A Computer Culture for Children
summary
Describes the creation and iterations of Logo: implemented first on PDP-1 teletypes, rewritten after classroom trials, ported to PDP-11, TI-99-4 (adding 32 sprites on TI-99-4) and Apple, and spun into products and companies (General Turtle, Logo Computer Systems). Concrete projects include sentence generators that force learners to invent grammars, math tutors, a music box and the turtle trip theorem about walk patterns. Classrooms reveal debugging as the central activity, success when projects require the computer, and limits when mentors or curricula push Office-style skills.
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chapters (29)
- 0:00Introduction
- 0:53Time Sharing
- 1:47Reform and Revolution
- 3:18Programming for Children
- 3:43Childrens Theories
- 6:47Procedural Thinking
- 13:53Logos Origins
- 14:40Turtles
- 16:44Marvin and Seymour
- 17:21Teaching Children Thinking
- 20:34Turtle Trip Theorem
- 21:32Seymour
- 22:59Bongo Board
- 23:40General Turtle
- 25:39Logo Computer
- 29:02Logo Computers
- 29:47Atari Lab
- 30:56Programming Projects Logo
- 31:31My PhD
- 32:09Lego
- 32:43LogoSnap
- 32:53Marvin Minsky
- 34:37People
- 36:00Conclusion
- 38:36Question
- 42:50Nathan Rennie
- 44:53Jane Waite
- 45:41How to teach adults
- 46:48Diversity








