Acting like a Turtle: A NetLogo Kinect
Extension
Arthur Hjorth, arthur.hjorth@u.northwestern.edu
School of Education and Social Policy,
Northwestern University
Uri Wilensky, uri@ northwestern.edu
School of Education and Social
Policy, Northwestern University
Abstract
The Microsoft Kinect 3-d camera offers
new and exciting possibilities for constructionist learning. This
Constructionist Media Demonstration presents a NetLogo extension that enables
learners to use the Kinect as an input device to NetLogo models. We have so far
constructed three learning experiences, designed using NetLogo and the Kinect.
At the end of this paper, we discuss some theoretical implications for using
Natural Interfaces for constructionist learning and discuss the challenges that
it poses to us as designers of constructionist learning environments.
Keywords
NetLogo, agent based modelling,
constructionism, kinect, embodied learning
Introduction
NetLogo (Wilensky, 1999) is an agent-based modelling language with a long history of facilitating
constructionist learning in sciences (e.g. Levy &
Wilensky, 2009; Sengupta & Wilensky, 2009; Wilensky, 2003; Wilensky &
Reisman, 2006). The NetLogo Extensions API, first
released in 2004, allows users to expand on the NetLogo programming language by
coding new NetLogo primitives and data structures in Java, sometimes
introducing new technologies as in- or output to NetLogo models. An example of
the latter is Blikstein and Wilensky’s (2007) work on
bifocal modelling, in which they used the NetLogo Extensions API to connect
GoGo Boards (Sipitakiat, Blikstein, & Cavallo, 2004) to NetLogo models. The purpose of this short paper is to
demonstrate how we used the NetLogo Extensions API to combine the Kinect and
NetLogo, and to provide a few examples of what we think are fun and interesting
possibilities for learning and expression using this powerful new technology.
Model 1: Stop thinking like a turtle and
act like one!
When working with kids and geometry, Papert (1982) encouraged his learners to “think like a turtle”
and use the Turtle as a transitional object. Eisenberg (2003) later argued that it is in fact the turtle-plus-language system
that constitutes the transitional object. With the Kinect, we expand on this
view to a ‘turtle-plus-language-plus-body system’. This NetLogo/Kinect model
builds on Papert’s body syntonic approach by letting users draw shapes using
their bodies, and saving them in NetLogo. A ‘drawing turtle’ is first created,
and the learner can raise their arm to ask the turtle to start recording what
they do. The learner can then walk around the room in the shape they wish to
draw, while NetLogo records their movement. Finally, the learner can raise
their arm to ask the turtle to stop recording, give their new shape a name, and
save it (See Figure 1).
Figure 1. Kinect Turtle
Geometry: Interface
Learners can now ask the turtle to draw the
shape they moved in, or they can ask the turtle to show the NetLogo turtle code
for this movement. Learners can construct a collection of shape-turtles that
each “remember” the shape in which the learner moved. Classic Logo shapes such
as a circle or a square can thus be bodily constructed; and later combined into
more complex structures.
By allowing learners to shift between
multiple representations of movement, shapes, and geometry; by using their
bodies to ‘write’ turtle code that they can later work with as code; and
ultimately to both think and act as turtles, it is our hope that
leaners can construct more embodied understandings of geometry.
Model 2: To flock or not to flock
Complex Systems theorists (Johnson, 2001;
Wilensky, 2001) have argued that some of nature’s complex patterns arise out of
interactions between simple behaviours of individual agents. One of our
favourite models illustrating this principle is the NetLogo Flocking model (Wilensky 1998). However, while the surprising and beautiful patterns
that emerge from these simple interactions demonstrate the power of multi-agent
modelling. However, using the model, learners can explore a range of patterns
and experiment with variations of the generating rules, but they are not able
to participate bodily in the formation, breaking, and sustaining of these
patterns.
We extended the 3-D version of the NetLogo
model Flocking (See figure 2). By allowing a user to steer one bird with
their body (See Figure 3), learners can now not only modify and change the
behaviour of the individual birds, but also experience how their steering of
one bird can interact with the system as a whole.

Figure 2. The learner can
control a bird with their body, and attempt to “become one” with the flock, or
try to disrupt the emergent formations by breaking out of it.
By being able to interact with the complex
system by directly manipulating just one bird, we hope that learners gain a
more embodied way of experiencing and engaging with flocking behaviour and with
emergent complexity.
Model 3: Mutual Attraction?
DiSessa’s (1993) research on children’s conceptions of tidal bulges highlights two important
points: First, that children (and, may we add, adults!) struggle with the
concept of the two tidal bulges. Second, that explicating and becoming aware of
one’s own conceptions about the forces between Earth, water, and the Moon is a
necessary first step towards making sense of this complex phenomenon.
