Learn about Pen Up and Pen Down in Logo
This is the second in a twelve part introduction to Logo for beginners. In this part you learn to draw polygons.
Can you puzzle out what sequences these Logo programs will give? Then write your own Logo programs to generate sequences.
Turn through bigger angles and draw stars with Logo.
More Logo for beginners. Now learn more about the REPEAT command.
Learn how to draw circles using Logo. Wait a minute! Are they really circles? If not what are they?
Learn to write procedures and build them into Logo programs. Learn to use variables.
More Logo for beginners. Learn to calculate exterior angles and draw regular polygons using procedures and variables.
Write a Logo program, putting in variables, and see the effect when you change the variables.
What happens when a procedure calls itself?
This part introduces the use of Logo for number work. Learn how to use Logo to generate sequences of numbers.
Logo helps us to understand gradients of lines and why Muggles Magic is not magic but mathematics. See the problem Muggles magic.
Draw whirling squares and see how Fibonacci sequences and golden rectangles are connected.
How efficiently can various flat shapes be fitted together?
Exploring balance and centres of mass can be great fun. The
resulting structures can seem impossible. Here are some images to
encourage you to experiment with non-breakable objects of your own.
Time for a little mathemagic! Choose any five cards from a pack and show four of them to your partner. How can they work out the fifth?
As part of Liverpool08 European Capital of Culture there were a
huge number of events and displays. One of the art installations
was called "Turning the Place Over". Can you find our how it works?
A description of how to make the five Platonic solids out of paper.
These models have appeared around the Centre for Mathematical Sciences. Perhaps you would like to try to make some similar models of your own.
Make some celtic knot patterns using tiling techniques
Try ringing hand bells for yourself with interactive versions of
Diagram 2 (Plain Hunt Minimus) and Diagram 3 described in the
article 'Ding Dong Bell'.
Design and construct a prototype intercooler which will satisfy agreed quality control constraints.
Explain why, when moving heavy objects on rollers, the object moves
twice as fast as the rollers. Try a similar experiment yourself.
A game in which players take it in turns to choose a number. Can you block your opponent?
Can Jo make a gym bag for her trainers from the piece of fabric she has?
What shapes should Elly cut out to make a witch's hat? How can she make a taller hat?
Use this interactivity to sort out the steps of the proof of the formula for the sum of an arithmetic series. The 'thermometer' will tell you how you are doing