Can you set the logic gates so that this machine can decide how many bulbs have been switched on?

What will happen when you switch on these circular circuits?

This is about a fiendishly difficult jigsaw and how to solve it using a computer program.

Turn through bigger angles and draw stars with Logo.

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

Learn about Pen Up and Pen Down in Logo

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.

More Logo for beginners. Now learn more about the REPEAT command.

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. . . .

What happens when a procedure calls itself?

Can you think like a computer and work out what this flow diagram does?

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

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

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.

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

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

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

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?

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.

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

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.

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

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

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

How was the data for this problem compiled? A guided tour through the process.