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サマリー
あらすじ・解説
Development and impact of the Logo programming language, initiated in the late 1960s with a focus on children's learning. Key figures like Seymour Papert and the principles of constructionist learning are central to its conception, which used the "turtle" metaphor to make programming and mathematical concepts accessible. The text explores Logo's influence on subsequent educational technologies, such as Scratch and Lego Mindstorms, and considers its enduring legacy in promoting computational thinking and learner-centerd pedagogy.