These are some of the sessions that have been offered at previous Logo Summer Institutes. Click the title of a session to go to its description. This summer's sessions will be scheduled based on interest.
This workshop will be a discussion about the impact of Large Language Models (LLMs) on education, particularly computer programming in education. LLMs, such as OpenAI's ChatGPT, have gained significant attention for their ability to generate human-like text and assist in various tasks. We will explore how LLMs can revolutionize computer science education by providing advanced coding assistance, generating code examples, and offering interactive learning experiences. We will examine the potential benefits of using LLMs including improved coding efficiency, enhanced problem-solving skills, and expanded access to programming knowledge. We will address ethical considerations and challenges associated with LLM usage in education to support greater understanding of their implications for teachers and students.
Before the workshop: You should create an account on ChatGPT and have a few conversations with it. Go to https://chat.openai.com/ to set up your account. You should have ChatGPT open and running during the workshop.
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.
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.
Twenty years ago, the best machine learning models couldn’t tell a cat from a dog. A decade ago, voice assistants struggled with basic commands like “set an alarm.”
Today, the landscape has shifted dramatically. We can no longer confidently claim that human intelligence is uniquely special. For many, this is unsettling — especially in education, where students (and teachers) increasingly question the relevance of learning skills that seem on the brink of obsolescence.
Yet alongside this disruption, new opportunities for creativity are emerging. Modern AI models open up powerful ways to make and build — and while AI plays a key role, the most compelling creations still demand human insight, originality, and intent.
In this one-hour session, we’ll explore how students can harness these technologies to create with robotics and code. Using tools from Google, micro:bit, and BirdBrain Technologies, we’ll look at how to build robots that recognize objects, respond to voice commands, and interpret gestures. We’ll dive into BirdBrain’s lesson content designed around these capabilities, and we’ll finish with a glimpse into embodied AI — the exciting near future where AI models run directly on sensors like microphones and cameras, enabling fully autonomous, intelligent projects.
Slides for this session are here: birdbrain.info/Logo25
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.
Bring characters and ideas from your favorite books to life using OctoStudio—a new mobile coding app for creative learning from the Lifelong Kindergarten group at the MIT Media Lab. Shake, tilt, and tap to interact. Use the beam block to make collaborative projects across devices. Mix with craft and other materials to make projects that go beyond the screen. We'll share inspiring examples and helpful resources and brainstorm ways you can use OctoStudio to support and engage diverse learners in creating projects based on their interests and ideas.
Session Leaders:
Natalie Rusk and Carolina Rodeghiero- Lifelong Kindergarten Group, MIT Media Lab
A discussion about how machine learning and AI can enhance creativity, including:
how chatbots can be used to assist with coding and other creative processes
how machine learning can be incorporated into animated stories, games, robotics and other projects.
Discussion leaders will be Artemis Papert, Brian Silverman, Ken Kahn, and Rodrigo Fábrega
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.
Instructions for converting 2D images using Lynx or ArtLogo
In this session, you will learn how to use Scratch and Makey Makey to create a visual, animated and interactive story.
CoDrone EDU is designed with the classroom in mind, with a 6 inch rugged build and stable flight. It can be programmed to fly with Blockly or Python code. Learn how to program the drone to fly direct missions with a sequence of commands or use sensors to detect and respond to its environment.
Learn about techniques and resources for making games digital. Games can be created with blocks coding platforms like Scratch and Makecode. Students can make games for fun to engage in the process of problem solving their code, but they can also create games with specific content delivery in mind as a platform for communicating learning objectives across the curriculum. Participants will learn about different game formats, such as mazes and madlib games. Participants will also learn about different options for creating game interfaces, from screen-based to physical controller based to hand held device based games.
Here are the slides for this session.
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 and https://el.media.mit.edu/logo-foundation/services/genart_resources.html
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. 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. This session will focus on learning to program in Snap!
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 was 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.
Resources:
A conversation and project sharing session led by Brian Silverman and Artemis Papert.
Turtle Art examples shared by Erik and Alissa.
A mechanism enables you to transform the rotation of a motor into another type of motion. In this session we will explore how to use different types of mechanisms to create robots and animatronics using Hummingbird or LEGO Spike Prime.
