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Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002
Brian Sutton-Smith Library and Archives of Play Brøderbund Software, Inc. Collection Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002 Summary Information Title: Brøderbund Software, Inc. collection Creator: Douglas Carlston and Brøderbund Software, Inc. (primary) ID: 114.892 Date: 1979-2002 (inclusive); 1980-1998 (bulk) Extent: 8.5 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Brøderbund Software, Inc. collection is a compilation of Brøderbund business records and information on the Software Publishers Association (SPA). The majority of the materials are dated between 1980 and 1998. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Brøderbund Software, Inc. collection was donated to The Strong in January 2014 as a gift from Douglas Carlston. The papers were accessioned by The Strong under Object ID 114.892. The papers were received from Carlston in 5 boxes, along with a donation of Brøderbund software products and related corporate ephemera. Preferred citation for publication: Brøderbund Software, Inc. collection, Brian Sutton- Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, February 2014 Controlled Access Terms Personal Names • Carlston, Cathy • Carlston, Doug, 1947- • Carlston, Gary • Pelczarski, Mark • Wasch, Ken • Williams, Ken Corporate Names • Brøderbund • Brøderbund Software, Inc. -
Girls & Technology
DOCUMENT RESUME ED 441 395 IR 020 291 TITLE Girls & Technology: An Idea Book for Educators & Parents. INSTITUTION National Coalition of Girls' Schools, Concord, MA. SPONS AGENCY National Science Foundation, Arlington, VA. PUB DATE 2000-00-00 NOTE 70p. AVAILABLE FROM National Coalition of Girls' Schools, 228 Main Street, Concord, MA 01742. Tel: 978-287-4485; Fax: 978-287-6014; e-mail: [email protected]; Web site: http://www.ncgs.org. PUB TYPE Guides Classroom Teacher (052) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS Computer Literacy; *Computer Uses in Education; Educational Resources; *Educational Technology; Elementary Secondary Education; *Females; Learning Activities; Lesson Plans IDENTIFIERS *National Coalition of Girls Schools ABSTRACT This booklet represents an effort to combine research findings, strategies, teaching and parenting tips, activities, career profiles, and print and online information that can help make technology more accessible to girls. Chapters include: "Why a Focus on Girls & Technology: New Priorities"; "Girls & Technology: Different Styles of Learning"; "Girls & Technology: Different Teaching Strategies"; "Technology Tips for Teachers & Parents"; "The Internet: An Incredible Resource!"; "Computer Games for Girls"; and "Girls, Work and the 21st Century." A final section, "Technology in the Classroom: A Sampling of Ideas from Teachers," presents over 40 pages of lesson plans, activities, assignments, and charts and diagrams to guide teachers in integrating technology into the curriculum. A selected bibliography and a list of additional selected organizational resources with contact information are also included. At the end of the booklet is a brief description of the National Coalition of Girls' Schools (NCGS).(AEF) Reproductions supplied by EDRS are the best that can be made from the original document. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
A Truly Great Company, with the Very Best People, a Compelling Underlying Strategy and Resources for Sustainable Growth
A TRULY GREAT COMPANY, WITH THE VERY BEST PEOPLE, A COMPELLING UNDERLYING STRATEGY AND RESOURCES FOR SUSTAINABLE GROWTH. MATTEL, INC. 1999 ANNUAL REPORT On the Cover: Robotic Puppy, from Fisher-Price, is a puppy who actually listens and responds to his owner’s voice with life-like actions, emotions and sounds. Jewel Girl Barbie features a belly button and also bends and twists with her new soft waist. Hot Wheels Stunt Track Driver CD-ROM was a top seller in 1999, providing kids with the ultimate in stunt driving excitement. A new version of the game hits stores in 2000. 1 LETTER TO SHAREHOLDERS The bad news for 1999 unfortunately has overshadowed the good news. We are all painfully aware of the negative effect the acquisition of The Learning Company and its subsequent perfor- mance had on our results for 1999. These well-reported difficulties obscured the fundamentally strong performance of Mattel’s core brands and sectors. In the seasonally important fourth quarter, core product sales were up 13 percent in the U.S. – Barbie grew by 11 percent and Fisher-Price by 14 percent. Mattel Entertainment was up 70 percent, Wheels recorded a world- wide sales increase of 6 percent and Pleasant Company achieved a 4 percent growth in sales. These solid performances represent a strong endorsement of Mattel’s strategy, and serve as the underpinning for our optimism for the future. This gives us confidence that Mattel remains a truly great company, with the very best people, a compelling underlying strategy and resources Mattel’s five business unit presidents include, for sustainable growth. -
Guide to the Janese Swanson Innovative Lives Presentation and Interview
Guide to the Janese Swanson Innovative Lives Presentation and Interview NMAH.AC.0642 Kimberly Tarr. 2009 Archives Center, National Museum of American History P.O. Box 37012 Suite 1100, MRC 601 Washington, D.C. 20013-7012 [email protected] http://americanhistory.si.edu/archives Table of Contents Collection Overview ........................................................................................................ 1 Administrative Information .............................................................................................. 1 Biographical / Historical.................................................................................................... 2 Arrangement..................................................................................................................... 2 Scope and Contents........................................................................................................ 2 Names and Subjects ...................................................................................................... 3 Container Listing ............................................................................................................. 4 Series 1: Original Video, 1998................................................................................. 4 Series 2: Master Videos, 1998................................................................................. 5 Series 3: Reference Videos (viewing copies), 1998................................................ 6 Series 4: Photographs and Slides, 1998................................................................ -
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. -
Broderbund News Spring 1987
Spring 1987 Volume 3, Number 2 .... 7. - "Little House Computer Club: A Model of Continual Learning" n their travels across the the creative force behind the and members, Professor Leh the middle of the night with the country to demonstrate Club's operation. In 1981 (the year mann's concentration on BASIC solution to some question you had IBn~derbun .d software, our of the IBM PC's release), programming has not changed. As during the day. Then you can sit Ambassadors occasionally come Professor Lehmann began classes Mr. Simpson described it, the down at your computer to see if across people who have used at the senior center to promote emphasis at the Club is on mental the solution works. When you their computers to advantage in computer literacy. Working with exercise. "We want all our mem write a program that way, it's unique, imaginative ways. five students and two borrowed bers to study BASIC, because it yours. You make it, you debug it, Recently we learned of their visit computers, he began teaching the serves as a kind of calisthenics for and then you can use it." to the Little House Computer fundamentals of BASIC program the mind. In their first lesson, our The success of the program Club, where they found a group of ming. As the size of the classes students learn to make the com speaks for itself~ The classes are senior citizens who do just that. increased, former students Patti puter say, 'I am your faithful ser full, the computer room busy, Curious, we visited the McKibben, Grace Young and Herb vant.' Once they've done that, the and over 85% of the Club's Peninsula Volunteers Little Wampner took on a portion of the computer is theirs to control." members have been inspired to House, a senior community center increased teaching load, and the This emphasis on computer purchase their own computers. -
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. -
On Take Our Daughters to Work Day, What Better Time to Examine What's
Technology News A High-Tech Career of Her Own By Jim Rapp, TechWeb We have been bombarded with headlines about the lack of skilled computer and technology workers in the United States, that many say point to the need to hire foreign technology professionals. But perhaps we are discounting one key group that exists right in our own backyards. Women have increasingly become a key component of the labor force. By the millennium, 8 out of 10 women, ages 25 to 54 will be working, and according to the Women's College Coalition, the best- paying occupations will require the highest technical skills. In fact, based on Bureau of Labor Statistics projections, computer scientists, computer engineers, and systems analysts will be the top three growth occupations well into the next decade. On Take Our Daughters To Work Day, what better time to examine what is being done to prepare girls for a lucrative, high-tech career. In fact, a handful of enterprising companies are addressing exactly that, with such offerings as interactive CD-ROM games, technology toys, books, and specialty websites to help girls feel more comfortable with technology and their abilities. "Technology is not an end in itself, but a vehicle for what one really likes to do," says Laura Groppe, president and CEO at Girl Games, an interactive software company in Austin, Texas, that targets 8- to 18-year-old girls. "Girls do not want to learn to like a computer, but rather the outcome of what it and other technology can offer. Only then will they see the merit of, and seek to become the coders, creators, and producers of technology. -
The History of Gender Stereotyping in Video Game Culture, 1970-2000
The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By Thomas M. Derr A Dissertation submitted to the Graduate School - Newark Rutgers, The State University of New Jersey In partial fulfillment of the requirements For the degree of Master of Arts Graduate Program in History Federated Department of History at Rutgers University - Newark and NJIT Written under the direction of Elizabeth R. Petrick, Ph.D. and Kyle Riismandel, Ph.D. And approved by ______________________________________ Newark, NJ October, 2020 © 2020 Thomas M. Derr ALL RIGHTS RESERVED ABSTRACT OF THE DISSERTATION The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By THOMAS M. DERR Dissertation Director: Elizabeth R. Petrick, PH.D. Computer technology has not always been dominated by men. Prior to 1984, women earning computer science degrees skyrocketed to nearly 37%. After this peak, the numbers dwindled down to just 17% by 2012. What happened here? This paper tells the story of how women grew to become more and more marginalized not only from computing, but from the culture of video games that would become extremely popular as home computers became more available to the public. This story traces how gender roles and stereotypes go on to gatekeep women from participating in video game and computer culture from the 1970s and well into the 2000s and beyond. This gatekeeping is perpetuated through the attitudes and perspectives of men who were typically the developers of computer hardware, software and video games. Public attitudes on violence and sexuality also contributed to the stereotyping of both young boys and girls, which was further reinforced through the narratives of the media. -
Where in the World Is Carmen Sandiego?® Treasures Of
® ® Treasures of Knowledge™ User’s Guide Where in the World Is Carmen Sandiego? ® Treasures of Knowledge™ • 1 ABOUT THE LEARNING COMPANY Since 1980, The Learning Company has consistently produced the highest quality educational software available. Our award-winning products help develop your child’s underlying thinking skills and creativity, while reinforcing important areas of the basic curriculum, such as reading, writing, and mathematics. Every product under the Carmen Sandiego brand undergoes extensive research and testing, with input from parents, children, and professionals in education. Each product features a precise balance of educational content and entertainment value, so your child has fun while learning! How do we do it? Enchanting characters. Challenging situations. Rich game environments. State-of-the-art graphics and sound. Progressive skill levels and game segments that can be customized to meet your child’s individual needs. As parents and educators, we recognize that education is a continuous process. So we developed a complete system of age-appropriate programs. Carefully sequenced by age groups, this system makes it easy for you to choose with confidence the right products for your children at each stage of their educational development. As an integral part of The Learning Company’s system, each of our products addresses a specific age group and subject area with appropriate themes to heighten your child’s interest in learning. © 2001 TLC Education Properties LLC, and its licensors and © 2001 ImageBuilder Software. Maps © 1999 Digital Wisdom, Inc. Portions of content © 1995 National Geographic Society. All rights reserved. Adobe® Acrobat® © 2001 Adobe Systems Incorporated. The Learning Company and Where in the World Is Carmen Sandiego? are registered trademarks and Treasures of Knowledge and Explore Mode are trademarks of TLC Education Properties LLC. -
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.