เรียนจาก ⭕️ ถึง ลูกบาศก์ กข


(Learning from ⭕️ to ABC Blocks (toy)

Another learning aid 'โลโก้ กข' (Logo) has been added to เล่น กข (Play) menu. (see  sr12zar.github.io/KoKho   or download the whole set free from https://github.com/sr12zar/KoKhoa .)

โลโก้ กข offers a simple environment for learning to think and to instruct the computer to draw 2-D  shapes. The instruction set is a very small (shamefully claimed Logo language) subset (with apology to Logo's originators: Wally Feurzeig, Seymour Papert, and Cynthia Solomon and others whose have labored to clarify and improve the language). The implementation is also a subset of 'turtle art' (again with apology to creators: Brian Silverman and Artemis Papert and scratch https://scratch.mit.edu/  ) and unrefined graphics.

The instructions are mostly in the form of 'op 999
   where op is a 2-letter code such as pd (pen down - draw), fd (forward - move), lt (left - turn)
   and 999 is a number for the code so that 'rt 90' means 'right turn 90 degree', 'bk 20' means 'move back 20 steps', and so on.

These instructions are enough for draws many 2-D geometric shapes such as 'a square of size 50' (fd 50; rt 90; fd 50; rt 90; fd 50; rt 90; fd 50; rt 90; or {fd 50; rt 90;} 4 times). More complex shapes are possible but they will require learning geometry and planning. Coaching may be required for learners under 7 years old. Competition may help encourage complex shape drawings.

The aim of this learning aid is NOT to learn the Logo language but to learn building block patterns. To conceive the idea of building complex structures from very simple blocks or elements (very much an abstract of building castles with bricks [Lego] or the synthesis process). This is a very important pattern and skill to learn. Once the building block pattern is recognized and and basic skills learned, the mystery of complex projects like building long bridges, skyscraper towers, computer systems, and even education systems can be untangled into smaller and simpler components. (Analysis is very much a reverse process of synthesis). Learning to instruct a computer to do certain things, learning to follow and check the result, learning to correct mistakes in instructions and learning repetition or automation are all inclusive in this learning aid. Sharing results and instructions would help to improve equality and quality of learning (society).

'โลโก้ กข' instruction set:
"pd"   เส้น ⬛️ 
"pu"   เว้น 🔲️       
"h"    บ้าน 🎯           
"lt"   ซ้าย ⬅️ 
"rt"   ขวา ➡️ 
"bk"   หลัง ⬇️ 
"fd"   หน้า ⬆️ 

Options for line color and line thickness are also provided.


NB. pd - pen down, pu pen up, h home do not require number after them.
but lt left turn, rt right turn need a number (0...360) degrees
   bk walk back, fd walk forward need a number (0...300) steps/pixels
The drawing area (canvas) is 300px by 300px, at start the 'drawer'(turtle) is placed at the middle (150,150) of the drawing area. Giving a large number for fd or bk can put the drawer out of the picture. And the reverse instruction must be issued to bring the drawer back in picture again.
NB. Negative numbers are accepted and treated as expected.
NB. 'undo' is not provided to encourage care in giving instructions. In real life most actions cannot be undone.

Two (2) methods of issuing instructions are provided.
   1) By selecting from drop-down option lists
   Options are coded in Thai with n emoji as a clue
   2) by keying in operation code (in

References:

Building Blocks https://en.wikipedia.org/wiki/Toy_block

There are mentions of blocks or "dice" with letters inscribed on them used as entertaining educational tools in the works of English writer and inventor Hugh Plat (his 1594 book The Jewel House of Art and Nature) and English philosopher John Locke (his 1693 essay Thoughts Concerning Education).[1][2] Plat described them as "the child using to play much with them, and being always told what letter chanceth, will soon gain his Alphabet" and Locke noted "Thus Children may be cozen’d into a Knowledge of the Letters; be taught to read, without perceiving it to be anything but a Sport".

University of Pennsylvania professor of Urbanism Witold Rybczynski has found that the earliest mention of building bricks for children appears in Maria and R.L. Edgeworth's Practical Education (1798). Called "rational toys", blocks were intended to teach children about gravity and physics, as well as spatial relationships that allow them to see how many different parts become a whole.[3] In 1837 Friedrich Fröbel invented a preschool educational institution Kindergarten. For that, he designed ten Froebel Gifts based on building blocks principles. During the mid-nineteenth century, Henry Cole (under the pseudonym of Felix Summerly) wrote a series of children’s books. Cole's A book of stories from The Home Treasury included a box of terracotta toy blocks and, in the accompanying pamphlet "Architectural Pastime", actual blueprints.

In 2003 the National Toy Hall of Fame at The Strong museum in Rochester, New York inducted ABC blocks into their collection, granting it the title of one of America's toys of national significance.

Educational benefits
Blocks with numbers, letters and pictures

   Physical benefits: toy blocks build strength in a child's fingers and hands, and improve eye-hand coordination. They also help educate children in different shapes.
   Social benefits: block play encourages children to make friends and cooperate, and is often one of the first experiences a child has playing with others. Blocks are a benefit for the children because they encourage interaction and imagination. Creativity can be a combined action that is important for social play.
   Intellectual benefits: children can potentially develop their vocabularies as they learn to describe sizes, shapes, and positions. Math skills are developed through the process of grouping, adding, and subtracting, particularly with standardized blocks, such as unit blocks. Experiences with gravity, balance, and geometry learned from toy blocks also provide intellectual stimulation.
   Creative benefits: children receive creative stimulation by making their own designs with blocks.
   Language skills: When children engage in regular block play, they will develop better language skills. Block play helps children not only in improving their vocabulary and letters but also in understanding the sentence structure and thus its meaning

from https://en.wikipedia.org/wiki/Logo_(programming_language)
Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon.[1] Logo is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman,[2] and derives from the Greek logos, meaning word or thought. Logo was created in 1967 at Bolt, Beranek and Newman (BBN), a Cambridge, Massachusetts research firm, used in 1968–69 at Muzzey Jr. High in Lexington, Massachusetts. The virtual and physical turtles were first used by fifth-graders at the Bridge School in the same city in 1970–71. ...the idea of turtle graphics is also useful in Lindenmayer system (L-system) for generating fractals. A number of Logo compilers have been added since then. LbyM (Logo interpreter) is said to be open-source javascript is developed in 2021. KTurtle is a variation of Logo implemented at Qt for the KDE environment loosely based on Logo.[28]

Two more results of Logo's influence are Kojo, a variant of Scala, and Scratch, a visual, drag-and-drop language which runs in a web browser.

from https://fmslogo.sourceforge.io/manual/tutorial.html
The basic philosophy of Logo is that education should focus on learning, not teaching, and that learning happens best when the learner is mentally engaged in a constructive project. The programmer assumes the role of "teacher" and learns by "teaching" a computer to do things. The Logo language is not, itself, the subject to learn, rather it is a tool to explore ideas in areas such as art, music, mathematics, intelligence, and language.

Turtle graphics brings computer programming into a world that is familiar to children, one of colors, shapes, and art. It enables a child to start programming at a stage in their cognitive development before they understand symbolic reasoning.

from https://en.wikipedia.org/wiki/Lego
The Lego Group began in the workshop of Ole Kirk Christiansen (1891–1958), a carpenter from Billund, Denmark, who began making wooden toys in 1932.[5][6] In 1934, his company came to be called "Lego", derived from the Danish phrase leg godt [lɑjˀ ˈkʌt],[7][8] which means "play well".[9] In 1947, Lego expanded to begin producing plastic toys.[10] In 1949 Lego began producing, among other new products, an early version of the now familiar interlocking bricks, calling them "Automatic Binding Bricks". ( See Lego Clone section and article https://en.wikipedia.org/wiki/Lego_clone )
 

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