Schools and Workplaces

Logo and Teaching Children to Program

Logo was a language made for young learners in the late 1960s. Here is where it came from, how turtle graphics worked, and what its ideas left behind.

On this page
  1. A language built for learners
  2. The turtle
  3. The thinking behind it
  4. Logo in schools
  5. Why it faded, and why it did not
  6. What to take from it

A language built for learners

Logo is a programming language developed in the late 1960s with children and beginners in mind. Several people worked on it, including Seymour Papert, who came from a background in mathematics and in the study of how children learn, and colleagues associated with the research firm Bolt Beranek and Newman. Work later continued at the Massachusetts Institute of Technology. As with many projects of this kind, credit is shared among a team.

Technically, Logo drew on Lisp, a language used in artificial intelligence research. Procedures, lists and the idea of building bigger commands out of smaller ones are all part of its character. What set it apart was less its internals than its purpose: it was meant to be easy to start with, and yet capable enough that learners could go a long way.

The turtle

The best-known part of Logo is the turtle. In its original form this was a small robot that moved across a large sheet of paper and could lower a pen to draw. A child would give simple commands such as “forward 50” or “right 90”, and the turtle would obey. Later, the turtle became a small triangle or turtle shape on a screen.

The turtle commands rely on the idea of “body-centered” geometry. Instead of locating points on a grid, the learner imagines being the turtle: move ahead a little, turn a little. That makes many shapes natural to describe. A square, for instance, is a repeated sequence of moving forward and turning by a quarter turn. Four repetitions bring the turtle back to where it started. Children could then give that sequence a name and use it as a new command, which introduced the notion of a procedure without much jargon.

The thinking behind it

Papert argued that children learn well when they build things and explore ideas for themselves, an approach often described as constructionism, which grew out of earlier theories of learning by Jean Piaget, with whom Papert had worked. In his 1980 book Mindstorms, he described the computer as something children could program, rather than something that programmed them, as in drill-and-practice software.

Several features of this view are worth noting:

  • Mistakes are treated as bugs to be found and fixed, not as failures. Debugging becomes part of the learning.
  • Mathematical ideas are met through activity, such as drawing spirals or flowers, before being formalized.
  • The learner decides on projects, and the teacher acts more as a guide.

Logo in schools

Logo reached many classrooms in the late 1970s and 1980s, as microcomputers began to appear in schools. Versions were written for several popular machines, and a floor turtle, a small wheeled robot, was available in some places. Teachers, publishers and training programs promoted it, and it became one of the best-known examples of educational computing from that time.

Results in practice varied. Where teachers were well trained, had time to explore, and valued open-ended projects, accounts describe engaged students. Where Logo was taught in short sessions with little preparation, children often learned only a few commands. Research studies from the period produced mixed findings on whether Logo improved general problem solving or mathematical thinking. Many researchers concluded that results depended heavily on how it was taught.

Why it faded, and why it did not

As the 1980s went on, schools turned increasingly to ready-made software and then to application programs. The movement toward teaching widely used applications, discussed under the history of computer literacy, pushed programming for children to the side in many places. Logo’s early promises, some stated more strongly by enthusiasts than by Papert himself, also drew criticism when they were not fully met.

Even so, Logo’s influence continued. Many later environments for young programmers borrow its ideas, including drawing with simple commands, naming one’s own procedures, and treating programming as a creative activity. Block-based tools designed in later decades, some from the same research lab, are often described as descendants of Logo’s philosophy. Versions of Logo itself are still available and used by hobbyists and some teachers.

What to take from it

Logo shows that how a technology is taught can matter as much as the technology. It also shows how an educational idea can outlast its original machines. The story is a reminder to be careful with sweeping claims, both for and against it. The language did not transform education on its own, but it posed a question that remains relevant: whether children should simply use computers or be given the chance to build with them.

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