Resources:
Animatronics Presentation for Spike Prime
7th grade student Project Mechanisms for Hummingbird
Birdbrain Techbnologies - overview of all mechanisms
Sample Animatronics Student Projects
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 Make: AI Robots 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. For self-starting, here is a step-by-step tutorial.
Learn how to use Google's Teachable Machine to train a visual or audio model with a camera or mic. Import the data into Snap! and use your sound or visual inputs as a way to create all sorts of outcomes. Snap! is a rich environment for storytelling, generating shapes and playing around with words and sounds.
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.
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.
MIT's App Inventor blocks coding language allows you to prototype apps for smartphone and tablet devices. In this session you will learn to create simple app designs with interactive functionality using the App Inventor web-based programming environment and connect your app to your smartphone or tablet. Your device must have the companion App Inventor app installed (for IOS or Android) to test your app creations.
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.
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.
Robotics offers a powerful way to learn coding by applying it to real-world problems. It naturally builds critical thinking and supports hands-on, constructionist learning - whether students are designing and building a robot or programming it to sense and respond to its environment. This session will begin with a sampling of different types of projects and provide an overview of various robotic kits, platforms, and software suitable for different grade levels.
Here are the slides for this session.
Resources:
Spike Prime Robotics/Animatronics - Google Slides presentation
Overview of robots and robotics kits for elementary school classrooms including Bee-bot, Finch 2.0 Robot, and LEGO SPIKE Essential.
Resources:
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.
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.
Resources:
Getting Unstuck Curriculum, (Alissa's version)
Student worksheets for Scratch
Make a game in Scratch. Learn how to use variables to create a timer or keep score.
Before the Session
You should have an account on Scratch and some prior experience programming in Scratch.
Resources:
Debug My Monkey Maze Checklist
Learn how to create interactive conversations, quizzes and madlibs using Scratch variables and lists.
Resources:
Quizzes, Madlibs and Conversations in Scratch Logo Summer Institute 2024
Scratch Studio:
lists, variables, say, join - Madlibs, Conversations and Quizzes
Questions, Answers, Points
Madlibs commute
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.
Resources:
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.
Resources:
Creating Messages in Scratch Jr.
Student worksheets for Scratch Jr.
Some of the coolest things Snap! supports (vs. Scratch)
Resources:
Scratch and Snap! are good platforms for storytelling projects - fiction and nonfiction. These can be animations and slide shows. There are many ways to enhance these stories with connections to the outside world, including
input from the reader/viewer via keyboard and mouse that alter the flow of the narrative
inputs via Makey Makey and micro:bit
connecting a robotic construction to the story so that action on the screen is coordinated with what the robot does
This session will share techniques involved in storytelling and how to make connections with devices in the physical world. We'll also look at differences between Scratch and Snap! that are related to storytelling.
Here are the slides for this session:
Snap! is an extended reimplementation of Scratch with added capabilities that make it suitable for a serious introduction to computer science for high school or college students. But Snap! also supports the kinds of projects that are commonly created by younger students including animated stories, games and robotics with features not available in Scratch.
We'll look at some ways in which Snap! can extend project possibilities, and also how to navigate the Snap! environment to find what you need and tune out the noise.
Snap! website: https://snap.berkeley.edu/
Run Snap!: https://snap.berkeley.edu/snap/snap.html
Snap! Reference Guide: https://snap.berkeley.edu/snap/help/SnapManual.pdf
Beauty and Joy of Computing curriculum: https://bjc.edc.org/
Learn techniques for designing and creating objects in a 3D environment using Tinkercad.
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/
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.
Turtle Geometry is a fun and visual way to learn coding, angles, and geometry all at once. This session will give an overview of the many platforms available to explore Turtle Geometry and create geometric designs and models using both block-based and text-based coding. We'll also cover how to convert 2D images into formats suitable for 3D printing, laser cutting, and embroidery.
Here are the slides for this session.
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.
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.
Here is a link to some example programs.
The Lilypad and Circuit Playground Express (CPX) are two microcontrollers that are great for designing and programming wearable devices. The Lilypad, a member of the arduino family, is designed for e-textiles and can be sewn to fabric and similarly mounted power supplies, sensors, LEDs, buzzers and actuators with conductive thread. The CPX has all its sensors and outputs embedded on it, and can be programmed in many languages.
Other sites to explore: