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This language, developed in the 1960s, exists solely to introduce children to basic programming concepts and teach programming.

In the 1960s, Seymour Papert, a mathematician who had worked with Jean Piaget, the Swiss psychologist, moved to the United States where he do-founded the MIT Artificial Intelligence Laboratory with Marvin Minsky. Papert worked with a team from Bolt, Beranek and Newman, led by Wally Feurzeig. Together Feurzeig and Papert created the first version of Logo in 1967.

The Logo programming language is designed to help kids learn programming hands on. Instead of memorizing theory or using complicated programming structures, Logo users learn programming basics with simple words and directions. An object, usually a turtle, might be directed to move forward 20 steps.

The language is modular, extensible, interactive, and flexible. It is designed to have a low threshold and no ceiling, easy for kids to use as it allows experienced programmers to perform complex explorations and build sophisticated projects.

Originally the Logo language controlled a small robot turtle tethered to a computer and, in some cases, with a pen attached to draw lines which made shapes and patterns.

There are 197 variations of the Logo language. The UCBLogo version from the University of California, Berkeley is the most robust.

What Makes the Logo Programming Language Special?

Probably the most interesting and unusual aspect of Logo has to do with its origins. Most programming languages begin with a mathematical or mechanical problem to solve.


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Also In The August 2014 Issue

Krissy Venosdale and Skype in the classroom

Here's an enthusiastic teacher using technology to help her students discover how the world is an awesome place to explore.

SketchUp for Beginners

It's not hard to create simple three-dimensional objects and buildings with SketchUp software. Here's a simple introduction with lots of links to learn more.

Computer Science Curriculum Resources

Resources to learn about national standards for computer science and how to implement them in the classroom.

Principle of Least Astonishment

The Principle of Least Astonishment sounds very Monty Python. But it is a key concept in software and interface design.

Music from Garbage

People do amazing things with technology, in this case, creating music from tossed out computer hard drives, circuit boards, and other electronic garbage.

Regular Expressions

All programming languages have a way to find Elvis, but it can be difficult to learn how.

3D Software Tools and Resources

3D software is a fun way to engage people interested in computing but not necessarily coding or computer science.

Programming Languages for Education

Many languages have been created for younger kids and to help teachers in a classroom setting.

If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.

August 2014 Learn More Links

Links from the bottom of all the August 2014 articles, collected in one place for you to print, share, or bookmark.

August 2014 News Wire

Interesting stories about computer science, software programming, and technology for August 2014.


This language, developed in the 1960s, exists solely to introduce children to basic programming concepts and teach programming.

The Traveling Salesman Problem

Not only a funny phrase, it is a math and computer science problem that helps solve real world problems.