Programming with Logo - the basics

First, think about how you would program a robot. Imagine there's a robot next to you. How would you program this robot to go ahead of you to open a door for you? Create a detailed list of instructions. Now pretend you are the robot - you don't know anything, your mind is a blank slate. Try to follow your instructions exactly, don't make any assumptions. Did you remember to specify exactly how many steps to take? How did you program your robot to turn, navigate stairs, open doors? At its most basic, programming is about creating a very specific set of instructions to accomplish a goal and then testing your instructions to see if the goal has been accomplished. [source]

The purpose of this tutorial is to help you learn about and use programming concepts. We'll be using a programming language called Logo. There are many different programming environments where you can use Logo. For the purposes of this tutorial, we will be using NetLogo - a free, cross-platform programming environment.

The Logo Programming Environment (Cast of Characters)
Turtles: The objects that you control with your programming. Each turtle has a position, heading, color and pen. You can add more specialized traits and properties.

Patches. The piece of the world in which the turtles live. Like turtles, patches can execute Logo commands, and they can act on turtles and patches. Patches are arranged in a grid, with each patch corresponding to a square in the Graphics area.

Observer. The observer "looks down" on the turtles and patches from a bird's eye perspective. The observer can create new turtles, and it can monitor the activity of the existing turtles and patches.