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A Short introduction to using Logo. This is the first in a twelve part series.
Turn through bigger angles and draw stars with Logo.
Write a Logo program, putting in variables, and see the effect when you change the variables.
This is the second in a twelve part introduction to Logo for beginners. In this part you learn to draw polygons.
Learn about Pen Up and Pen Down in Logo
Learn to write procedures and build them into Logo programs. Learn to use variables.
What will happen when you switch on these circular circuits?
Moiré patterns are intriguing interference patterns. Create your own beautiful examples using LOGO!
This part introduces the use of Logo for number work. Learn how to use Logo to generate sequences of numbers.
Can you puzzle out what sequences these Logo programs will give? Then write your own Logo programs to generate sequences.
What happens when a procedure calls itself?
More Logo for beginners. Now learn more about the REPEAT command.
Can you set the logic gates so that this machine can decide how many bulbs have been switched on?
More Logo for beginners. Learn to calculate exterior angles and draw regular polygons using procedures and variables.
Learn how to draw circles using Logo. Wait a minute! Are they really circles? If not what are they?
Can you work out what this procedure is doing?
Investigate how logic gates work in circuits.
Create a symmetrical fabric design based on a flower motif - and realise it in Logo.
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. . . .
Can you think like a computer and work out what this flow diagram does?
A geometry lab crafted in a functional programming language. Ported to Flash from the original java at web.comlab.ox.ac.uk/geomlab
How would you judge a competition to draw a freehand square?
This is about a fiendishly difficult jigsaw and how to solve it using a computer program.
This follows up the 'magic Squares for Special Occasions' article which tells you you to create a 4by4 magicsquare with a special date on the top line using no negative numbers and no repeats.
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.
This article explains the concepts involved in scientific mathematical computing. It will be very useful and interesting to anyone interested in computer programming or mathematics.