My elementary education with the Apple II

June 3rd, 2013 12:36 PM
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My household was an early adopter of personal computers, at least compared to the rest of my grade school. Whereas I had access to the family Apple IIe whenever I wanted, for most of my classmates, their only exposure to that computer came from our weekly computer lab, which was not what I would call rigorous. The instructor was Sister Theresa, and she didn’t know the first thing about programming or educational software. Too many classes would start this way: "Turn on the computer. Type NEW, return, RUN, return, HOME return, GR, return. Now draw the Nativity." And that was it: we’d be left to our own devices for the rest of class. Since our work was never checked, no one attempted the project she’d assigned us. On rare occasions, we’d be given textbooks of BASIC program listings and could type one in, but neither instruction nor comprehension occurred regarding what these commands did or how they resulted in the program we’d run.

Instead, my mastery of the Apple II occurred at home. I would pull apart Applesoft programs to see how they worked, then I’d modify them or write my own, sometimes recreating the work during class to show off to my classmates. (The result could be seen less in their admiration and more in their bullying.) I later wondered why the class couldn’t be more productive. Did the administration think Sr. Theresa was the best person for this job? Or was the convent looking for a position for this old nun, and this was all that was available? Was it worth it to make her feel useful at the expense of all those computers being wasted? Having now been an educator myself, I’d be keen to see what the mission statement, classroom goals, or rubric were for that class. I suspect the syllabus was blank.

Regardless, I did enjoy these classes and the special permission Sr. Theresa gave me to borrow from her archive of Scholastic Microzine on Friday afternoons to bring home for the weekend. I would wake up early every Saturday to play this trove of new games I’d been bequeathed, both before my three older brothers would wake up and before the Microzine would have to go back to school on Monday morning. I was likely the only student who ever went to see Sr. Theresa outside our designated lab time, and we grew friendly. But my education had taught me to never question authority, so despite our relationship, it never occurred to me to suggest that her class could be run in any other way.

St. Leo's SchoolI don’t know how much that aspect of the school has changed since then. I remember hearing in the early- to mid-nineties that they were "upgrading" all their IIe computers to IIc’s. Whatever expert they hired for that advice steered them wrong, as the Apple II line was nearing the end of its official support by then, and switching to Macs or PCs would’ve been a more long-term investment. I wonder what came of their Apple IIe or IIc labs — no one called me when they disposed of either. Maybe they’re still there, teaching modern students the fine art of retrocomputing.

Can a quick Google search tell us for sure? Visiting the St. Leo’s School Web site — which is running on a five-year-old version of Joomla — I see that "computer" is one of the required classes, and that "Computers are incorporated into daily classes, starting in Pre-Kindergarten." Not the most detailed curriculum outline.

Granted, this is a grade school in suburban Leominster, Massachusetts. At that age and with the resources available, it may be more reasonable to expect the students to focus on the basics: "Religion, Mathematics, Reading — Literature, Language Arts". But computers can be tools by which to inspire creativity in all those areas and more. Think of all the lessons, exercises, and tools that computers could be bringing to the classroom: Programming! Applesoft BASIC! iBooks! Game-playing! Game design! And more!

The issue, in many ways, is academic, as it will be a long time before a grade school’s curriculum again has direct influence on my family. But whenever I do evaluate a school’s academic rigor for its ability to inspire a generation of creative and competitive professionals, I’ll be sure of three things: that computer literacy is as much a priority as other "core" areas; that there is a passionate, knowledgeable teacher in charge of executing that mission; and that she be willing to share her library of Microzines.

What schools don’t teach

March 18th, 2013 11:18 AM
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Computers play an important role in education, be it in programming or game design. Retrocomputers like the Apple II can be especially valuable in any of these disciplines, especially programming. The finite, knowable universe of an 8-bit machine provides the perfect canvas on which budding programmers can craft their first algorithms.

But in many schools, the question isn’t with what computers should programming be taught, but whether programming should be taught at all. Demand for programmers has never been higher, with the number of positions growing at twice the national rate. Yet ninety percent of schools offer no programming courses at all, leading to colleges graduating fewer computer science majors than they were a decade ago.

