Click the title of a session to go to the session description below.
During this session, you will go to The Hewitt School in NYC where you will be able to use a 3D Printer or Laser Cutter for your projects. You will prepare your files ahead of time for use on the machines. If you are participating in the Online Logo Summer Institute, you can send your file via email and the fabricated result will be sent to you after production.
Session leader:
Erik Nauman of The Hewitt School
Computers can distinguish different faces, spoken words, gestures, and printed symbols. They can use this information to make decisions. Your smart phone unlocks when it sees your face, but not other faces. You give spoken commands to Siri or Alexa and maybe get an appropriate response.
How do they do this? By examining a large number of specific cases that are placed into categories, a computer program can examine a new case to see which category it best fits into. This identification can then be used by the program to take action. For example, you could train the computer to recognize one of several images of birds and then write a program to direct a robot to do a dance routine or play a song based on which one is seen. You can program the robot to respond to spoken commands, gestures you make with your arms, or printed symbols
In this workshop you will train your computer to recognize patterns using Google Teachable Machine and your machine learning models. You will use these models in Snap! programs to control either a Finch Robot, a Hummingbird Robotics Kit, or a virtual animation (your choice).
Some prior familiarity with Snap! and either Finch or Hummingbird is useful, but not essential.
For this session you will need:
A laptop or Chromebook with latest version of Chrome web browser
A functioning webcam
A Finch Robot or Hummingbird Robotics Kit is recommended but not required
Three or more objects you would like your model to distinguish between. For example, three puppets, stuffed toys, or potted plants. We recommended objects that are at least 3” long in at least one dimension.
Session Leader:
Tom Lauwers founded BirdBrain Technologies in 2010 after receiving his doctorate in robotics from Carnegie Mellon University. Tom seeks to design educational tools, such as the Finch Robot and the Hummingbird Robotics Kit, that catalyze positive making, coding, and engineering learning experiences in the classroom.
In this session, you will learn about CoCo, a new platform designed to support collaboration. On CoCo, educators can engage young people in an endless variety of collaborative creative computing experiences with peers in real-time. It offers multiple types of environments that support both block-based and text-based coding (building on Scratch 3.0 and p5.js) as well as digital art and creative writing. CoCo has been featured in MIT News and EdSurge, and educators from 71 countries have already signed up to receive the beta release.
Session leaders:
Shruti Dhariwal and Manuj Dhariwal are PhD students at MIT Media Lab in the Lifelong Kindergarten research group. They have been creative partners for over a decade and have been recipients of the LEGO Papert Fellowship for their work at the intersection of creativity, learning, play, and new technologies.
Learn how to take images programmed in TurtleArt or Lynx and convert them into 3D objects fabricated on a 3D printer or laser cutter. See this flowchart for an overview of 2D to 3D with TurtleArt.
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This workshop explores intersections between art, literacy, and creative computing. Storymaking prompts learners to explore expressive meaning making as a participatory interaction with texts. First, we share and respond to stories and storybooks that matter to us individually and as a learning community. Next, we make Scratch animations and cardboard/construction paper collages that amplify, extend, or expand elements within those stories. Then, we construct interactive switches to connect the components to each other via a microcontroller (e.g., Makey Makey).
Expressive STEM storymaking prompts learners to connect several things that aren’t the same: coding; collaging; and simple electronic circuits. Coordinating these diverse components with each other and with individual or community stories creates a system of improbable delights ... and magic.
Recommended Materials
Scratch
Makey Makey (other microcontrollers are also suitable for this activity)
Conductive copper tape (or other circuit materials, e.g., conductive thread)
Craft materials: construction paper; card stock; markers; scissors; tape; etc.
Session Leader:
The Finch is a programmable robot that brings computer science to life by providing students from kindergarten to college a hands-on representation of their code.
