Re: [IAEP] Turtles All The Way Out

2011-06-07 Thread mokurai
On Mon, June 6, 2011 8:11 pm, John Gilmore wrote:
 I had to think about this some before having a useful response.

Excellent questions, and very timely.

I believe that Walter Bender wrote:
 I cannot speak for every Sugar developer, but the approach I have tried
 to take with Turtle Art is a bit different than you are describing. The
 block-based programming environment is not meant to be a substitute for
 real
 tools; it is meant to be a place to get started; to learn that you can
 write
 and modify code; and to provide multiple motivations and launch pads for
 getting into the real thing. I've worked pretty hard to make the
 structured thing behind the view more approachable, and have provided
 multiple ways in and out: exporting your fluffy view into Logo that
 can be
 run in Brian Harvey's text-based Logo environment; direct, in-line
 extensions written in Python; the ability to create new blocks by
 importing
 Python; a plugin mechanism for making major interventions; and a
 refactoring
 of the underlying structures to make the code more approachable. (The
 source
 code is peppered with comments and examples of how to make
 modifications.)
 None of these interventions are intended to keep the kids programming in
 Turtle Art. They are all intended to get the kids started down the path
 of
 real programming. But I contend that we need to engage them; let them
 discover that they can write code; and make changes; and that it is not
 something just for others but for everyone.

 Walter, this is a worthwhile approach.

Several programming languages have been successfully taught in third
grade, including Logo, LISP, Smalltalk, BASIC and a few others. APL has
been successfully taught as a math language rather than a programming
language starting in first grade, with programming introduced in third
grade. (APL is the only programming language that has times × and divide ÷
symbols that match first-grade arithmetic books, as does the XO keyboard.)

All of the successful experiments that I know of on teaching programming
in elementary school started with simple examples and free exploration,
and then showed users how to make small modifications to start with,
advancing gradually through various problems of interest and the relevant
functions and features of the languages. There is an excellent tutorial
sequence of problems on the front page of Etoys, and there are people
working on creating a sequence of perhaps a hundred topics to introduce
the rest of the language. We must do the same in Turtle Art.

 But it was all invisible from an OLPC user's point of view (i.e. a
 child's).  All they get is a GUI in which they can hook blocks
 together and see graphics.

Exactly so. See my Wiki page, The Undiscoverable, about this problem in
Sugar generally, and the necessity of providing hints at appropriate
points in lessons that require these features.

http://wiki.sugarlabs.org/go/The_Undiscoverable

I am about to give Turtle Art its own page, discussing the issues you
raise, and suggesting a strategy to overcome them.

Also http://booki.treehouse.su/discovering-discovery/

which should soon have a chapter on Turtle Art, and eventually others on
other approaches to programming in Smalltalk, Python, and FORTH.

 Even finding the library of fun looking pre-existing designs was hard
 (it's hiding behind a bizarre looking icon that you can't even see
 until you go to a different tab in the Frame than the default one).
 If you show a kid how to find one of those designs, they get the idea
 of TurtleArt, and can modify them to see how the design changes.
 Until they see a complete, working design in 10 blocks including a
 loop, TurtleArt is a morass where new users can drag things around but
 it doesn't do anything fun.

The sequence

* Play with blocks and GUI
* Square example (7 blocks with loop)
* Play with example
* Squares example (13 blocks with nested loops)
* Play with example
* Flower example (3 nested routines with 20, 7, and 6 blocks, each
containing a loop)
* Play with example

does what you want. Start with moving, drawing lines, and turning. Then
put move and turn together, and repeat four times. Then repeat that
several times at angles that make up a full circle. Then do that in
different sizes and colors. Allow sufficient time for exploration in
between. Answer questions with well-chosen hints, rather than showing
students exactly how something works.

I have been working on various ideas for math and physics lessons based on
Turtle Art, and I am about to work out a proper sequence of programming
ideas covering many basic programming and Computer Science ideas,
involving every block and other function in Turtle Art. I have mentioned
elsewhere in this thread that I like Turtle Art because it exposes a
central concept in programming and Computer Science, the parse tree, and
because it allows us to build models of other CS concepts.

 (Note I'm working from memory of a several-year-old TurtleArt. Perhaps
 it's 

[IAEP] [ANN] Waveplace starting another five laptop projects in Haiti

2011-06-07 Thread Timothy Falconer
Hello everyone,

Waveplace will be traveling back to Haiti in ten days to start enough five 
laptop projects, bringing our total there to 19 schools.

