This page contains some tips and suggestions for the instructor when presenting the first lesson.
The goal of this lesson is for the children to learn the following:
Before the children sit down at a computer, give them an overview of what they will be doing, including an overview of the "lesson goals" that are listed above.
You can introduce the turtle by pretending to be one. Tell the kids that you want to walk in a square, but you only understand the instructions "FORWARD" and "RIGHT" and let them give you instructions to walk in a square. If you have two instructors, one should be the turtle and the the other should explain what's going on, give the children hints when they get stuck, and shout out instructions when the turtle gets stuck.
Whomever is acting as the turtle should try to behave like the real turtle. Specifically:
The goal of this exercise is NOT to walk in a square--the children can draw a square when they get to their computers. The goal is let the children learn the following facts in friendly environment.
In other words, you don't have to keep going until you draw a square, just until you think the children have learned enough to be able to draw a square when you get to the computer.
When the children sit down at the computer tell them to open up their Web browser to http://fmslogo.sourceforge.net/workshop and click on "Lesson 1: Getting Started". They won't read the lesson, but the pictures and code snippets will help guide them along.
Next, tell them to start Logo and show them all where to type commands. Then have them start working their way through the lesson.
If you have a blackboard that everyone can see from the computer, you can write a few instructions on it:
FD 100 BK 100 RT 90 LT 90 CS HOME REPEAT 3 [ FD 100 RT 120 ]
This is just to remind the children of what instructions are available. A full handout with the description of each command shouldn't be necessary--that's what the Web site is for.