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#### Resources tagged with Programming similar to What's the Point of Squash?:

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##### Other tags that relate to What's the Point of Squash?
Maths Supporting SET. STEM - General. Logo. sport. Experimental probability. Probability. Practical Activity. chemistry. Programming. Real world.

### There are 21 results

Broad Topics > Information and Communications Technology > Programming

### First Forward Into Logo 9: Stars

##### Stage: 3, 4 and 5 Challenge Level:

Turn through bigger angles and draw stars with Logo.

### First Forward Into Logo 8: More about Variables

##### Stage: 3, 4 and 5 Challenge Level:

Write a Logo program, putting in variables, and see the effect when you change the variables.

### First Forward Into Logo 6: Variables and Procedures

##### Stage: 3, 4 and 5 Challenge Level:

Learn to write procedures and build them into Logo programs. Learn to use variables.

### Making Moiré Patterns

##### Stage: 3, 4 and 5 Challenge Level:

Moiré patterns are intriguing interference patterns. Create your own beautiful examples using LOGO!

### First Forward Into Logo 12: Puzzling Sums

##### Stage: 3, 4 and 5 Challenge Level:

Can you puzzle out what sequences these Logo programs will give? Then write your own Logo programs to generate sequences.

### First Forward Into Logo 10: Count up - Count Down

##### Stage: 3, 4 and 5 Challenge Level:

What happens when a procedure calls itself?

### First Forward Into Logo 7: Angles of Polygons

##### Stage: 3, 4 and 5 Challenge Level:

More Logo for beginners. Learn to calculate exterior angles and draw regular polygons using procedures and variables.

### First Forward Into Logo 5: Pen Up, Pen Down

##### Stage: 2, 3 and 4 Challenge Level:

Learn about Pen Up and Pen Down in Logo

### First Forward Into Logo 2: Polygons

##### Stage: 2, 3 and 4 Challenge Level:

This is the second in a twelve part introduction to Logo for beginners. In this part you learn to draw polygons.

### First Forward Into Logo 1: Square Five

##### Stage: 2, 3 and 4 Challenge Level:

A Short introduction to using Logo. This is the first in a twelve part series.

### First Forward Into Logo 4: Circles

##### Stage: 2, 3 and 4 Challenge Level:

Learn how to draw circles using Logo. Wait a minute! Are they really circles? If not what are they?

### First Forward Into Logo 11: Sequences

##### Stage: 3, 4 and 5 Challenge Level:

This part introduces the use of Logo for number work. Learn how to use Logo to generate sequences of numbers.

### Logo

##### Stage: 2, 3, 4 and 5 Challenge Level:

This is a complete Logo development system which runs in the Flash Player. It can therefore be used to introduce Logo problems over the web without the need to refer readers to external. . . .

### Circuit Maker

##### Stage: 3, 4 and 5 Challenge Level:

Investigate how logic gates work in circuits.

### Flower Power

##### Stage: 3 and 4 Challenge Level:

Create a symmetrical fabric design based on a flower motif - and realise it in Logo.

### Elastic Maths

##### Stage: 4 and 5

How do you write a computer program that creates the illusion of stretching elastic bands between pegs of a Geoboard? The answer contains some surprising mathematics.

### Geomlab

##### Stage: 3, 4 and 5 Challenge Level:

A geometry lab crafted in a functional programming language. Ported to Flash from the original java at web.comlab.ox.ac.uk/geomlab

### The Best Square

##### Stage: 4 and 5 Challenge Level:

How would you judge a competition to draw a freehand square?

### Mystery Procedure

##### Stage: 4 Challenge Level:

Can you work out what this procedure is doing?

### Simple Counting Machine

##### Stage: 3 and 4 Challenge Level:

Can you set the logic gates so that the number of bulbs which are on is the same as the number of switches which are on?