The non-profit Code.org is bringing attention to the need for more programming education in this country with a public service announcement (PSA). For this five-minute video, they have recruited the likes of Bill Gates, Mark Zuckerberg, and will.i.am, as well as some less likely suspects.

(There are also one-minute and nine-minute versions of this PSA.)

When I was in high school, a required course was geometry. I found it a challenging course, but reasonably so. The theorems and corollaries about alternate interior angles and their kin weren’t intended to train me to be an architect; rather, they were lessons in logic, teaching me how to think and solve.

Programming is the modern geometry, offering similar value to students, whether or not they seek careers in computer programming. I do not consider myself a programmer, yet I have benefitted immensely from the languages I taught myself outside of school. I have occasionally tried to pass on these lessons to friends, showing them some (literally) BASIC concepts on the Apple II, such as variables and FOR loops. They remain completely mystified, with one going so far as to marvel at my own capacity to grasp programming: "You’re a creative person, Ken, yet you can program. I’ve never met anyone whose mind can switch between those two modes so effortlessly."

But programming is creative. A relative who doesn’t realize that basic tenet recently characterized programming to me as "Doing the same thing, over and over". How he confused programming with data entry is beyond me. But the fusion of creativity and logic is perhaps best found on this digital landscape, and students would benefit from being introduced to that sandbox — whether or not it’s on an Apple II.

Generational hardware gap tres

September 3rd, 2012 12:43 PM
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Last month, the Commodore 64 turned 30 years old. Normally, that’d not be an appropriate topic for this Apple II blog; in fact, the wrong readers might take it as an opportunity to burn me in effigy, minus the effigy.

But the way in which Mat Allen chose to commemorate the occasion offers a cross-platform look at the way different generations interact with classic technology. Having seen this concept explored first in France and then in the USA, Allen invited several young Brits to play with his C64, to demonstrate that the game system of his youth was as entertaining and relevant today.

The video focuses primarily on the loading times, which is so obsolete an experience as to almost have faded from memory; I’m not surprised Allen’s audience wandered away. Still, I wish he’d run a second experiment where the game was already loaded, so that the kids could provide feedback based more on interacting with the software instead of the hardware.

It was cute to hear the students couch their words to be as delicate as possible; referring to the C64’s rudimentary graphics, one child commented, "For them, it must’ve been pretty incredible."

Apple’s return to education

January 23rd, 2012 1:51 PM
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Last week, Apple announced iBooks textbooks and iBooks author, two iPad applications designed to redefine education.

Although I still favor physical literature for leisure reading, the elimination of physical textbooks in favor of e-books has been a long time coming, as outlined in this 2009 column by Mike Elgan who proposed that "education reform should begin by burning all the textbooks." And Apple may be just the company to get the ball rolling. Some pundits are seeing this move as a return to Apple’s origin: the iPhone and iPad, which have been aimed at consumers and the enterprise, overlooked that "schools have been one of Apple’s biggest market since the days of the Apple II", writes Ryan Faas for Computerworld.

Others are less optimistic, saying that Apple’s methodology is fundamentally flawed by being based on false assumptions and failing to address long-standing issues. Glenn Fleishman, a senior contributor to Macworld, remembers hearing these same promises in the days of the Apple II and cites a nine-year-old study that questions the value of technology in education (in contrast to a recent pilot program by Houghton Mifflin Harcourt):

It is not yet clear how much computer-based programs can contribute to the improvement of instruction in American schools. Although many researchers have carried out controlled evaluations of technology effects during the last three decades, the evaluation literature still seems patchy.

Lindsey Turrentine, editor-in-chief of CNET Reviews, says that no matter how elegant the software, the problem of hardware remains the same as it has the past three decades: "There was an Apple II in my third-grade classroom. We used it to play Oregon Trail. Then it died. Therein lies the problem with iPads in high school: devices break."

iPads are expensive, and they do break. And it may be true that Apple is simply trading one set of problems (the expense, weight, and outdatedness of textbooks) for another. But much of Apple’s early success was found in the education market; “Education has always been a big part of Apple’s DNA,” said Eddy Cue, senior VP of Internet software and services, in the above video. Millions of today’s adults may not be able to tell you exactly what they learned by playing Oregon Trail, but they remember the experience and the introduction it gave them to the computers that demand familiarity from today’s workforce. Don’t today’s students deserve the same opportunities with today’s tools that my generation had with the Apple II?

