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Posted: Sun Jan 19, 2025 6:32 am
It happens all the time. Technologies that were once necessary disappear when they are no longer used. (See also: telephone wires, phone booths.) And once-ubiquitous physical objects are sooner or later replaced by new ones and disappear from view. Only people don't pay attention because they've stopped looking at them.

Even if the name Seymour Papert doesn't ring a bell, you've probably encountered something related to him: he was one of the founders of artificial intelligence theory, inspired Alan Kay to create the first laptop, and explained to the world the importance of computers in education.

A couple of other notable projects that wouldn't have been possible without Papert's thailand whatsapp number list influence include Lego Mindstorms, a set of kits that let you build your own programmable robot, and One Laptop Per Child, a nonprofit that provides specially designed, low-cost laptops to children in developing countries.

At MIT, Papert collaborated extensively with another renowned scientist, Marvin Minsky. They created the Artificial Intelligence Lab in the early 1960s, and a decade later published Perspetrons and Artificial Intelligence.

In 1967, Papert created Logo, a simple, "children's" programming language built on Lisp. It is still used to teach computer science to children today.

Logo is essentially a programmable graphics editor. It can be used to control a turtle moving around the screen and draw simple pictures. Logo also had a physical embodiment: a robot turtle that draws not on a monitor, but on paper.

In 1968–1969, the Turtle was first tested in practice, for teaching children: 12 seventh-graders from a school in Lexington, Massachusetts, under Papert's guidance, learned to program in Logo, replacing the school's math curriculum for a year.

Logo also had a physical embodiment: a robotic turtle drawing on paper.
Logo also had a physical embodiment: a robotic turtle drawing on paper.
Papert is the creator of the concept of "constructionist learning," as opposed to what he called "instructor-led learning." It is the idea that children learn best when they engage in their own, more hands-on projects, rather than when they are given short, repetitive tasks by a teacher.

The idea came to him while he was teaching Logo programming to seventh-graders at that same school. On his way to the math room, he would pass by the room where the kids studied fine art every day.