I'll be blogging daily starting today, focusing this time on the people and 
emotions involved, so please tune in:

http://waveplace.org/news/blog/

You can also follow my Twitter feed to get more regular updates:

http://twitter.com/teefal

Take care,
Tim

--
Timothy Falconer
Waveplace Foundation
http://waveplace.org
+ 1 610 797 3100 x33




___
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IAEP@lists.sugarlabs.org
http://lists.sugarlabs.org/listinfo/iaep


Re: [IAEP] [ANN] Waveplace starting another five laptop projects in Haiti

2011-06-07 Thread Timothy Falconer
Ah, sorry about that. 

Start *another* five laptop projects, not enough.  

There are never enough :)

Take care,
Tim

--
Timothy Falconer
Waveplace Foundation
http://waveplace.org
+ 1 610 797 3100 x33


On Jun 7, 2011, at 8:57 AM, Timothy Falconer wrote:

 Hello everyone,
 
 Waveplace will be traveling back to Haiti in ten days to start enough five 
 laptop projects, bringing our total there to 19 schools.
 
 I'll be blogging daily starting today, focusing this time on the people and 
 emotions involved, so please tune in:
 
 http://waveplace.org/news/blog/
 
 You can also follow my Twitter feed to get more regular updates:
 
 http://twitter.com/teefal
 
 Take care,
 Tim
 
 --
 Timothy Falconer
 Waveplace Foundation
 http://waveplace.org
 + 1 610 797 3100 x33
 
 
 
 

___
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IAEP@lists.sugarlabs.org
http://lists.sugarlabs.org/listinfo/iaep


[IAEP] [SLOBS] meeting reminder

2011-06-07 Thread Walter Bender
We will be having a Sugar oversight board meeting on Thursday, 9 June at
18:00 EST (23 UTC) on irc.freenode.net #sugar-meeting.

We have 4 items on the agenda:

(1) Scratch License (Walter)
(2) OSD vs FS definition of FOSS licenses (Walter)
(3) Membership fees (Bernie)
(4) 3rd party Sugar merchandising (Dogi)

Please join us.

regards.

-walter

-- 
Walter Bender
Sugar Labs
http://www.sugarlabs.org
___
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IAEP@lists.sugarlabs.org
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Re: [IAEP] Turtles All The Way Out

2011-06-07 Thread Dr. Gerald Ardito
Walter and Edward,

I am very interested in this conversation.
As you know, I have been working with 5th graders and XO Laptops for the
past 3 years in the middle school in which I teach.
For next year, I have designed a pilot program to teach our 6th graders
about programming software and devices. I have seen the sequence as
beginning with software and then leading to robots of some kind.
I think Turtle Art is a perfect place to start, especially given this
conversation, and the availability of the XOs.
So, I am willing to test out the work you are doing with these students.

I have some questions:
1. Will the recent version of Turtle Art (Turtle Blocks) run on the latest
XO build?
2. In order to use sensors, what kind of devices are you talking about
(WeDos?; Arduino? Something else?).
3. Do you have or know of a curriculum that addresses our project?

Thanks.
Gerald

On Tue, Jun 7, 2011 at 7:37 AM, Walter Bender walter.ben...@gmail.comwrote:



 On Mon, Jun 6, 2011 at 8:11 PM, John Gilmore g...@toad.com wrote:

 I had to think about this some before having a useful response.


 Lots of good ideas here, so thank you for taking the time.


  I cannot speak for every Sugar developer, but the approach I have tried
 to
  take with Turtle Art is a bit different than you are describing. The
  block-based programming environment is not meant to be a substitute for
 real
  tools; it is meant to be a place to get started; to learn that you can
 write
  and modify code; and to provide multiple motivations and launch pads for
  getting into the real thing. I've worked pretty hard to make the
  structured thing behind the view more approachable, and have provided
  multiple ways in and out: exporting your fluffy view into Logo that
 can be
  run in Brian Harvey's text-based Logo environment; direct, in-line
  extensions written in Python; the ability to create new blocks by
 importing
  Python; a plugin mechanism for making major interventions; and a
 refactoring
  of the underlying structures to make the code more approachable. (The
 source
  code is peppered with comments and examples of how to make
 modifications.)
  None of these interventions are intended to keep the kids programming in
  Turtle Art. They are all intended to get the kids started down the path
 of
  real programming. But I content that we need to engage them; let them

  discover that they can write code; and make changes; and that it is not
  something just for others but for everyone.