Session Leader:
Generative art and music use computer algorithms to introduce unpredictable and surprising results in making visual or musical ideas. We will demonstrate ways to use Scratch, TurtleArt and ArtLogo to create programs that produce varied outcomes. For more about this topic look at www.logofoundation.org/genart
Session Leader:
Michael Tempel and Erik Nauman
The micro:bit powered Hummingbird uses all the sensors and outputs of the micro:bit in addition to the Hummingbird sensors and outputs including the distance sensor, rotary knob, light sensor, sound sensor, leds and motors. The Hummingbird Bit can be programmed in many different languages. This session will focus on learning to program in Snap!
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LearningML, a clone of Scratch, has incorporated blocks specifically designed for training models. This unique feature allows students to seamlessly continue thinking and developing their own projects, rather than being limited to pre-made examples. By integrating machine learning capabilities into a familiar and intuitive interface, LearningML empowers students to explore AI concepts while maintaining their creative freedom. Students can harness the power ML through the added blocks, enabling them to train models that align with their unique ideas and interests.
In our workshop, you will have the opportunity to create your first machine learning (ML) project or discover a new tool that expands the opportunities for your students to create. Prior high experience in Scratch is not required, although a basic understanding of its essentials can be beneficial. LearningML offers the advantage of being a free and accessible tool for anyone interested in exploring supervised machine learning. Additionally, it provides the option to download the platform, allowing students to work on their projects offline without a continuous internet connection. Our goal is to make AI education accessible and convenient, inspiring and empowering a broader audience to explore the captivating world of artificial intelligence.
Using LearningML, students take on the role of the intelligent teacher, imparting knowledge and instructions to obedient machines. This powerful concept flips the traditional dynamic and empowers students to become the creators and directors of artificial intelligence. With LearningML, students have the opportunity to design and train their own models, teaching machines how to perform specific tasks and make predictions. This hands-on approach not only enhances their understanding of AI principles but also fosters a sense of ownership and creativity in their learning process.
Session leader:
Rodrigo Fabrega is President of Cruzando Foundation and Scratch al Sur. He is supporting the creative learning movement across Latin America. He is a visiting scholar at Lifelong Kindergarten Group at MIT Media Lab.
LYNX is a cloud-based programming environment for learners to create sophisticated, interactive projects across the curriculum. This text-based language supports computational thinking for all.
LYNX was designed by a team that worked with the late Dr. Seymour Papert for decades and is therefore built upon a fifty year tradition of designing programming environments for learning.
LYNX is the child of MicroWorlds EX and entered the world in late 2019. Almost all the Logo primitives found in MicroWorlds are present in LYNX and you can import your MicroWorlds projects into Lynx.
Think of LYNX as the next step after block-based coding tools and the step before professional programming languages like Python.
Take LYNX for a free test drive at http://lynxcoding.club.
Session Leader:
Michael Quinn
Experience the magic of Machine Learning on the micro:bit! Learn how to use Google's Teachable Machine to train a visual or audio model with a webcam or mic, then use Microsoft MakeCode to trigger behaviors on the micro:bit when different classes in your model are recognized. The website A Micro:bit of AI ties it all together with a seamless and easy-to-use interface. You will learn how to follow the workflow of training a model, coding the micro:bit behaviors, and testing the result and then have time to explore on your own.
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Microsoft’s MakeCode editor is the perfect way to start programming and get creating with the BBC micro:bit. The color-coded blocks are familiar to anyone who’s previously used Scratch, and are powerful enough to access all the features of this tiny computer. You can also switch to JavaScript or Python to see and work with text-based equivalents to the blocks code.
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The subtitle of Seymour Papert’s 1980 book Mindstorms is “Children, Computers, and Powerful Ideas.” Chapter 5 is “Microworlds: Incubators for Knowledge.” We pretty much know what children and computers are. But what are Powerful Ideas, and what are Microworlds?
A Microwold is a streamlined environment constructed to support learning in a particular domain. The Turtle World and a set of kindergarten blocks are two examples.
The term “Powerful Idea” has not been so well defined. Rather than start by trying to arrive at a definition, we’ll take an “I know one when I see one” approach and build from there. We’ll start by accumulating a list of what we think are powerful ideas and then build from there. This method of arriving at a general definition by looking at specific cases is, in itself, a Powerful Idea.
