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Logotacular

Logotacular is a colourful app to help you learn Logo, a programming language designed to assist in learning geometry and programming

Logotacular is a colourful app to help you learn Logo, a programming language designed to assist in learning geometry and programming

Logotacular

by John Grindall
Logotacular
Logotacular
Logotacular

What is it about?

Logotacular is a colourful app to help you learn Logo, a programming language designed to assist in learning geometry and programming.

Logotacular

App Details

Version
5.0
Rating
(4)
Size
12Mb
Genre
Education
Last updated
March 2, 2020
Release date
July 24, 2014
More info

App Screenshots

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Logotacular screenshot-1
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App Store Description

Logotacular is a colourful app to help you learn Logo, a programming language designed to assist in learning geometry and programming.

The most basic commands in Logotacular are the 'go forward' command and the 'turn right' command. You use these commands to control a small on-screen 'turtle', which draws a colourful path as it moves. You can change the background color, line color and the thickness of the lines drawn, as well as and raising/lowering the pen. Loops can be programmed by use of the 'repeat' command which tells the turtle to execute a set of commands a specific number of times.

Variables are used to tell the turtle the value assigned to a letter, and functions (or 'procedures') are used to name a set of commands so that you can easily execute them later, all concepts useful in learning other programming languages! In this most recent version you can also use 'if' statements for program control.

Logo was created in 1967 by Wally Feurzeig and Seymour Papert - researchers at MIT university. Their goal was to create an easy to learn application where kids could play with words and the structure of sentences. Later versions of Logo included on screen graphics and the forward and right commands to move an on-screen 'turtle' around the screen. In 1969, a physical robot was designed which would move across the floor tracing its path with a pen. Seymour Papert pioneered its use in school classrooms as an educational system in the early 1970's.


* Learn about programming using an on-screen turtle
* Make colourful patterns as you learn about geometry and coding
* Understand variables, scope and loops
* Use functions (procedures), if/else statements and recursion
* Save your code and come back to it later

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