 Walter, this is a worthwhile approach.

 But it was all invisible from an OLPC user's point of view (i.e. a
 child's).  All they get is a GUI in which they can hook blocks
 together and see graphics.

 Even finding the library of fun looking pre-existing designs was hard
 (it's hiding behind a bizarre looking icon that you can't even see
 until you go to a different tab in the Frame than the default one).
 If you show a kid how to find one of those designs, they get the idea
 of TurtleArt, and can modify them to see how the design changes.
 Until they see a complete, working design in 10 blocks including a
 loop, TurtleArt is a morass where new users can drag things around but
 it doesn't do anything fun.

 (Note I'm working from memory of a several-year-old TurtleArt.  Perhaps
 it's better now.)


 Please grab a recent version. It is quite different from even a year ago.


 (Also, it's hard to make the leap from a slow turtle leaving marks
 behind as it goes two steps and turns, to the whole screen being
 filled with colors in a flash.  Most things in the world don't have
 the many-orders-of-magnitude speedups that we in computing have become
 blase about.  It wouldn't occur to us that to paint an entire wall in
 a second, we should tell the painter to move the brush one inch and
 then repeat that over and over until done.  We'd look for a spray gun,
 or toss a whole bucket of paint, or recruit a crowd of painters, or
 something.  Fast things and painstaking things aren't disjoint in
 computing, as they are elsewhere; how do you teach that powerful insight?)


 Cute idea for a project: fill the screen. There are of course many ways
 to do it: from using the fill-screen block to setting the pen size to the
 screen width to discovering the repeat block to discovering that you can
 launch as many turtles as you'd like, each of which has a pen.


  I am open to suggestions as to how to get more kids to move on from
 Turtle
  Art to ___ (insert you favorite real programming environment here).

 First, have Turtle Art start up not with a blank slate, but by
 bringing in one of the predefined designs -- preferably at random, so
 they'll see more of the corpus as they run it over and over.


 I have gone back and forth on this one. I think that you are right: I
 should start with a program on the screen, probably a simple example of a
 spiral that introduces the concepts of loops and variables (and perhaps
 sensors).



 Second, I suggest that if some blocks are 

Re: [IAEP] Turtles All The Way Out

2011-06-07 Thread Walter Bender
On Tue, Jun 7, 2011 at 6:06 PM, Dr. Gerald Ardito
gerald.ard...@gmail.comwrote:

 Walter and Edward,

 I am very interested in this conversation.
 As you know, I have been working with 5th graders and XO Laptops for the
 past 3 years in the middle school in which I teach.
 For next year, I have designed a pilot program to teach our 6th graders
 about programming software and devices. I have seen the sequence as
 beginning with software and then leading to robots of some kind.
 I think Turtle Art is a perfect place to start, especially given this
 conversation, and the availability of the XOs.
 So, I am willing to test out the work you are doing with these students.

  I have some questions:
 1. Will the recent version of Turtle Art (Turtle Blocks) run on the latest
 XO build?

Yes. v108 should run on any XO build.

2. In order to use sensors, what kind of devices are you talking about
 (WeDos?; Arduino? Something else?).

Those are all nice, but just using the microphone in works nicely. Plus you
have the camera.


 3. Do you have or know of a curriculum that addresses our project?

There are lots of bits and pieces. Regarding robots, there is a nice book
written by Fred Martin that came out maybe 5 years ago. (Fred was one of the
principal designers of the original Lego robotics kits at MIT and helped
develop with 6.270 curriculum. He teaches at UMass-Lowell.

enjoy.

-walter


 Thanks.
 Gerald

 On Tue, Jun 7, 2011 at 7:37 AM, Walter Bender walter.ben...@gmail.comwrote:



 On Mon, Jun 6, 2011 at 8:11 PM, John Gilmore g...@toad.com wrote:

 I had to think about this some before having a useful response.


 Lots of good ideas here, so thank you for taking the time.


