in the knowledge they have acquired, and when creating with Logo much of the learning has to do with 'debugging' the programs to see intended results, as well as the understanding of what is relevant and efficient in deciphering and creating the code (Skillen, 2003).
MicroWorlds JR involves the principles of constructionism that engage young learners:

Applications for Primary Teachers

Logo

Logo is a computer programming language that requires the student to interact with the turtle (object), and give it commands to make it move. For example, to draw a square, the turtle would need to put its pen down, step forward 60 paces, turn 90 degrees and then repeat these two commands four times. Students need to think carefully to command the turtle in a logical manner, and then check to see whether they create the desired effect. Alternatively, procedures can be written whereby students group the commands together and have the actions executed all at once. Older students might type this command using logo as:
To square
Repeat 4 [forward 60 right 90]
End

In MicroWorlds JR, the same procedure would be created graphically:


Using the Turtle Shapes and Turtle Commands Centre, students can create geometric shapes and designs by executing the pendown command and commanding the turtle to move step by step, or by writing procedures to create shapes. They can hatch more than one turtle at a time, and by right-clicking on the turtle they open a backback in which they store and edit their commands.


Alternatively, students can also embed procedures within other procedures thus creating subprocedures, all done with graphic representations of computer code. Procedures and commands can be created on click, on colour, on touch and on signal, which allows the student to create animated, interactive stories or simple video games. Narration or verbal directions and sounds, as well as buttons to flip from page to page, can be added to enhance the projects.

The following textual logo commands are represented iconically using MicroWorlds JR and they are shown in the turtle command centre.

The graphics are put together to form commands, for example, the step graphic selects the forward or backward commands which set the direction the turtle will move, and children then choose a number of steps using a sliding grid.

Multimedia Authoring

On the left hand side of the student desktop, tools are provided to help students create multimedia projects and to add graphics and backgrounds to their work. The following table illustrates the functions of the Tool Centres.
MicroWorlds JR Tool Centre Functions
Paint Tool Creates graphics using drawing, painting, stamping and filling
Text Centre Word processing, spell check, text formatting such as size, colour, font, bold, italic and underline
Recording Centre Choose existing sound effects or students can record their own to add to projects
Melody Centre Choose from existing melodies or students can use a variety of instruments, note names and note values to create an original piece of music to be added to projects
Shapes Centre Provides a variety of existing costumes for the turtle

New shapes can be created using the drawing tools

Pages Centre Allows students to create a multi-page presentation that can be shown in presentation or full screen mode

Curriculum Connections

  1. patterns and geometry
  2. multimedia reports and stories
  3. interactive pages
  4. procedural and descriptive writing
  5. mazes and simple video games
  6. comparisons and measurement
  7. creating and exploring simple simulations and animations
  8. transformational geometry
  9. creating, then testing and reflecting upon hypotheses
  10. problem solving


References

External links

This article is issued from Wikipedia - version of the 9/20/2016. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.