To address this, we designed a 2-learner
model. In the model, one learner takes on the role of Earth, and the other the
role of the Moon. Each learner controls their celestial body by walking around
the room. The model automatically simulates gravitation between Earth, the
Moon, and the water on Earth, creating one of the two tidal bulges, the one
that is more widely understood – the one facing the Moon.

Figure 3. The tidal bulge
facing the Moon is created by gravitational forces between the water turtles
and the moon turtle in the top of the image.
The two learners must now find out how to
move relative to each other so that they can recreate a correct representation
of both tidal bulges. Only by moving around each other, simulating the
centripetal power that creates the tidal bulge on the opposite side of the
Moon, can learners successfully do so. Our goal is that through the
coordination, the learners will engage in conversation that helps them
articulate their own conceptions, and engage with each other’s conceptions in
fruitful ways.
Conclusion
In this brief paper we described three
examples of models that we believe have he potential to be engaging and
meaningful learning experiences, utilizing the Kinect extension for NetLogo.
Ultimately the usefulness to education of “natural Interfaces” like the Kinect
is of course an empirical question. We plan to study these activities with a
variety of learners and analyse both engagement and learning.
We faced some new, interesting, and
challenging questions as we were designing the Kinect extension. As designers
of constructionist learning environments, our ambition is to develop
tools-to-think-with. Part of this work, then, consists of creating external
representations of knowledge and thinking with which people can construct their
personally meaningful objects. Particularly, when we design learning
environments that include programming, we must pay attention to how the design
of our programming primitives affects their thinking-withness. But how
do we think with our bodies? If we stand up and raise a hand, most people would
agree that our hand is now “above” our head. But what if we lie down on our
back? Would a hand “above” our head float in front of us, its aboveness assessed
by its larger distance from the core of the Earth? Or would we raise our hand
like we did when we stand up, assessing the aboveness by a feeling of
embodiment that tells us that “up” runs from our feet, through our spine and
neck and into our heads? What is “up”, anyway?
These questions, although maybe silly on
the surface, are important to understanding how to design programming
primitives for people to think with. Part of our work over the coming years
will therefore be focused on articulating a constructionist vocabulary for
natural Interfaces.
References
Berland, L. K. (2011). Explaining
Variation in How Classroom Communities Adapt the Practice of Scientific
Argumentation. Journal of the Learning Sciences, 20(4), 625-664.
doi:10.1080/10508406.2011.591718
Blikstein, P., & Wilensky, U.
(2007). Bifocal modeling: a framework for combining computer modeling, robotics
and real-world sensing. annual meeting of the American Educational Research
Association (AERA 2007), Chicago, USA.
diSessa, A. A. (1993). Toward an epistemology
of physics. Cognition and instruction, 10(2-3), 105–225.
Eisenberg, M. (2003). Mindstuff. Convergence:
The International Journal of Research into New Media Technologies, 9(2),
29.
Jacobson, M. J., Wilensky, U., &
others. (2006). Complex systems in education: Scientific and educational
importance and implications for the learning sciences. Journal of the
Learning Sciences, 15(1), 11.
Levy, S. T., & Wilensky, U.
(2005). An analysis of student’patterns of exploration with NetLogo models
embedded in the Connected Chemistry environment. The annual meeting of the
American Educational Research Association, Montréal, Quebec, Canada,
April (pp. 11–15).
Papert, S. (1982). Mindstorms:
Children, Computers, and Powerful Ideas. Basic Books, Inc.
Sipitakiat, A., Blikstein, P., &
Cavallo, D. P. (2004). GoGo board: augmenting programmable bricks for
economically challenged audiences. Proceedings of the 6th international
conference on Learning sciences (pp. 481-488). Santa Monica, California:
International Society of the Learning Sciences.
Wilensky, U. (2001). Modeling
nature's emergent patterns with multi-agent languages. Paper presented at
Eurologo 2001, Linz, Austria.
Wilensky, U. (1999). NetLogo: Center
for connected learning and computer-based modeling. Northwestern University,
Evanston, IL, 49–52.
Wilensky, U. (1998). NetLogo Flocking
model. http://ccl.northwestern.edu/netlogo/models/Flocking. Center for Connected Learning and
Computer-Based Modeling, Northwestern University, Evanston, IL.
Wilensky, U. (2003). Statistical
mechanics for secondary school: The GasLab multi-agent modeling toolkit. International
Journal of Computers for Mathematical Learning, 8(1), 1–41