  I cannot speak for every Sugar developer, but the approach I have tried
 to
  take with Turtle Art is a bit different than you are describing. The
  block-based programming environment is not meant to be a substitute for
 real
  tools; it is meant to be a place to get started; to learn that you can
 write
  and modify code; and to provide multiple motivations and launch pads
 for
  getting into the real thing. I've worked pretty hard to make the
  structured thing behind the view more approachable, and have provided
  multiple ways in and out: exporting your fluffy view into Logo that
 can be
  run in Brian Harvey's text-based Logo environment; direct, in-line
  extensions written in Python; the ability to create new blocks by
 importing
  Python; a plugin mechanism for making major interventions; and a
 refactoring
  of the underlying structures to make the code more approachable. (The
 source
  code is peppered with comments and examples of how to make
 modifications.)
  None of these interventions are intended to keep the kids programming
 in
  Turtle Art. They are all intended to get the kids started down the path
 of
  real programming. But I content that we need to engage them; let them

  discover that they can write code; and make changes; and that it is not
  something just for others but for everyone.

 Walter, this is a worthwhile approach.

 But it was all invisible from an OLPC user's point of view (i.e. a
 child's).  All they get is a GUI in which they can hook blocks
 together and see graphics.

 Even finding the library of fun looking pre-existing designs was hard
 (it's hiding behind a bizarre looking icon that you can't even see
 until you go to a different tab in the Frame than the default one).
 If you show a kid how to find one of those designs, they get the idea
 of TurtleArt, and can modify them to see how the design changes.
 Until they see a complete, working design in 10 blocks including a
 loop, TurtleArt is a morass where new users can drag things around but
 it doesn't do anything fun.

 (Note I'm working from memory of a several-year-old TurtleArt.  Perhaps
 it's better now.)


 Please grab a recent version. It is quite different from even a year ago.


 (Also, it's hard to make the leap from a slow turtle leaving marks
 behind as it goes two steps and turns, to the whole screen being
 filled with colors in a flash.  Most things in the world don't have
 the many-orders-of-magnitude speedups that we in computing have become
 blase about.  It wouldn't occur to us that to paint an entire wall in
 a second, we should tell the painter to move the brush one inch and
 then repeat that over and over until done.  We'd look for a spray gun,
 or toss a whole bucket of paint, or recruit a crowd of painters, or
 something.  Fast things and painstaking things aren't disjoint in
 computing, as they are elsewhere; how do you teach that powerful
 insight?)


 Cute idea for a project: fill the screen. There are of course many ways
 to do it: from using the fill-screen block to setting the pen size to the
 screen width to discovering the repeat block to discovering that you can
 launch as many turtles as you'd like, each of which has a pen.


  I am open to suggestions as to how to get more kids to move on from
 Turtle
  Art to 

Re: [IAEP] DesignBlocks

2011-06-07 Thread Walter Bender
On Tue, Jun 7, 2011 at 6:06 PM, Rafael Ortiz raf...@activitycentral.comwrote:



 On Mon, Jun 6, 2011 at 2:21 PM, Christoph Derndorfer 
 e0425...@student.tuwien.ac.at wrote:

 On a somewhat related note:

 Microsoft Research introduced TouchStudio for Windows Phone 7
 (http://research.microsoft.com/en-us/projects/touchstudio/default.aspx)
 to allow development right on the phones the other day. The video
 (
 http://channel9.msdn.com/Blogs/Peli/TouchStudio-Script-Your-Phone-on-Your-Phone-Reloaded
 )
 is well worth a look in my opinion.

 Another similar effort is the Catdroid project
 (http://code.google.com/p/catroid/) which is being developed at Graz
 University of Technology in Graz, Austria - and currently sponsored via
 GSoC - and aims to be an on-device graphical programming language for
 Android devices that is inspired by the Scratch.

 While it's early days for both projects I think that anyone working on
 efforts in this area should keep an eye on them. Lessons learned from
 these (touchscreen) on-device environments could be particularly useful
 looking towards the XO-3 and other tablets.

 Cheers,
 Christoph

 Am 06.06.2011 20:13, schrieb ana.cichero:
  There is a pretty group of users for Processing here in Montevideo!
 
  I think the mailing list and the group is still active, some of them
  could get envolved.
 
  mnav-arte-cod...@googlegroups.com
  mailto:mnav-arte-cod...@googlegroups.com  ( I have their
 addresses
  in other case )
 
 
  It may be a better investment of our resources to port Processing
  (which is Java-based) to Sugar.
 
