Broderbund News Spring 1987
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Carmen Sandiego?
WHERE IN THE U.S.A. IS CARMEN SANDIEGO? USER'S MANUAL A Mystery Exploration Game for Macintosh, Apple 1165, Amiga Acknowledgements: The Macintosh version was programmed by Chris Jochumson. The Apple IIGS and Amiga versions were programmed Jby Sculptured Software. Designed by: Gene Portwood and Lauren Elliott Product Managers: Katherine Bird, Janese Swanson, Kim Walls Clue and Text Development: Susan Meyers, Katherine Bird Graphics: Don Albrecht, Mark Schlichting, Leila Bronstein, Julie Glavin~ Michelle Bushneff Theme Song: Louis Ewens Music and Sound: Tom Rettig Where in the U.S.A. is Cannen Sandiego? is a registered trademark of Br0derbund Software, Inc. Macintosh and Apple IIGS are registered trademarks of Apple Computer, Inc. Amiga is a registered trademark, and Kickstart and Workbench are trademarks of Commodore-Amiga, Inc. © Copyright 1986, 1990 Br0derbund Software, Inc. All rights reserved. R081 1 And you were dreaming of palm trees and sunshine••• 8 a.m., a miserable, stormy morning. After an hour-long commute in the pouring rain, you slosh into the Acme Detective Agency, grunt hello to your secretary, pour yourself a cup of scalding coffee and slump at your desk. It's been a tough year. The only thing good about it is that you've earned a vacation and you're scheduled to leave at 5 p.m. today. You take a swig of coffee and grab a travel brochure from your desk. Visions of sandy beaches, swaying palms, and cool blue waters fill your head. Suddenly, you're snapped back to reality by a newspaper slammed down on your desk. "Read it and weep," a voice growls. -
Geografia JÉSSICA BASSA
UNIVERSIDADE ESTADUAL PAULISTA "Júlio de Mesquita Filho" Campus Experimental de Ourinhos – Geografia JÉSSICA BASSAN ANÁLISE DO USO DE JOGOS DIGITAIS NO ENSINO DE GEOGRAFIA: UMA EXPERÊNCIA NA ESCOLA ESTADUAL PROFESSORA JOSEPHA CUBAS DA SILVA, OURINHOS/SP OURINHOS – SP 2016 ANÁLISE DO USO DE JOGOS DIGITAIS NO ENSINO DE GEOGRAFIA: UMA EXPERÊNCIA NA ESCOLA ESTADUAL PROFESSORA JOSEPHA CUBAS DA SILVA, OURINHOS/SP JÉSSICA BASSAN Trabalho de Conclusão de Curso apresentado à banca examinadora para obtenção do título de Bacharel em Geografia da Universidade Estadual Paulista Júlio de Mesquita Filho – UNESP – Campus de Ourinhos. Orientador: Profa. Dra. Márcia Cristina de Oliveira Mello OURINHOS – SP 2016 Banca examinadora Profa. Dra. Márcia Cristina de Oliveira Mello (Orientadora) __________________________________________________________ Profa. Dra. Carla Cristina Reinaldo Gimenes de Sena __________________________________________________________ Profa. Dra. Daniela Fernanda da Silva Fuzzo __________________________________________________________ AGRADECIMENTOS Durante estes cinco anos e meio tive a imensa felicidade de poder contar e conhecer pessoas que me ajudaram a percorrer todas as dificuldades, e principalmente enaltecer as conquistas. Porém, não teria essa oportunidade de crescer como profissional e principalmente como pessoa sem a companhia de certas pessoas. Em primeiro lugar agradeço pelo carinho, força e paciência que a minha família demonstrou com a minha pessoa. No entanto, vou ser eternamente grata pela minha mãe, Vanda Tito da Silva, por demonstrar a força e inteligência que uma mulher pode ter independente dos impecilhos que a vida nos proporciona. Ao meu pai, Grinaldo Donizete Bassan, pelas várias ligações para discutir desde um assunto banal até um acontecimento politico, e de indicar inúmeras entrevistas e conteúdos de leitura. Por últimos, porém não menos importantes, meus irmãos Agatha Carolina Bassan e Northon Augusto Bassan. -
Case History: Where in the World Is Carmen Sandiego? “A Mystery Exploration Game”
Matt Waddell STS 145: Case History Professor Henry Lowood Word Count: 6500 Case History: Where in the World is Carmen Sandiego? “A Mystery Exploration Game” Brotherhood at Brøderbund In the summer of 1964, Doug Carlston attended a summer engineering program at Northwestern University: his first computer programming experience. He later worked at Harvard’s Aiken Computation laboratory, and graduated magna cum laude from Harvard in 1970 with a degree in social relations. In 1975 Carlston received his JD from Harvard law school and established his own law practice in Maine. But he continued to develop games for his Radio Shack computer – the TRS-80 Model 1 – during his college and attorney years. Doug’s programming efforts soon eclipsed his legal practice, and in 1979 he left Maine for Eugene, Oregon to join his younger brother Gary. Doug and Gary Carlston co-founded Brøderbund (pronounced “Brew-der-bund”) Software Inc. in 1980; relatives donated the entirety of their $7,000 in working capital. Indeed, the company’s name reflects its family-based origins – “Brøder” is a blend of the Swedish and Danish words for brother, and “bund” is German for alliance.1 Initially, the “family alliance” sold Doug’s software – Galactic Empire and Galactic Trader – directly to software retailers, but in the summer of 1980 Brøderbund secured an agreement with Japanese software house StarCraft that facilitated both the development and distribution of its arcade-style product line. In 1983 Brøderbund moved from Eugene, Oregon to Novato, California; the company boasted over 40 employees, and its software for the Apple II, Commoodore Vic 20, Commodore 64, and Atari 800 yielded millions of dollars in annual revenue. -
Where in the USA Is Carmen Sandiego
sM 1 joystick with your IBM, make sure to plug your See Connections lists all possible destinations Be sure you have an arrest warrant by the time 2. Now look in Fodor’s for information on these *you up W- m joystick into PORT A of your game controller reached by connecting flights from your present catch with the villain. If you don't have a states. The first place to look is the Index at the W: WHERE IN THE U.S.A. IS adapter. location. Check these first to see where the villain warrant, you can’t make an arrest and the thief will back of the book. The Index is organized in alpha¬ they change game slip through your fingers. your If you have an APPLE, use the arrow keys or might have gone— from to And make sure betical order. Sometimes you’ll find the informa¬ m you’ve warrant suspect— you m push the joystick up and down until the option you game, so be sure to take a look even if been is for the correct otherwise tion you’re looking for in the Index and you won’t city previous game. you’ve seen could be for risking any m CARMEN SANDIEGO? want is highlighted. To select the option, press to the in a When in hot water with the Chief a have to look further. charge RETURN or button #0. Press ESC or button #1 to the connections, you can clear them from the of false arrest! In this case, when you read through the items By Ken Bull, Gene Portwood and Lauren Elliott you accidentally the screen by selecting Hide Connections or leave Every you’re assigned is different. -
Super Mario Kart
Todd Brown STS 145 Case History 3/22/2001 Why in the World is Carmen Sandiego a Success? In the beginning, computers were not much more than giant calculators. Corporations used them for complex calculations and eventually databases and spreadsheets. The machines also began to take on automated tasks and could handle them well. The giant mainframes were what were used, and companies like IBM bet their business strategy that this atmosphere of the computer industry would continue as such. Then, microchips started appearing, and, with them, those big old computers started to come in smaller sizes. Then, these little computers were showing up in people’s homes. It was when this started to happen that the magic of computers left the exclusive basements of office building and entered home users’ dens and living rooms. With that, a new market of possibilities opened up as these consumers sought software for their new home computers. One of the new areas that began to emerge from this shift was in educational software for children. Such software could provide parents and teachers a way to trick their children into learning something by hiding it behind an entertaining mask. This combination of education and entertainment formed the field of ‘edutainment’ software, and adults could not be more excited. After all, they saw how engrossed children became while playing computer and arcade games; if this level of concentration could be harnessed to teach the child something, imagine the possibilities! Unfortunately, the edutainment field fell rather flat. The reason for this lies in a fact that many people recognize yet seem to forget all too quickly: kids are much savvier than adults think. -
A Construção De Um Dispositivo Experimental Para a Análise Do Fenômeno Da Cooperação
VIII Brazilian Symposium on Games and Digital Entertainment Rio de Janeiro, RJ – Brazil, October, 8th-10th 2009 A construção de um dispositivo experimental para a análise do fenômeno da cooperação Rubens de Oliveira Zanitti Universidade Federal de São João del-Rei – Departamento de Psicologia, Brasil Resumo por semana, perfazendo um total de oito encontros. Tendo em vista a maneira como os videojogos têm se popularizado durante os últimos anos, o objetivo da A motivação para a construção deste trabalho pesquisa sobre o qual discorrerá o texto é a elaboração partiu do estranhamento por parte do pesquisador de um software para observar a prática cooperativa ao observar a quase inexistência de entre sujeitos confrontados com a de uma mesma tarefa comportamentos cooperativos entre os participantes em um contexto de inclusão digital. A idéia surgiu a das oficinas, visto que, tal fenômeno poderia facilitar partir de um projeto maior de inclusão digital de jovens todo o processo de aprendizagem. Foi pensada, então, de uma escola pública promovido pela Brinquedoteca uma maneira de se estudar o fenômeno da cooperação da Universidade Federal de São João Del-Rei, onde o tendo as oficinas de inclusão digital como pano de pesquisador participou como monitor/observador de fundo. Para tal, utilizaríamos um dispositivo algumas oficinas, percebendo que os jovens assumiam instrumental que pudesse integrar-se com o objetivo comportamentos isolados diante das máquinas em rede, das oficinas no intuito de observar em quais ocasiões retardando as aprendizagens propostas. Surgiu, então, a os sujeitos cooperariam ou não. idéia da construção de um software que cumprisse os objetivos das oficinas promovendo aprendizagens e Em um primeiro momento, a meta era a tendo a cooperação como catalisadora do processo. -
Where in Time Is Carmen Sandiego?
WHERE IN TIME IS CARMEN SANDIEGO? ,. DETECTIVE'S MANUAL Acknowledgements Design: Gene Portwood and Lauren Elliott Macintosh programming: Jack Trainor Commodore programming: David Lubar Amiga programming: Mike Engberg Graphics: Don Albrecht, Leila Bronstein, Michelle Bushneff. Maureen Gilhooly, Julie Glavin. Avril Harrison. Barbara Lawrence Add itional Commodore graphics: Jenny Martin, Suzie Greene Add itional Amiga graphics: Mandy Crispel Product Managers: Claire Curtin. Rob Martyn Clues: Susan Meyers Manual: Matthew leeds Special thanks to: Latricia Turner, Director of Marketing; Ann E. Kronen. Publisher; Glenn Axworthy. Christa Butterfield. Matt Siegel. Br0'derbund Quality Assurance Department Whele in TIme Is Carmen Sandlego? 15 a tr3Clem81k 01 Broderbul'ld Softwate. Inc. The New Amelican Desk Encyclopedia Is a regiSlered uademark of Now American library. Maclnlosh. Commodore and Amlga are reglslered Uademarks of Apple Com puler. Inc .• Commodore Electronics, Ltd. and Commodoll~. Am lga . Inc. respective'y. o Copyright 1989, 1990 Broderbund Softwaro. lnc. All rights reserved. 060 2 Table of Contents Memo ............................................ .......... ... ... ..... ... .......... ...... .... ........ 4 Get on the Case Fast! .................... .......... .. .. .................... .. ... ....... ....... 6 Getting the Chronoskimmer Installed and Running ............... ... ... .. .... .. .. 7 Macintosh .................................... ... ... ... ... .. ... ... ..... ..... ... ... .... ........ 7 Hard Disk Installation -
Gamification I Plotlearner – Et Midlertidigt Forslag
Gamification i PLOTLearner – et midlertidigt forslag Af Mikael Grønhøj Skovgård Titel: Gamification i PLOTLearner – et midlertidigt forslag Speciale udarbejdet af: Mikael Grønhøj Skovgård Studienr. 20111442 10. Semester - kandidatspeciale Kandidatuddannelsen i informationsarkitektur – persuasivt design-linjen Aalborg Universitet Vejleder: Nicolai Winther-Nielsen Dato. 18.10.13 Anslag: 191932 Normalsider: 80 ___________________________________ Mikael Grønhøj Skovgård, 18.10.13 Abstract In this thesis the goal is to first present gamification and secondly to improve the learning with PLOTLearner by implementing gamification in this program. In the first part, I seek to explore the concept of gamification. First through the lens of play where I find that play exist in a magic circle which is defined by other rules than the real world and can be seen as a safe environment where conflicts is not as dangerous as in the real world. Afterwards I explore gamification through the lens of game design as presented by Salen and Zimmermen. Here I try to find what is significant for games by using the schemas of rules, play and culture. Furthermore I will point out what people find particularly motivating in games. I will then narrow the focus to just gamification, where I present to different approaches - A marketing approach and a game design research approach. I criticize the first for being too focused on exentric motivation which is not a productive path if the goal is learning. The focus instead should be on intrinsic motivation which is driven by meaning, mastery and autonomy when implementing gamification in a learning context. By comparing gamification and persuasive technology I find that these two design approaches have a lot in common. -
Download the Manual in PDF Format
WHERE ON EARili WIll CARMEN SHOW UP NEXT? Congratulations on joining the WHERE IN THE USA IS CARMEN Acme Detective Agency! SANDIEGO?® You're about to discover how The whole USA is your beat! Carmen much fun it is to track down Carmen and her gang are stealing America's Sandiego and her gang of master national treasures, and you're on their thieves! trail. Includes Fodor's® USA Travel Guide And when you've mastered "Where to help you decipher clues. in the World ..." there's still more adventure waiting for you: Three other WHERE IN EUROPE IS CARMEN great Carmen Sandiego games are SANDIEGO?® available. Carmen strikes again! This time you'll pursue Carmen through the 34 nations WHERE IN TIME IS CARMEN of Europe. For vital information, you'll SANDIEGOr~ have an on-screen data-base and the Chase Carmen through the ages! Rand McNall~ Concise Atlas ofEurope. Investigate 1500 years of historical Carmen Sandiego products are available for the IBM® events, famous people and important PClTandy®, Apple® II, AP~le® IIGS, Macintosh®, inventions. Includes the New American Amiga® and Commodore A 64/128. (All titles may not LibrarjID Desk Encyclopedia. be available for all computers.) Visit your local software dealer or call (800) 521-6263, 8am-5pm PT for credit card purchases and ordering by mail. ~ Broderbund~ For more information. write to Br0derbund Software-Direct, P.O. Box 6125, Novato, CA 94948-6125. © Copyright 1990 Br0derbund Software, Inc., 500 Redwood Blvd., Novato, CA 94948-6121. All rights reserved. The New American Desk Encyclopedia, Fodor's and Rand McNally are registered trademarks of New American Library, Fodor's Travel Publicat:"ns, and Rand McNally and Company, respectively.