Combination of these two has a much greater effect than each one by itself. Thus, it offers a wealth of activities, within a well-defined framework, where everyone can find something personal and interesting to do, to learn, and to occupy himself. Inclusion of sensors in LEGO-Logo allows transfer of information to and fro between LEGO and Logo, through an interface box. For example, in a project of building a model for a sorting machine, the time in which a moving beam hides the light from an optic sensor is transformed into input data reported to the computer. This information which is used by the computer to calculate the length of the beam, and the output data to the sorting machine, will result in readjustment of the beam according to its length.
Students have to share, talk, debate and relate to one another.
They learn how to work with others, and how to help each other to promote creative thinking. LEGO-Logo has a positive effect on the social interactions in the classroom. Learning is conducted by experimental, inventive, and open-ended activities, combining a variety of elements from different areas. Learning starts by allowing students to choose a topic for their project, and is concluded upon their own evaluation and decision. During the studying in class, students organize themselves in teams.