A historical computing exhibition in your school

Celebrating how Britain entered the Computing and Digital age.

By providing hands-on access to historical technology, we can demonstrate what we are in teaching in the computing curriculum isn’t a new concept, but also celebrates and gives insight into how the UK adopted the home computer. As Industrial working practices evolved the computer was at the heart of this transformation. Adults feared the advent of the computing revolution whilst Britain’s youth embraced the new technology many creating their own games and in some instances persuading parents that the computer would help with their school homework.

Our Vision

The computing and videogame industry we know today derived from the bedrooms of children here in the UK, We are clearly missing a vital link with what we are teaching our children today. We believe the computing curriculum should embed computing history into the subject area so that every child learns how the UK entered the computing age.

Our Mission

We aim to reach out to every child and teacher across every school in the UK. Providing them with the opportunity to learnexplore and celebrate our home computing history furthermore embed some fun into the subject area so inturn we can hopefully inspire students to study computer science in school.

The story of children discovering and programming their home computer is a fascinating story which deserves to be embraced ,preserved and demonstrated to our current generation of learners so they too can experience the hardware and software of the time whilst helping them understand that what they are learning in the computing curriculum is not a new concept, but is something we excel at as a nation.

We demonstrate how 1980s Britain learned to love the micro computer from the bedrooms of children and young teens learning to program their home computer . Everything on display is hands on learning for students and staff to explore learning to program the computers to exploring some of the classic software titles created by Britain’s bedroom programmers.

Workshop Format

Offering a dynamic service, we can structure a show to your exact requirements of your school:

We arrive in school with 15-18 vintage computers spanning 5 decades in addition  handheld technologystorage mediavintage processors and historical consumer technology including  video recorders, Typewriters,  1980s mobile phones,Sony Walkman. Finally  our 1985 Sinclair C5 electric vehicle joins the roadshow promoting STEM areas, identifying that electric vehicles are not a new phenomenon, where once again as a nation we were pioneering the use of electric transport as a viable means to carbon fuels over 35 years ago.

Students have full access to the machines as well as an opportunity for them to type in program listings into the computers furthermore, experience software from the era. We will quickly have students programming  and engaging with the machines, whether that be loading software or coding from type in listings.

Practical Points

Ideally the use of your school hall for our visit however, we can work with a free classroom as an alternative.Access to around 5 or 6 mains sockets and 8 to 12 free desks (depending on criteria of machines requested for visit). Two hours setup time and an hour to pack at the end of the school day.

All our hardware is fully PAT tested.

Our current inventory includes

100
Personal Computers
10
Consoles
5
Handhelds

Our Collection

Our comprehensive collection includes personal computers, consoles and handhelds

From our extensive collection of over 300 machines we have in our inventory, it enables us to match any format or criteria you wish. We can tailor our workshops exactly to the needs of the children, allowing them to explore the hardware, which they can learn from and have fun at the same time. By learning through play, we can introduce children to the hardware, but also the gamesstorage mediumprocessors and much more, as well as the pioneering inventors that created the hardware.

We have most consumer technology that has been produced over the last 5 decades, as well as a range of computer CPUs including Zilog Z80Motorola 68000Intel x86 to mention just a few examples. We have a range of historical medium that was used to store data which includes punch cards from the 1960spre-processor ticker tapelaserdiscsfloppy disks and cassettes.  We also have a collection of early mobile phonesvintage TVs including Sinclair  models.

The Home Computer Revolution

Acorn AtomBBC BBBC MasterAcorn ElectronApple Mac 128Commodore PET, Commodore C16, Commodore PLUS 4, Commodore 64Dragon 32Jupiter AceCamputers LynxSinclair ZX 80Sinclair ZX 81Sinclair Spectrum 48k, Commodore Vic 20, Sinclair Spectrum 128k, Sinclair Spectrum +2, Sinclair Spectrum +2b, Sinclair Spectrum +3, Sinclair Spectrum 16k, Sinclair QL, Oric 1 16k, Oric 1 48kOric Atmos 48k, Elan EnterpriseAmstrad CPC 464Amstrad 6128, Goldstar MSX, Lynx Camputer, Sam Coupe, Sord M5, Atari XL / XE, Atari 400Atari 800, Pioneer MSX, Acorn Archimedes, ATARI ST 520, ATARI STE, ATARI ST 1040Commodore Amiga A500, Commodore Amiga  A500+,  Commodore Amiga A600Commodore Amiga A1200

Early Favourites

Atari 2600 Video Computer System (1977), Vectrex  (1982), Philips G7000 (1983), Sharp MZ 780, Atari Pong, Fairchild Channel F (1976), Mattel Intellivision (1980), ColecoVision (1982)

8-Bit Originals

Nintendo Entertainment System (1983), Atari XE GS (1987), Amstrad GX4000 (1990), Sega Master System (1985) Mk 2 (1992)

16-Bit and Beyond

Turbo Grafx 16 (1987), Super Nintendo  Entertainment System (1990), Sega Mega-CD (1991), Sega Megadrive (1988) and Megadrive 2 (1993), Philips CD-i (1991), Sega 32X (1994), Commodore Amiga CD32

Handheld Heaven

Nintendo Game & Watch (1980), Entex Adventure Vision (1982), Tiger Electronics Game.com (1997), Nintendo Game Boy Color (1998), Atari Lynx (1989), Sega Game Gear (1991), Nintendo Game Boy (1989), NEC PC Engine GT (1990), Nintendo Game Boy Pocket (1996)

The Playstation Generation

Panasonic 3DO (1993), Sony PlayStation (1994), Nintendo Switch, Nintendo Famicom (1983), Atari Jaguar (1993), Sega Mark III (1985), Famicom Disk System (1986), Sega Saturn (1994), Nintendo Virtual Boy (1995), Sharp Twin Famicom (1986), NEC PC Engine (1987), NEC PC Engine (1987), Nintendo 64 (1996), NEC PC Engine-CD (1990), Super Famicom (1990), SNK Neo-Geo AES (1990), CD (1994), NEC PC-FX (1994), Sega Dreamcast (1998), Nintendo Wii-U (2012), Sony PlayStation 2 (2000), Nintendo GameCube (2001), Microsoft Xbox One (2013), Panasonic Q (2001), Microsoft Xbox (2001), Microsoft Xbox 360 (2005), Nintendo Wii (2006), Sony Playstation 3 (2007), Sony Playstation 4 (2013)

For booking information, please fill out our CONTACT FORM

Alternatively, email us HELLO@THE CODESHOW .INFO