Interactive Problem Solving Using Logo
Lawrence Erlbaum Associates Inc (Publisher)
Published on 1. January 1991
Book
Hardback
568 pages
978-0-8058-0305-1 (ISBN)
Article exhausted; check different version
Description
This book is unique in that its stress is not on the mastery of a programming language, but on the importance and value of interactive problem solving. The authors focus on several specific interest worlds: mathematics, computer science, artificial intelligence, linguistics, and games; however, their approach can serve as a model that may be applied easily to other fields as well. Those who are interested in symbolic computing will find that Interactive Problem Solving Using LOGO provides a gentle introduction from which one may move on to other, more advanced computational frameworks or more formal analysis. What is of primary importance, however, is the text's ability -- through its presentation of rich, open-ended problems -- to effectively cultivate crucial cognitive skills.
More details
Language
English
Place of publication
Mahwah
United States
Publishing group
Taylor & Francis Inc
Dimensions
Height: 229 mm
Width: 152 mm
ISBN-13
978-0-8058-0305-1 (9780805803051)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Heinz-Dieter Boecker | Hal Eden | Gerhard Fischer
Interactive Problem Solving Using Logo
E-Book
05/2014
1st Edition
Routledge
€152.99
Available for download

Heinz-Dieter Boecker | Hal Eden | Gerhard Fischer
Interactive Problem Solving Using Logo
E-Book
05/2014
1st Edition
Routledge
€152.99
Available for download

Heinz-Dieter Boecker | Hal Eden | Gerhard Fischer
Interactive Problem Solving Using Logo
Book
01/1991
1st Edition
Routledge
€158.80
Shipment within 10-20 days
Content
Contents: Part I: Fundamentals of LOGO. Your First Encounters With LOGO. Extending LOGO. Recursive Procedures. Recommendations and Principles for Writing Procedures. Debugging. Analysis of a Program. How Programs Communicate With the User. Names, Values, and Scope. Data Structures. Data as Programs, Programs as Data. Smaller Projects. Part II: Mathematics. Prime Numbers. The Greatest Common Divisor (GCD). Problem Solving in Mathematics. Recursive Expansion of Arithmetic Operations. Representing Numbers in Different Base Systems. Basic Rules of Arithmetic. Part III: Computer Science. Sorting. Pattern Matching. Formal Languages and Grammars. Tree Data Structures: Building a Dictionary. TOWERS OF HANOI. Software Tools for LOGO. Simulation of a Moving Camera. The Game of LIFE. Part IV: Artificial Intelligence. Problem Solving Using LOGO. The Equivalence Between Programs and Data. Production Systems. Is It a Mammal? Who Are the Children of Adam? Part V: Linguistics. Conjugating Verbs. Forming Plurals. Linguistic Explorations. Part VI: Games. TIC-TAC-TOE. Reversi. Hunting the Wumpus. HOW THE WEST WAS WON. BLACKJACK. Part VII: New Developments in Computers and Education. Extensions to the Programming Language LOGO. Object-Oriented Programming in LOGO. New Approaches to Using Computers in Education. New Approaches for Education, Psychology, and Epistemology. Appendices: LOGO Versions. LOGO Primitives Used in This Book. Utility Procedures. Conventions Used in This Book. Additional Resources.