Designing Logo Interactive Activities for the Mathematics Programs of the Mexican School System Ana Isabel Sacristán, asacrist@cinvestav.mx Dept. of Mathematics Education, Center for Research & Advanced Studies (Cinvestav), Mexico Nicolás Tlachy, ntlachy@yahoo.com EFIT-EMAT, Instituto Latinoamericano de la Comunicación Educativa (ILCE), Mexico Rocío Escobedo, rocio_tierra@hotmail.com EFIT-EMAT, Instituto Latinoamericano de la Comunicación Educativa (ILCE), Mexico Abstract In the past decade, the Mexican Ministry of Education has been making intense efforts for incorporating digital technologies. One of such efforts is the Enciclomedia programme which provides teachers with a system of computer interactive resources and activities designed to be used mainly on electronic interactive whiteboards. We were asked to design Logo interactive activities for such a system, to be used in the lower secondary mathematics programs of Mexico. This presented many technical and didactic challenges, the foremost of which was the difficulty of preserving the spirit of Logo, and its benefits as a programming and constructive environment, in a situation where the interactive activities have to be used as self-contained “instructional” presentation tools by the teacher on an interactive whiteboard, with limited typing possibilities. The didactic design was thus crucial. We give an overview of the interactive activities we designed (such as the one in Figure 1), and exemplify the didactic design through the detailed description of one of the activities. Figure 1. Scenes from the Logo interactive activity “Randomness and Probability” which includes a turtle race: each turtle goes forward depending on what number is generated by a dice. But the race is unfair, and users have to predict the rules that make each turtle go forward, and modify the rules to make the race fair. Keywords Mathematics; interactive activities design; Logo; interactive whiteboard; Enciclomedia 1