Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002
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Edutainment Case Study
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop. -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
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. -
Amy Clary: "Digital Nature: Uru and the Representation of Wilderness in Computer Games"
Digital Nature: Uru and the Representation of Wilderness in Computer Games Amy Clary The desert is intense. The parched red earth bakes under the relentless glare of the afternoon sun. Thirsty-looking clumps of sage, too squat and sere to cast much shadow, dot the dry, cracked land. On the barbed wire fence is a sign, sunbleached and wind- scoured, that reads “No Trespassing” and “New Mexico.” A rusty Airstream trailer blends into the unforgiving landscape like the shell of a desert tortoise. Two oases of shade beckon: one under the awning of the vintage Airstream, another cast by a distant red rock butte. I head toward the butte, eager to explore its alluringly steep slopes and jagged profile. I climb up the slope and realize that it is not a butte at all but the entrance to a sort of canyon, a cleft, with a seductive assortment of shapes and shade inside it. I take anoth- er step and … the whole world dissolves into unintelligible poly- gons of color. All I see is chaos, and try as I might, I can’t get back to the desert. Such are the frustrations of playing Uru: Ages Beyond Myst (Cyan Worlds, 2003) on a computer that barely meets the game’s mini- mum system requirements. Reviewer Darryl Vassar writes, “Uru will make even the beefiest video card sweat at the highest detail settings…” (“Incomparable beauty” section: para. 4). I had hoped that by turning the game’s graphics settings down to the bare-bones level, my processor, video card, and memory would be sufficient to the task, but they were not. -
The Boom and Bust and Boom of Educational Games
The Boom and Bust and Boom of Educational Games The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Klopfer, Eric, and Scot Osterweil. “The Boom and Bust and Boom of Educational Games.” Transactions on Edutainment IX (2013): 290– 296. As Published http://dx.doi.org/10.1007/978-3-642-37042-7_21 Publisher Springer-Verlag Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/93079 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ The Boom and Bust and Boom of Educational Games Eric Klopfer and Scot Osterweil MIT Teacher Education Program and The Education Arcade The history of computer-based learning games has a story arc that rises dramatically, and then plummets steeply. In the early days of personal computers, creative minds drawn to the new medium explored a variety of approaches to learning games, ranging from behaviorist drill-and-practice exercises, to open- ended environments suitable for either exploration or construction. Early practitioners were inventing new forms, and even the fundamentally limited drill- and-practice games were infused with a measure of creative energy and humor. For users of these early products, each new title represented another interesting step into unknown territory. The CD ROM Era These products were first delivered on floppy disks and marketed alongside pure entertainment games in the few computer stores of the time. By the early 90’s the adoption of compact disk (CD) drives, and improved processing speeds led to a flowering of products with increasingly rich art, animation and more sophisticated computational possibilities. -
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. -
C:\Documents and Settings\Pxr\Desktop\Newman
A Symposium Honoring Judge Jon O. Newman’s Thirty Years on the Bench forthcoming New York Law Review © 2002 Peter S. Menell Envisioning Copyright Law’s Digital Future Peter S. Menell1 “May you live in interesting times.”2 Copyright initially developed in response to the printing press and gradually evolved to encompass other methods of mechanically storing and reproducing works of authorship, such as photography, motion pictures, and sound recordings. The advent of broadcasting -- the ability to perform works at distant points -- led to the expansion of copyright to encompass exploitation of creative expression in new markets. The digital revolution represents a third distinct wave of technological innovation that portends significant changes in copyright protection. By bringing about new modes of expression (such as computer programming and digital sampling of music) and empowering anyone with a computer and an Internet connection to flawlessly, inexpensively, and instantaneously reproduce and distribute works of authorship on a wide scale, digital technology represents possibly the most profound challenge to copyright law. This article divides the analysis of digital technology into two categories: (1) squeezing computer software within copyright’s non-functionally oriented protection regime and (2) developing new rules and governance institutions to address the ease of reproduction and porosity of the digital platform. Part I of the article traces the two decades of evolution of copyright protection for computer software and demonstrates that copyright law has proven quite adaptable to this hybrid of expressive and utilitarian creativity. The courts have enabled copyright law to serve effectively as an anti-piracy regime without allowing it to intrude unduly into patent law’s domain. -
Securities and Exchange Commission Washington, D.C
SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 -------------------------------- FORM 8-K CURRENT REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of report (Date of earliest event reported) January 6, 1998 (November 26, 1997) ACTIVISION, INC. - -------------------------------------------------------------------------------- (Exact name of registrant as specified in charter) Delaware 0-12699 94-2606438 - -------------------------------------------------------------------------------- (State or Other Jurisdiction (Commission (IRS Employer of Incorporation) File Number) Identification No.) 3100 Ocean Park Blvd., Santa Monica, CA 90405 - -------------------------------------------------------------------------------- (Address of Principal Executive Offices) (Zip Code) Registrant's telephone number, including area code (310) 255-2000 ------------------ - -------------------------------------------------------------------------------- (Former Name or Former Address, if Changed Since Last Report) ITEM 5. OTHER EVENTS As previously disclosed by Activision, Inc., a Delaware corporation (the "Company") in prior fillings: During November 1997, the Company completed the acquisition of Combined Distribution (Holdings) Limited, a privately held company based in Birmingham, England, which is the parent company of CentreSoft Limited and PDQ Limited ("CentreSoft"); and, also in November 1997, a wholly-owned indirect German subsidiary of the Company acquired NBG EDV Handels- und Verlags GmbH ("NBG"), a privately -
Effective Curricular Software Selection for K-12 Educators
DOCUMENT RESUME ED 444 468 IR 020 123 AUTHOR Marshall, James; Hillman, Marguerite TITLE Effective Curricular Software Selection for K-12 Educators. PUB DATE 2000-00-00 NOTE 7p.; In: Society for Information Technology & Teacher Education International Conference: Proceedings of SITE 2000 (11th, San Diego, California, February 8-12, 2000). Volumes 1-3; see IR 020 112. PUB TYPE Guides - Non-Classroom (055) -- Speeches/Meeting Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *Computer Software Evaluation; *Computer Software Selection; *Courseware; Elementary Secondary Education; Evaluation Methods; Internet; Models; Needs Assessment; Vendors IDENTIFIERS web Sites ABSTRACT Increases in the availability of technology, the range of content software, and curriculum via the Internet have placed countless options in the hands of teachers. Similarly, increasing accountability has placed added pressure on teachers to meet stated objectives and ensure student performance. How can teachers optimize available technologies and related content to support classroom efforts? Effective decisions are based on a clear understanding of the challenge or challenges to be addressed, selection of software based on the identified challenge, dedicated classroom usage, and evaluation and implementation modification as required. The 4DIEM Model supports teachers as they engage in selection of technology-based content. This paper identifies five categories of software and Internet-based experiences, i.e., tutorial, drill and practice, simulation, productivity (tools), and informational (tools). The following components of the 4DIEM Model are then detailed: (1) describe the objective; (2) determine the type of software; (3) decide on several appropriate software titles; (3) test drive the software; (5) integrate the software into lesson plans; (6) evaluate its effectiveness regularly; and (7) modify use as needed. -
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.