Muutke küpsiste eelistusi

Now the Chips Are Down: The BBC Micro [Kõva köide]

(UCL Institute of Education)
  • Formaat: Hardback, 224 pages, kõrgus x laius x paksus: 229x152x13 mm, 14 b&w illus., 1 table
  • Sari: Now the Chips Are Down
  • Ilmumisaeg: 12-Feb-2016
  • Kirjastus: MIT Press
  • ISBN-10: 0262034034
  • ISBN-13: 9780262034036
Teised raamatud teemal:
  • Kõva köide
  • Hind: 61,30 €*
  • * saadame teile pakkumise kasutatud raamatule, mille hind võib erineda kodulehel olevast hinnast
  • See raamat on trükist otsas, kuid me saadame teile pakkumise kasutatud raamatule.
  • Kogus:
  • Lisa ostukorvi
  • Tasuta tarne
  • Lisa soovinimekirja
  • Formaat: Hardback, 224 pages, kõrgus x laius x paksus: 229x152x13 mm, 14 b&w illus., 1 table
  • Sari: Now the Chips Are Down
  • Ilmumisaeg: 12-Feb-2016
  • Kirjastus: MIT Press
  • ISBN-10: 0262034034
  • ISBN-13: 9780262034036
Teised raamatud teemal:

In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended "to introduce interested adults to the world of computers and computing." The BBC accompanied this initiative with television programs, courses, books, and software -- an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled -- not only in programming and software creation, but also in accessing information across a range of media, and in "do-it-yourself" computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, andElite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience.

Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.

Series Foreword vii
Acknowledgments ix
Introduction 1(18)
I Hardware and Software Literacies
1 The Beeb Is Born
19(26)
2 Input/Output
45(26)
II Making and Playing Games
3 Granny's Garden
71(20)
4 Acornsoft and Elite
91(16)
5 Superior Software and Repton
107(16)
III Extending the Platform
6 Telesoftware and the Teletext Adapter
123(22)
7 The Domesday Project
145(18)
8 The Legacy of the BBC Micro
163(16)
Notes 179(22)
Index 201