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    Issue 24 May 2009
Logo Vignettes of Teachable Moments
Wallace Feurzeig
Wally Feurzeig was the project manager at BBN Technologies and one of the driving forces, along with Seymour Papert, behind Logo. Here he recalls early experiences with the Logo language.
Vignette 1: I was interested in showing that young children – seven year olds – could learn to use Logo to write elementary mathematical procedures requiring logical thinking. This was at a time when there was real scepticism among some Piagetians about whether children that young could exhibit formal stage thinking. In 1969, I sought to show that young children could indeed demonstrate formal logical thinking skills when given appropriate interactive language. I worked with second-graders of average mathematics ability in a traditional public school in Massachusetts. After introducing them to the elements of Logo, I turned them loose on tasks like writing a procedure for Countdown (counting down integers in steps of 1 from 10 to 0 followed by “Blastoff!”). After the first moon shot, kids everywhere in the US were joyously mouthing this down-counting sequence as a mantra – it rivalled hula hoops in popularity! Using Logo, some kids were able not only to develop a Countdown procedure but also to extend it in various ways, for example, to writing a countdown from 10 in decrements of 3 (this necessitated finding and fixing a bug which called for stopping at 0 in the original version) and to write a procedure for counting down from an arbitrary integer and then counting back up to it.
Vignette 2. In 1972 BBN engineer Paul Wexelblat built the first wireless Logo-controlled floor turtle, dubbed Irving. Irving moved freely under Logo commands via a radio transceiver attached to a teletype terminal connected to a remote computer. We were interested in seeing whether elementary and junior high school students could control Irving to do simple AI tasks such as trips involving circumnavigating an area and avoiding obstacles. In its initial implementation, Irving lacked touch sensors. (In fact, we explored using antennas as sensors before we settled on bumpers.) During this phase we asked ourselves what kind of AI task could be designed for a robot without sensory feedback. On the face of it this seemed impossible. I responded by designing the path reversal task (another trip task.) The challenge was to move Irving from the centre of a room to an adjoining room where it was no longer visible. This typically required a sequence of about twenty move and turn commands. After Irving was out of view in the adjoining room, the challenge was to bring Irving back home, to its starting point in the original room. This had to be done only through Logo commands, without leaving the room to peek around the doorway! The student had a complete record of the sequence of commands she had used since each command she had typed was listed on the console printer.
The task was fascinating and, for all but the most sophisticated children, initially quite difficult. The notion that there is an algorithm for accomplishing it was not at all obvious. They knew that Forward and Back were inverse operations, as are RightTurn and LeftTurn and PenUp and PenDown. But they didn’t know how to use this knowledge for reversing Irving’s path. Even bright students were initially perplexed. However, once students were asked how to make Irving undo its last move so as to get where it had been the step before the last one, most children had a rapid “Aha” experience and saw how to complete the entire path reversal. They found the procedure easy to implement in Logo. (Some students were able to generalise the procedure to paths that included Logo procedures as components, not just primitive turtle commands.) The algorithm-performing the inverse operations of the ones that moved Irving away, but performing them in the reverse order – is an example of a mathematical idea of considerable power and simplicity, and one that has a wide range of application. The use of the turtle made it accessible to beginning students. This activity directly paved the way for developing a procedure for solving linear equations in algebra. Fifth-grade students were delighted to find that the algorithm for solving a linear equation is to so the inverse of the operations that generated the equation, but in the reverse order – the same algorithm as for the path reversal.
 
 
As an example, consider the turtle path reversal problem (Feurzeig and Lukas, 1972). This problem introduces elementary students in an engaging way, to the algorithm for inverting a functional chain. This is a powerful algorithm – it is the basis for matrix inversion and the solution to linear systems. It has important applications in thermodynamics and system design. It ought to be given a memorable name, such as “the theorem of return”. The task is easily stated and grasped. The student is first asked to direct the Logo turtle out of the room and around the corner somewhere so that it is no longer visible. He is then asked to bring the turtle back, i.e. to issue the Logo commands that will return it home.
Students are typically taken aback by this because they can no longer see the turtle. How can one control what one cannot see? (The task thus provides a concrete metaphor for scientific inference, by introducing the idea that the mind’s eye can transcend the limitations of the senses.) The students have the complete list of the Logo commands that took the turtle from home to its current invisible resting place. But even a bright student often lacks the initia; insight of how to use this information. However, once students are asked how they might bring the turtle back to where it was “the time before last”, they often get a flash of understanding. If the last command was to move the turtle forward some number of units, they can undo that by moving it backwards the same amount; if it was to turn right some number of degrees, they can undo this by turning the turtle left the same amount. They see that the complete plan for returning the turtle home is to undo the sequence of actions that the turtle took in proceeding to its final location and that this is accomplished by performing the opposite actions in the reverse order.
After they implement the sequence of commands that return the turtle home, students are given the task of generalising their solution. They are asked to write a Logo program to reverse any path defined by a sequence of turtle commands. Then, generalising this, they are asked to describe a plan for a program that reverses turtle paths generated by arbitrary Logo programs, comprised not only of turtle commands but also of Logo programs that may themselves contain turtle commands. Recursive generalisation tasks like this occur naturally in Logo programming work of all kinds and at all levels. Powerful mathematical skills are fostered in the course of developing rich mathematical content.