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Learning with Robots in Jupyter

· 11 min read
Florence Haudin
Scientific Software Engineer at QuantStack
Sylvain Corlay
CEO of QuantStack

What could be more rewarding for an aspiring programmer than watching their code come to life in a robot?

This is the idea that Seymour Papert, pioneer of computer science education, championed when he co-created the Logo programming language in 1967. Children used Logo to steer a "turtle", a small robot that rolled across the floor following simple commands such as FORWARD 100 or RIGHT 90. In his 1980 book Mindstorms: Children, Computers, and Powerful Ideas, he argued that computers could put powerful ideas in children's hands rather than drill facts into their heads.

Unfortunately, capable robots, such as an educational six-axis arm, cost a few thousand euros, which rules out one per student. Consumer products such as toys may be the answer. They are mass-produced, affordable, and built to meet strict safety standards, which makes them well suited to a classroom full of children. Papert understood this well: he began collaborating with Denmark's LEGO as early as 1985. As a construction kit, LEGO offered something no ready-made robot could: the same bricks can become a vehicle, a crane, or an animal, so children design the robot they then program. In 1998, LEGO paid him tribute by naming its new robotics line Mindstorms, after his book, bringing programmable bricks into countless homes.