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56<br />

Teaching Languages<br />

So in 1967, Seymour invented a new <strong>programming</strong> language — Logo — which<br />

was designed especially <strong>for</strong> teaching children. The main idea behind Logo is<br />

that rather than create a program to solve abstract problems, like mathematical<br />

equations, Logo shows children how to draw pictures on-screen.<br />

With Logo, you give commands to an imaginary robot commonly called a turtle.<br />

To write a program (and draw pictures), you have to give the “turtle” commands<br />

that tell it which way to move, when to start drawing pictures (known as turtle<br />

graphics), and when to move without drawing pictures. The following Logo program<br />

tells the turtle to draw a square, as shown in Figure 3-1.<br />

PENDOWN<br />

FORWARD 100<br />

LEFT 90<br />

FORWARD 100<br />

LEFT 90<br />

FORWARD 100<br />

LEFT 90<br />

FORWARD 100<br />

LEFT 90<br />

Figure 3-1:<br />

Programming<br />

in Logo<br />

means<br />

giving<br />

commands<br />

to a “turtle”<br />

and telling it<br />

where to<br />

move to<br />

draw<br />

pictures.<br />

By drawing pictures in Logo, even novice programmers could pick up the<br />

principles of <strong>programming</strong> without even realizing it. Logo has succeeded as<br />

an educational tool <strong>for</strong> both teaching <strong>programming</strong> and teaching students how<br />

to think logically and solve problems. Logo has proven popular <strong>for</strong> graphics,<br />

animation, music, mathematics, and even robotics.<br />

Unlike BASIC though, Logo has remained primarily an educational tool with<br />

few programmers using Logo to develop commercial applications. As a result,<br />

you’re hard pressed to find jobs available <strong>for</strong> Logo programmers; so Logo is<br />

a great language to find out a different way to program a computer, but it’s<br />

not likely to translate into marketable <strong>programming</strong> skills any time in the

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