Generational hardware gap deux

December 19th, 2011 7:36 PM
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Remember those modern kids confronted with ancient technology? They were, for the most part, baffled by archaic storage media and entertainment devices. It was an amusing demonstration of the changes in interfaces and expectations across the generations.

Here’s another example of the clash between new and old. Four American kids, all siblings, are given three devices from their mother’s attic: a tape deck, a Commodore Plus/4, and an Atari 2600.

It’s great fun to see the girl’s delight at getting the Commodore to work. Today’s computers may be more elegant and inviting, but there’s a far greater sense of accomplishment at mastering the rudimentary commands of yesterday’s machines.

By contrast, it’s challenging to believe the young man couldn’t figure out how to fire in a game that has one button, it’s not surprising that he and his brother would find the Atari games challenging. In 2009, I brought a 22-year-old to the American Classic Arcade Museum at Funspot. Bred into being a multitasker by today’s complex and staccato media, she was confused by the simplicity of the coin-ops of the 1980s. Surely there was more to it than that?

I’m glad there are retro enthusiasts out there who are not only holding onto their tech but are willing to share it with their kids. May we always remember the way things were — the better to appreciate the way things are!

(Hat tip to ComputeHer, 8 Bit Weapon)

A world without BASIC

June 27th, 2011 10:16 AM
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The computers that Apple II users grew up with were nowhere near as user-friendly as today’s machines. They had unintuitive interfaces, inscrutable error messages, and limited capabilities.

But those same limitations also made them an excellent tool for learning such important concepts as problem-solving, game design, and especially programming.

The Apple II was especially practical for that last function, as it came with BASIC in ROM. Without any other software, a user could turn on her machine and start building a virtual world of her own design. The lack of advanced features meant that the user was playing in a sandbox of conceivable limits yet infinite possibilities.

Yet by 1997, when I started college as a computer science major, I was getting laughed out of the classroom by using BASIC where other students were relying on Java and C++, as I related in Juiced.GS. Today, BASIC is almost nowhere to be found, as detailed in the leading item on Computerworld.com last Thursday "How are students learning programming in a post-Basic world?"

The story is an interesting look at the variety of languages with which to introduce modern students to programming. For some parents and teachers, the old methods work best; "My son’s math textbooks contained exercises in Basic, but we could not do the problems until we bought an old Commodore 64 online,” said David Brin, author of "Why Johnny Can’t Code". Others prefer more popular scripting languages, such as Python; still others use a language designed more for educational than practical use, such as MIT’s Scratch, the language of choice of the computer science teacher where I used to teach. She’s offering a camp this summer to introduce 13- and 14-year-olds to programming, using a different format from last year’s camp: "I changed the language from Alice to Scratch. Alice was too glitchy for me. Scratch is easy to pick up, and hopefully will be fun for middle schoolers."

But none of these languages will offer the same experience as learning BASIC. Author Lamont Wood had once dabbled in BASIC programming but had fallen out of practice until his recent experiment with Python:

The thrill was not the same as in 1979; it hadn’t taken months to get the hardware to work, and it sure ran quieter … with Basic, I felt like I was rummaging through a small box containing a few crude tools. With Python, I felt I had pushed open the door to a massive but unlit tool warehouse and was darting in to grab the few that I could see.

I learned BASIC by doing: I was running a Warp Six BBS and needed to make modifications. Eventually, I was inspired to write my own door game, though since it was a port, I had to concern myself only with the coding, not the design. In either case, I always had either the code or design to work with; I never had to conceive and build entirely from scratch (no pun intended).

My challenge in adapting those BASIC programming skills to a modern environment is not so much choosing a language as it is choosing an instruction method. Just as I learned BASIC to run a BBS, I’ve set a goal of learning PHP to help me run WordPress, a modern equivalent of an online community. But elementary concepts such as functions and arrays seem more confusing than they did twenty years ago.

What’s the best computer and language to teach programming — and where does one go from there?