Mindstorms.
Children,
Computers, And Powerful Ideas

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Books: Mindstorms. Children, Computers, And Powerful Ideas

Mindstorms. Children, Computers, And Powerful Ideas

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Manufacturer: Basic Books
Author: Seymour A. Papert
Binding: Paperback
Publication Date: 1993-07-14
Publisher: Basic Books
Label: Basic Books
Number Of Pages: 252

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Editorial Review
Mindstorms has two central themes: that children can learn to use computers in a masterful way and that learning to use computers can change the way they learn everything else. Even outside the classroom, Papert had a vision that the computer could be used just as casually and as personally for a diversity of purposes throughout a person’s entire life. Seymour Papert makes the point that in classrooms saturated with technology there is actually more socialization and that the technology often contributes to greater interaction among students and among students and instructors.

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Customer Reviews

Continuing Truth 2008-01-26
This truth about how to learn still stands, while so many notions have drifted away and died. As someone who adores children and has mentored many, I've observed again and again the demonstration of Papert's points. And because he's such an odd duck -- having expertise in both technology and learning/development -- the book can offer practical examples of how this understanding can be actually applied. I'm so grateful that people are still seeing the value of this landmark book.


a great book about a revolution in education 2006-09-06
Mindstorms is not just about the programming language called Logo. It is about Turtle Graphics and it's application to education. The author explains Turtle Graphics which is combination of programming and geometry. He then puts Turtle Graphics to use explaining how to do draw complicated shapes with it. Finally the author explains the theory behind his insights which is built on the contributions of Piaget a important researcher into the way children understand the world. I greatly enjoyed this book. Papert explains how to combine the process of programming with the process of learning. He shows how to make what is cerebral into a concrete process that children can understand.


Children direct collaborative learning with computers. 2006-07-28
This is a book that anyone interested in present-day education of children everywhere should find time to read. For a few weeks, in the summer of 2001, I introduced teenagers in the W. E. B. DuBois Scholars' Program, held on the campus of Princeton University, to the Logo computer programming language invented by the author of this book, MIT professor, Seymour Papert. A leader in the DuBois program sought me out to congratulate me and quoted the students as having repeated over and over that they were ecstatic about what they were learning in my class and that it alone was worth their live-in participation. Indeed, I saw the glow in their eyes and a strong desire to be explorers with Turtle Graphics. Ditto for when I joined fellow volunteers from the MIT Alumni Club of New York City to employ Lego to guide the learning of robotics at Hunter College Elementary School for gifted students in upper Manhattan.

There is something engaging about the constructivist learning philosophy advocated in Professor Papert's books, beginning with the first edition of this book, [1980]. The open secret was that these students directed their collaboration with the computer in their own journey to discover knowledge and this book explains the confluence of ideas from science, mathematics and modeling that brings about this immersion. When a child can learn, in one week, how recursion works in mathematics, a topic normally taught in graduate courses in computer science, someone has donated a gift!

The challenge to teachers looking for traditional instructions for students in this setting is that this approach is relatively rule-agnostic and that makes some people feel uncomfortable. There is a chapter titled "Instructionism versus Constructionism" in a book, The Children's Machine, Papert's follow-up progress report on learning, after more than three million computers had been employed in American elementary schools, thirteen years after the ideas in Mindstorms were first published. For more adventurous K-12 students, opportunities to use legions of turtles, acting simultaneously, to model and simulate complex, dynamic systems like traffic jams are provided within a related language, StarLogo, and the results are startling and sometimes paradoxical.

At the risk of being immodest, I volunteer that one of my sons started his education in an atmosphere implementing Papert's ideas -- MIT's Tech Child Care Center -- in 1977 and went on to graduate from Stanford University in 1996. This environment galvanizes and sustains the curiosity, creativity and imagination of children - preach it to all who would listen!



A Classic 2005-04-21
This book provides an introduction to Papert's thinking concerning the learning and teaching of math. Prior to developing the LOGO language described in this book, Papert worked closely with Piaget in Switzerland for 5 years. While in Switzerland, Papert observed many of Piaget's experiments with children and the development of their understanding of mathematical concepts. Following Piaget, Papert believed that the math learning that the child comes to know best and that stays with the child always comes from experience and cognition, not from explicit teaching or rote practice. He noted, however, that there were certain mathematical concepts that children should come to know, but that they wouldn't ordinarily learn from experience alone because they might not come across these ideas in ordinary life. This is why he invented the programming language LOGO--a toy that children could play with, experiment with, manipulate, and through doing so, gradually come to call their own the mathematical concepts needed for their games.