We’ll look at Turtle Geometry and other Microworlds discussed in Mindstorms, and the powerful ideas they can make accessible. We’ll discuss the constructing of Microworlds and exploring Powerful Ideas as a way to organize teaching and learning in a practical way.
Session Leaders:
Michael Tempel and Michelle Hughes
OctoStudio is a new app that makes it easy to create interactive animations and games on mobile phones and tablets. OctoStudio opens up new possibilities for learners to bring their own photos and sounds to life and to create with code anytime, anywhere. Join us for this session to explore and play with a preview version of OctoStudio, currently in development by the Lifelong Kindergarten group at MIT, in collaboration with educators from around the world.
Session Leaders:
Natalie Rusk, Lily Gabaree, Carolina Rodghiero, Rupal Jain, Jenny Fisher, Carmelo Presicce - Lifelong Kindergarten Group, MIT Media Lab
These sessions have no preset agenda. Come if you have questions, or a project that you want to share or need help with. Meet other Logo Summer Institute participants, see what they're up to, and share ideas and plans.
Overview of some of our favorite other Microcontrollers: CPX, Lilypad, Arduino
Circuit Playground Express
packed with sensors, buttons, switches, colored Neo-pixels and expansion ports.
Can communicate with other CPXs (using Makecode).
great to use to create wearable devices
Arduino is a great platform to extend the basic circuitry students learn with Hummingbird, Makey Makey, and micro:bit. Explore basic circuits with LEDs, servo motors, switches, and sensors and program them using blocks programming in Tinkercad Circuits, and extend the Arduino into physical computing in Snap4Arduino, where the Arduino circuit can interact with sprites on the screen.
Lilypad
designed especially for wearable applications.
Use conductive thread to sew circuits connecting sensors and actuators
developed for an easy integration in clothes and fabrics.
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What happens when turtles get physical? All sorts of fun and interesting things! Come along as we explore physiSpace, a new microworld inside of turtleSpaces where physics and turtles come together to provide a myriad of possibilities for art, simulations and games. Learn the various types of physical turtles and their properties -- and those of the world around them -- and then put that knowledge into action making your own Logo physics programs. Surprises guaranteed! Some prior experience with typed Logo (turtleSpaces, Lynx, microWorlds etc.) would be an advantage.
Session Leader:
Melody-Ayres-Griffiths
Python is a powerful way to introduce learners to text-based programming in many coding environments. We will preview use of the Python Turtle module for turtle graphics coding as well as Python for coding microcontrollers and robots, such as the Circuit Playground Express, Micro:bit, Finch 2, and Hummingbird. Participants can explore these environments further based on their needs and interests.
Overview of robots and robotics kits for elementary school classrooms including Bee-bot, Finch 2.0 Robot, and LEGO SPIKE Essential.
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Make a platform game in Scratch. Learn how to use variables to create a timer and keep score. Learn how to program music, gravity, the Scratch color sensor and a variety of neat tricks in the game.
Before the Session
You should have an account on Scratch and some prior experience programming in Scratch.
Session Leader:
Karioki Crosby is the Founder of Latimer Heights and has developed the Harlem Maker Fair as a Columbia University Community Scholar. Latimer Heights produces the Harlem Maker Fair and offers digital literacy workshops for children, youth, and adults at Columbia University, the Brooklyn Academy of Music (BAM), the Metropolitan Museum of Art, Microsoft, and HIP HOP HACKS.
If you have little or no experience with Scratch, this session will get you started. After a brief tour of the Scratch environment you will create one or two projects such as an animated story or game.
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Before the Session:
If you do not have an account on Scratch, go to the Scratch website and click on "Join Scratch" in the upper right corner of the screen.
Learn how to create interactive conversations, quizzes and madlibs using Scratch variables and lists.
Adding a micro:bit or Makey Makey to Scratch projects allows you and your students to build out your Scratch world into the physical world with simple craft materials and an exploration of simple circuitry. You can also use the micro:bit’s internal sensors. Create simple input interfaces to design a game controller, a musical instrument, or interactive text.
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With ScratchJr, young children (ages 5-7) can program their own interactive stories and games. In the process, they learn to solve problems, design projects, and express themselves creatively on the computer.
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Snap! is an extended reimplementation of Scratch that allows you to Build Your Own Blocks. It also features first class lists, first class procedures, first class sprites, first class costumes, first class sounds, and first class continuations. These added capabilities make it suitable for a serious introduction to computer science for high school or college students.
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TurtleArt lets you make images with your computer. The Turtle follows a sequence of commands. You specify the sequence by snapping together puzzle like blocks. The blocks can tell the turtle to draw lines and arcs, draw in different colors, go to a specific place on the screen, etc. There are also blocks that let you repeat or name sequences. Other blocks perform logical operations. The sequence of blocks as a program that describes an image. This kind of programming is inspired by the LOGO programming language.
ArtLogo is a version of the Logo programming language that was designed to be easy enough for children and yet powerful enough for people of all ages. ArtLogo focuses on making images while allowing you to also explore geometry and programming.
Visit these links before the session:
ArtLogo
programming environment: http://www.playfulinvention.com/artlogo/
reference: https://www.playfulinvention.com/artlogo-help/
also look at ArtLogo secrets
TurtleArt
programming environment: https://playfulinvention.com/webturtleart/
reference, samples, and tutorials: http://turtleart.org/
Session Leader:
Our TurtleArt images rarely have their final form from the start. What often happens is that there is a first image that is in an embryonic, unfinished state. An unfinished image can be a starting point or a trigger for a more developed image. That image can in turn be the trigger for yet another image. The process can repeat again and again. In the end, we hopefully have an image that we are willing to call finished.
Before the workshop: You should have at least some familiarity with TurtleArt. Go to http://turtleart.org/ for information, tutorials and sample programs. The software is online at https://www.playfulinvention.com/webturtleart/
Session leaders:
Artemis Papert is an artist creating art in both traditional, mainly acrylic and pastel, and digital media, using code as the medium. After a first career as a research biologist she retrained in the healing art of shiatsu. With an interest in dream and fairy tale interpretation and as a lifelong learner, she has trained as a Jungian psychoanalyst. Artemis has led TurtleArt workshops for a wide variety of groups in many countries.
Since the late 1970s, Brian Silverman has been involved in the invention of learning environments for children. His work includes dozens of LOGO versions, LogoWriter and MicroWorlds among them, Scratch, LEGO® robotics, TurtleArt, the PicoCricket, and the Phantom Fish Tank. Brian has been a Visiting Scientist at the MIT Media Lab, enjoys recreational math and is a master tinkerer. He once even built a tic-tac-toe playing computer out of TinkerToys. He been part of several teams that send satellites into orbit.
This session is an introduction to TurtleStitch. You'll program a turtle to make geometric drawings for computerized embroidery machines. You will be able to save your work in a file format for the embroidery machine.
Session Leaders:
Hope Chafiian (online and in person workshop)
Cynthia Solomon (in person workshop only)
Her focus has been on creating thoughtful, personally expressive, and aesthetically pleasing learning environments for children. Her collaboration with Seymour Papert resulted in Logo, the first programming language designed specifically for children. Her paper with Papert, “Twenty Things to do with a Computer” is a classic in the field. Recently she co-edited a book of education essays, Inventive Minds: Marvin Minsky on Education..
The VEX robotics platform offers a rich educational robotics building and programming experience. Different levels of the platform are offered to create age appropriate experiences for grades K-12: VEX 123 for lower elementary, VEX GO upper elementary, VEX IQ for middle school, and VEX EXP and VEX V5 for high school. Curriculum can focus on participation in a competition league or STEM based classroom activities. In this session participants will learn about the materials used to build robots, options for programming robots, and resources available.
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