Concepts on the board
Each command has its own saved value: changing Forward does not change Left. When the board is switched off, all values go back to the defaults: 150 mm, 90°, 1 s for Pause. To change the default step for good, use the “Set Default Step Length” service token (see Device & Setup).
The child does the calculating. The robot carries out the program exactly.
Examples: the same program on the board and in LOGO
Each example has a link. It opens the simulator with this program on the board and runs it.Square
Board: top row Function × 4. Bottom row: Forward 300, Right.Program on the board
What the robot draws
Equilateral triangle
Board: top row Function × 3. Bottom row: Forward 400, Right 120.Program on the board
What the robot draws
Five-pointed star
Board: top row Function × 5. Bottom row: Forward 400, Right 144.Program on the board
What the robot draws
Circle
Board: top row Function × 36. Bottom row: Forward 25, Right 10.Program on the board
What the robot draws
Square spiral (variable and arithmetic)
Board: top row Forward 30, Function × 20. Bottom row: Right, Forward +30.Program on the board
What the robot draws
Hexagon (an angle from division)
Board: top row Right 360, Right ÷6, Function × 6. Bottom row: Forward 200, Right.Program on the board
What the robot draws
Where PrimaSTEM differs from LOGO
PrimaSTEM covers the core of LOGO turtle graphics. A few things work differently, by design:- One pair, one command and one value. A pair of cells holds a command and at most one value: a number, a repeat or an operation. This keeps a program readable even for a four-year-old.
- No conditions (
if). The program runs the same way every time. Only the dice and Random Movement add chance. - The Function has no named parameters. You call it with a repeat, and it uses the values set before the call (see the table above).
- Program length: 6 pairs in the main row, 5 in the Function.
- You put the marker in by hand when the child wants the robot to draw.
Further reading
- Seymour Papert, Mindstorms: Children, Computers, and Powerful Ideas, 1980.
- Teacher’s Guide: lessons from the first program to arithmetic.
- Learning Guide. Book 1: 12 lessons for children aged 4 and up.