To make LOGO attractive to kids, he included a "turtle" as the central figure of the language. The turtle carried a pen that could be used to trace the turtle's movement through the play area or on a computer screen. The challenge was for kids to write programs in LOGO that would instruct the turtle how to move and when to use the pen so that it would draw shapes in the forms that they wanted. When the turtle didn't make the shapes they wanted, they were instructed to "be the turtle," in order to understand the turtle's perspective, and to figure out how they needed to adjust their programs. According to Papert, even kids who showed no interest in math in the regular classroom began showing dramatic improvements in their math skills when given a chance to play with the turtle. Unfortunately, when turtle math was first introduced, many teachers tried teaching a turtle math class the same way they taught regular math class, with lectures and assignments. In doing so, they lost the playful aspects of the program, and kids didn't relate to it as well as they might have if the teachers had followed Papert's guidelines.

When turtle math was first invented, Papert's team created a small robot turtle that kids could play with and program. In the years that followed, the programmable turtle eventually developed into the Lego Mindstorms programmable brick, which doesn't quite sound as cute and fuzzy, but actually allows even more creative play than the turtle, since kids can choose what kinds of forms the robot should take. One of the more fascinating aspects of this book is the historical documentation it provides of Papert's thinking at the time, and his reasoning behind LOGO and turtle math. When an idea for a revolution in teaching methodology goes from just an idea, to a system that is being used for teaching engineering and science in classrooms around that world, and is even being sold successfully in regular commercial channels as a toy, it's worth getting to know better, as can be done through reading this book. Teachers in classrooms using Lego or other robots could benefit greatly from reading this classic book detailing the early history behind programmable robots and the way Papert envisioned them being used for learning.


EIGHT STARS -- A Breakthrough in Natural Learning 2000-05-19
This is the best book I have ever read on how to assist people to learn for themselves. Papert began his work by collaborating with Jean Piaget, and then applied those perspectives in a self-programming language designed to help children learn math and physics.

Papert explains Piaget's work and provides case studies of how the programming language, LOGO, can help. He provides a wonderful contrasting explanation of the weaknesses of how math and physics are usually taught in schools.

I learned quite a few things from this that I did not know before. People are very good at developing theories about why things work the way they do. I knew that these theories are almost always wrong. What I did not realize is that if you give the person a way to test their theory, the person will keep devising new theories until they hit on one that works. What is usually missing in education is the means to allow that testing to occur.

An especially imaginative part of this book were the discussions of how to create theory testing solutions that are much simpler and easier to apply than any school problem you ever saw in these subjects. Papert works from a very fundamental and deep understanding of math and physics to reach the heart of the most useful thought processes for applying these subjects. It is thrilling to read about what you have known for many years, and to suddenly see it in a totally different and improved perspective.

Another benefit I got from this book were plenty of ideas for how to help my teenage daughter with her math. She is very verbal, and Papert points out that math seldom teaches a vocabulary for talking about math. As a result, she memorizes a lot and gets dissociated from the subject. I got a lot of ideas for how to encourage her to personalize the concepts and problems by moving her own body. From that I realized that I often solve the same kinds of problems by recalling physical situations I have been in. But I have failed to help her make that connection because I was unaware of it on a conscious level.

If you want to improve as a learner, help others learn better and faster, or simply want to understand more about different ways to think, this is a great book. I hope that all teachers get a chance to read and apply it.

Enjoy learning more!


Mindstorms is mind-expanding 2000-03-28

Mindstorms has two central themes: that children can learn to use computers in a masterful way and that learning to use computers can change the way they learn everything else. Even outside the classroom, Papert had a vision that the computer could be used just as casually and as personally for a diversity of purposes throughout a person’s entire life. Seymour Papert makes the point that in classrooms saturated with technology there is actually more socialization and that the technology often contributes to greater interaction among students and among students and instructors.



Good for teaching human learning, but weak for application 1999-08-14
As other reviewers have pointed out, papert does a nice job of going through how humans learn and setting up the case that the current education system does not fit our learning process very well. However, this book does little to give teachers specific on how to properly use the computer in the classroom. LOGO, while a useful tool for learning, does not translate well to a classroom setting or for teaching the necessary curriculum.


A true classic 1999-01-26
It would be hard to find a better book than this. While Prof. Papert discusses the language Logo, which he invented, the book is about much more than a computer language. It is about how children (and adults as well) learn and about revolutionary ideas about teaching and the power of thinking. He discusses many real-life children he worked with, some with learning problems. He opens your mind to the proper use of computers in the education system. For example, if you wanted your child to really learn French, you couldn't do better than allow him to live in France for a while; similarly, if you want your child to learn math, why not let him live in 'Mathland' - an environment created in a computer where math can be explored in a fun way and yet must be learned in order to explore and prosper. Papert explains this and many more powerful ideas. This is a must read book for anyone interested in the learning process.

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