  -walter
 
  --
  Walter Bender
  Sugar Labs
  http://www.sugarlabs.org
 
 
  ___
  IAEP -- It's An Education Project (not a laptop project!)
  IAEP@lists.sugarlabs.org mailto:IAEP@lists.sugarlabs.org
  http://lists.sugarlabs.org/listinfo/iaep
 

 More info about DesignBlocks actual state


 http://www.kickstarter.com/projects/evhan55/designblocks-visual-programming-for-artists/posts/84640

 And also I found an interesting way to control
 arduino via JS, (Unfortunately it also needs flash).

  http://www.schillmania.com/projects/arduino-js/

 Anyone knows similar projects ?

 Still the Java based arduino IDE is much more powerful.

 cheers.

 
 
 
  ___
  IAEP -- It's An Education Project (not a laptop project!)
  IAEP@lists.sugarlabs.org
  http://lists.sugarlabs.org/listinfo/iaep

 --
 Christoph Derndorfer
 co-editor, www.olpcnews.com
 e-mail: christ...@olpcnews.com
 ___
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 IAEP@lists.sugarlabs.org
 http://lists.sugarlabs.org/listinfo/iaep



 ___
 IAEP -- It's An Education Project (not a laptop project!)
 IAEP@lists.sugarlabs.org
 http://lists.sugarlabs.org/listinfo/iaep


Butia is a nice way to control Arduino (from Turtle Art). No flash
required... just Python.

regards.

-walter

-- 
Walter Bender
Sugar Labs
http://www.sugarlabs.org
___
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Re: [IAEP] Turtles All The Way Out

2011-06-07 Thread Dr. Gerald Ardito
Walter,

Thanks. And I'll check out Fred Martin's book.
If you are up for another visit to us in the Fall to do some more intensive
Turtle Art work, we'd love to have you.


Gerald

On Tue, Jun 7, 2011 at 6:13 PM, Walter Bender walter.ben...@gmail.comwrote:



 On Tue, Jun 7, 2011 at 6:06 PM, Dr. Gerald Ardito gerald.ard...@gmail.com
  wrote:

 Walter and Edward,

 I am very interested in this conversation.
 As you know, I have been working with 5th graders and XO Laptops for the
 past 3 years in the middle school in which I teach.
 For next year, I have designed a pilot program to teach our 6th graders
 about programming software and devices. I have seen the sequence as
 beginning with software and then leading to robots of some kind.
 I think Turtle Art is a perfect place to start, especially given this
 conversation, and the availability of the XOs.
 So, I am willing to test out the work you are doing with these students.

  I have some questions:
 1. Will the recent version of Turtle Art (Turtle Blocks) run on the latest
 XO build?

 Yes. v108 should run on any XO build.

 2. In order to use sensors, what kind of devices are you talking about
 (WeDos?; Arduino? Something else?).

 Those are all nice, but just using the microphone in works nicely. Plus you
 have the camera.


 3. Do you have or know of a curriculum that addresses our project?

 There are lots of bits and pieces. Regarding robots, there is a nice book
 written by Fred Martin that came out maybe 5 years ago. (Fred was one of the
 principal designers of the original Lego robotics kits at MIT and helped
 develop with 6.270 curriculum. He teaches at UMass-Lowell.

 enjoy.

 -walter


 Thanks.
 Gerald

 On Tue, Jun 7, 2011 at 7:37 AM, Walter Bender walter.ben...@gmail.comwrote:



 On Mon, Jun 6, 2011 at 8:11 PM, John Gilmore g...@toad.com wrote:

 I had to think about this some before having a useful response.


 Lots of good ideas here, so thank you for taking the time.


  I cannot speak for every Sugar developer, but the approach I have
 tried to
  take with Turtle Art is a bit different than you are describing. The
  block-based programming environment is not meant to be a substitute
 for real
  tools; it is meant to be a place to get started; to learn that you can
 write
  and modify code; and to provide multiple motivations and launch pads
 for
  getting into the real thing. I've worked pretty hard to make the
  structured thing behind the view more approachable, and have
 provided
  multiple ways in and out: exporting your fluffy view into Logo that
 can be
  run in Brian Harvey's text-based Logo environment; direct, in-line
  extensions written in Python; the ability to create new blocks by
 importing
  Python; a plugin mechanism for making major interventions; and a
 refactoring
  of the underlying structures to make the code more approachable. (The
 source
  code is peppered with comments and examples of how to make
 modifications.)
  None of these interventions are intended to keep the kids programming
 in
  Turtle Art. They are all intended to get the kids started down the
 path of
  real programming. But I content that we need to engage them; let
 them

  discover that they can write code; and make changes; and that it is
 not
  something just for others but for everyone.

 Walter, this is a worthwhile approach.

 But it was all invisible from an OLPC user's point of view (i.e. a
 child's).  All they get is a GUI in which they can hook blocks
 together and see graphics.

 Even finding the library of fun looking pre-existing designs was hard
 (it's hiding behind a bizarre looking icon that you can't even see
 until you go to a different tab in the Frame than the default one).
 If you show a kid how to find one of those designs, they get the idea
 of TurtleArt, and can modify them to see how the design changes.
 Until they see a complete, working design in 10 blocks including a
 loop, TurtleArt is a morass where new users can drag things around but
 it doesn't do anything fun.

 (Note I'm working from memory of a several-year-old TurtleArt.  Perhaps
 it's better now.)


 Please grab a recent version. It is quite different from even a year ago.



 (Also, it's hard to make the leap from a slow turtle leaving marks
 behind as it goes two steps and turns, to the whole screen being
 filled with colors in a flash.  Most things in the world don't have
 the many-orders-of-magnitude speedups that we in computing have become
 blase about.  It wouldn't occur to us that to paint an entire wall in
 a second, we should tell the painter to move the brush one inch and
 then repeat that over and over until done.  We'd look for a spray gun,
 or toss a whole bucket of paint, or recruit a crowd of painters, or
 something.  Fast things and painstaking things aren't disjoint in
 computing, as they are elsewhere; how do you teach that powerful
 insight?)


 Cute idea for a project: fill the screen. There are of course many ways
 to do it: from using 

Re: [IAEP] Turtles All The Way Out

2011-06-07 Thread Walter Bender
On Tue, Jun 7, 2011 at 6:15 PM, Dr. Gerald Ardito
gerald.ard...@gmail.comwrote:

 Walter,

 Thanks. And I'll check out Fred Martin's book.
 If you are up for another visit to us in the Fall to do some more intensive
 Turtle Art work, we'd love to have you.


Sounds like fun. Maybe early in the semester to get them up and running.

-walter




 Gerald


 On Tue, Jun 7, 2011 at 6:13 PM, Walter Bender walter.ben...@gmail.comwrote:



 On Tue, Jun 7, 2011 at 6:06 PM, Dr. Gerald Ardito 
 gerald.ard...@gmail.com wrote:

 Walter and Edward,

 I am very interested in this conversation.
 As you know, I have been working with 5th graders and XO Laptops for the
 past 3 years in the middle school in which I teach.
 For next year, I have designed a pilot program to teach our 6th graders
 about programming software and devices. I have seen the sequence as
 beginning with software and then leading to robots of some kind.
 I think Turtle Art is a perfect place to start, especially given this
 conversation, and the availability of the XOs.
 So, I am willing to test out the work you are doing with these students.

  I have some questions:
 1. Will the recent version of Turtle Art (Turtle Blocks) run on the
 latest XO build?

 Yes. v108 should run on any XO build.

 2. In order to use sensors, what kind of devices are you talking about
 (WeDos?; Arduino? Something else?).

 Those are all nice, but just using the microphone in works nicely. Plus
 you have the camera.


 3. Do you have or know of a curriculum that addresses our project?

 There are lots of bits and pieces. Regarding robots, there is a nice book
 written by Fred Martin that came out maybe 5 years ago. (Fred was one of the
 principal designers of the original Lego robotics kits at MIT and helped
 develop with 6.270 curriculum. He teaches at UMass-Lowell.

 enjoy.

 -walter


 Thanks.
 Gerald

 On Tue, Jun 7, 2011 at 7:37 AM, Walter Bender 
 walter.ben...@gmail.comwrote:



 On Mon, Jun 6, 2011 at 8:11 PM, John Gilmore g...@toad.com wrote:

 I had to think about this some before having a useful response.


 Lots of good ideas here, so thank you for taking the time.


  I cannot speak for every Sugar developer, but the approach I have
 tried to
  take with Turtle Art is a bit different than you are describing. The
  block-based programming environment is not meant to be a substitute
 for real
  tools; it is meant to be a place to get started; to learn that you
 can write
  and modify code; and to provide multiple motivations and launch pads
 for
  getting into the real thing. I've worked pretty hard to make the
  structured thing behind the view more approachable, and have
 provided
  multiple ways in and out: exporting your fluffy view into Logo that
 can be
  run in Brian Harvey's text-based Logo environment; direct, in-line
  extensions written in Python; the ability to create new blocks by
 importing
  Python; a plugin mechanism for making major interventions; and a
 refactoring
  of the underlying structures to make the code more approachable. (The
 source
  code is peppered with comments and examples of how to make
 modifications.)
  None of these interventions are intended to keep the kids programming
 in
  Turtle Art. They are all intended to get the kids started down the
 path of
  real programming. But I content that we need to engage them; let
 them

  discover that they can write code; and make changes; and that it is
 not
  something just for others but for everyone.

 Walter, this is a worthwhile approach.

 But it was all invisible from an OLPC user's point of view (i.e. a
 child's).  All they get is a GUI in which they can hook blocks
 together and see graphics.

 Even finding the library of fun looking pre-existing designs was hard
 (it's hiding behind a bizarre looking icon that you can't even see
 until you go to a different tab in the Frame than the default one).
 If you show a kid how to find one of those designs, they get the idea
 of TurtleArt, and can modify them to see how the design changes.
 Until they see a complete, working design in 10 blocks including a
 loop, TurtleArt is a morass where new users can drag things around but
 it doesn't do anything fun.

 (Note I'm working from memory of a several-year-old TurtleArt.  Perhaps
 it's better now.)


 Please grab a recent version. It is quite different from even a year
 ago.


 (Also, it's hard to make the leap from a slow turtle leaving marks
 behind as it goes two steps and turns, to the whole screen being
 filled with colors in a flash.  Most things in the world don't have
 the many-orders-of-magnitude speedups that we in computing have become
 blase about.  It wouldn't occur to us that to paint an entire wall in
 a second, we should tell the painter to move the brush one inch and
 then repeat that over and over until done.  We'd look for a spray gun,
 or toss a whole bucket of paint, or recruit a crowd of painters, or
 something.  Fast things and painstaking things aren't disjoint in

Re: [IAEP] Turtles All The Way Out

2011-06-07 Thread Dr. Gerald Ardito
Walter,

That would be great. Thanks.
Can you look and see when in September might work for you?

Gerald

On Tue, Jun 7, 2011 at 6:17 PM, Walter Bender walter.ben...@gmail.comwrote:



 On Tue, Jun 7, 2011 at 6:15 PM, Dr. Gerald Ardito gerald.ard...@gmail.com
  wrote:

 Walter,

 Thanks. And I'll check out Fred Martin's book.
 If you are up for another visit to us in the Fall to do some more
 intensive Turtle Art work, we'd love to have you.


 Sounds like fun. Maybe early in the semester to get them up and running.

 -walter




 Gerald


 On Tue, Jun 7, 2011 at 6:13 PM, Walter Bender walter.ben...@gmail.comwrote:



 On Tue, Jun 7, 2011 at 6:06 PM, Dr. Gerald Ardito 
 gerald.ard...@gmail.com wrote:

 Walter and Edward,

 I am very interested in this conversation.
 As you know, I have been working with 5th graders and XO Laptops for the
 past 3 years in the middle school in which I teach.
 For next year, I have designed a pilot program to teach our 6th graders
 about programming software and devices. I have seen the sequence as
 beginning with software and then leading to robots of some kind.
 I think Turtle Art is a perfect place to start, especially given this
 conversation, and the availability of the XOs.
 So, I am willing to test out the work you are doing with these students.

  I have some questions:
 1. Will the recent version of Turtle Art (Turtle Blocks) run on the
 latest XO build?

 Yes. v108 should run on any XO build.

 2. In order to use sensors, what kind of devices are you talking about
 (WeDos?; Arduino? Something else?).

 Those are all nice, but just using the microphone in works nicely. Plus
 you have the camera.


 3. Do you have or know of a curriculum that addresses our project?

 There are lots of bits and pieces. Regarding robots, there is a nice book
 written by Fred Martin that came out maybe 5 years ago. (Fred was one of the
 principal designers of the original Lego robotics kits at MIT and helped
 develop with 6.270 curriculum. He teaches at UMass-Lowell.

 enjoy.

 -walter


 Thanks.
 Gerald

 On Tue, Jun 7, 2011 at 7:37 AM, Walter Bender 
 walter.ben...@gmail.comwrote:



 On Mon, Jun 6, 2011 at 8:11 PM, John Gilmore g...@toad.com wrote:

 I had to think about this some before having a useful response.


 Lots of good ideas here, so thank you for taking the time.


  I cannot speak for every Sugar developer, but the approach I have
 tried to
  take with Turtle Art is a bit different than you are describing. The
  block-based programming environment is not meant to be a substitute
 for real
  tools; it is meant to be a place to get started; to learn that you
 can write
  and modify code; and to provide multiple motivations and launch pads
 for
  getting into the real thing. I've worked pretty hard to make the
  structured thing behind the view more approachable, and have
 provided
  multiple ways in and out: exporting your fluffy view into Logo
 that can be
  run in Brian Harvey's text-based Logo environment; direct, in-line
  extensions written in Python; the ability to create new blocks by
 importing
  Python; a plugin mechanism for making major interventions; and a
 refactoring
  of the underlying structures to make the code more approachable.
 (The source
  code is peppered with comments and examples of how to make
 modifications.)
  None of these interventions are intended to keep the kids
 programming in
  Turtle Art. They are all intended to get the kids started down the
 path of
  real programming. But I content that we need to engage them; let
 them

  discover that they can write code; and make changes; and that it is
 not
  something just for others but for everyone.

 Walter, this is a worthwhile approach.

 But it was all invisible from an OLPC user's point of view (i.e. a
 child's).  All they get is a GUI in which they can hook blocks
 together and see graphics.

 Even finding the library of fun looking pre-existing designs was hard
 (it's hiding behind a bizarre looking icon that you can't even see
 until you go to a different tab in the Frame than the default one).
 If you show a kid how to find one of those designs, they get the idea
 of TurtleArt, and can modify them to see how the design changes.
 Until they see a complete, working design in 10 blocks including a
 loop, TurtleArt is a morass where new users can drag things around but
 it doesn't do anything fun.

 (Note I'm working from memory of a several-year-old TurtleArt.
  Perhaps
 it's better now.)


 Please grab a recent version. It is quite different from even a year
 ago.


 (Also, it's hard to make the leap from a slow turtle leaving marks
 behind as it goes two steps and turns, to the whole screen being
 filled with colors in a flash.  Most things in the world don't have
 the many-orders-of-magnitude speedups that we in computing have become
 blase about.  It wouldn't occur to us that to paint an entire wall in
 a second, we should tell the painter to move the brush one inch and
 then repeat 

Re: [IAEP] [squeakland] [ANN] Waveplace starting another five laptop projects in Haiti

2011-06-07 Thread Kenneth Wyrick
great to hear about waveplace activities and plans.
i'm in the process of joining the ranks of the olpc movement, here in SoCal

it's interesting that you are in Bethehem PA were a long time buddy was
born...

i'm in the assessment/design phase to plan for the establishment of a
mobile SoCal olpc XOWiki repair, lending and presentation lab fleet
service. I need help on setting up olpc servers within central la
communities, where i reside.

To ramp up for what I'm doing I'd very much like to participate in your
mentor program...hope it's feasibile for me to do so and spend time with
your EToys training materials, asap. I realize you just had a major event
and if by chance you have podcasts, presentations on a site please send me
the urls.

http://kmw.caltek.net is a bio on me, fyi.

I created http://caltek.net in 1997 as a project of the http://commons.org
(the domain now in on a server in PA maybe close to where waveplace is
located)

October 2010 I finally created http://teknowledgy.org which is a box
colocated here in LA at http://calpop.com where I'm developing curriculum
and learning resources for various floss related projects in a business
context of entrepreneurship


thanks

cheers!
-

Cool

I saw on Swedish news yesterday that Rwanda was buying OLPC to every
school
child.

Karl


On Tue, Jun 7, 2011 at 2:57 PM, Timothy Falconer tee...@waveplace.org
 Kawrote:

 Hello everyone,

 Waveplace will be traveling back to Haiti in ten days to start enough
 five
 laptop projects, bringing our total there to 19 schools.

 I'll be blogging daily starting today, focusing this time on the people
 and
 emotions involved, so please tune in:

 http://waveplace.org/news/blog/

 You can also follow my Twitter feed to get more regular updates:

 http://twitter.com/teefal

 Take care,
 Tim

 --
 Timothy Falconer
 Waveplace Foundation
 http://waveplace.org
 + 1 610 797 3100 x33




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