We bring a traveling computer museum to your school
Enhancing the modern curriculum with computing history and heritage
We have historical hardware from the 1970s, through to the present day, essentially a working timeline of consumer technology that has been commercially produced over the last 45 years. By visiting your school it gives children and teachers hands on experience with these machines, giving them the opportunity to play, explore and learn about the history and the limitations of early technology, while also embedding a fun element into the computing curriculum.
By giving hands on access to vintage computer technology to new generations of children, we show them that what we are teaching isn’t a new concept and also celebrates and tells the story of how the UK adopted this new technology. The computing curriculum is a welcome step forward, however it does not touch on our heritage as a pioneering nation, creating an industry from bedroom coders, that were often self taught, here in the UK and with this, we can hopefully inspire the future generation of children.
When we looked back at the home computing boom of the 1980s the generation of children and young teens that adopted this new technology, learning themselves to code and write computer games, which then initially developed into a mail order cottage industry and has now grown into a multi-billion pound games industry, it occurred us that many of the teachers in school were not aware of the home computing boom of the early 1980s or had first hand experience of the time so our idea is to celebrate an industry born from the bedrooms of school children in the 1980s that has produced the video games industry now worth billions today.
We saw that there was something clearly missing in the modern computing curriculum, the home computing boom started here in the UK and it was our children that created it, so why are we missing the link between what we are teaching children today and why are we not learning the future generation of children (and teachers) where the roots of what we are teaching originated from whilst indentfiying that the computing curriculum itself needs some fun injecting into it.
We aim to reach out to every child and teacher across every school in the UK and show them what we offer, giving them the opportunity to learn, explore and celebrate our home computing history and put the fun back into the computing subject and with this vision, we can hopefully inspire future generations of learners.
The story of previous generations of children programming these machines is a fascinating story that needs to be told and demonstrated to the current generation so they can experience the software as well as understand that what they are being taught is not a new concept.
Our current inventory includes
Our comprehensive collection includes personal computers, consoles and handhelds
We have most consumer technology that has been produced over the last 45 years as well as a range of computer CPUs from Zilog Z80, Motorola 68000, Intel 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 1960s, pre-processor ticker tape, laserdiscs, floppy disks and cassettes. We also have a collection of early mobile phones, vintage TVs including Sinclair models.
Atari 2600 “Video Computer System” (1977), MB 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 NES (1990), Sega Mega-CD (1991), Sega Megadrive (1988) and Megadrive 2 (1993), Philips CD-i (1991), Sega 32X (1994), Commodore Amiga CD32
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), 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)
The Home Computer Revolution
Acorn Atom, BBC B, BBC Master, Acorn Electron, Commodore C16, Commodore PLUS 4, Commodore 64 (breadbin), Commodore 64, Dragon 32, Sinclair ZX 80, Sinclair ZX 81, Sinclair Spectrum 48k, Sinclair Spectrum +, 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 48k, Oric Atmos 48k, Elan Enterprise, Amstrad CPC 464, Amstrad 6128, Goldstar MSX, Lynx Camputer, Sam Coupe, Sord M5, Atari XL / XE, Pioneer MSX, Acorn Archimedes / A3010 / RISC PC, Acorn Archimedes /A3020 / RISC PC, ATARI ST 520, ATARI STE, ATARI ST 1040, Commodore Amiga A500, Commodore Amiga A500+, Commodore Amiga A600, Commodore Amiga A1200
Offering a dynamic service, we can structure a show to your exact requirements of your school:
We believe, we are the first in the UK to be able to cater for any school at this level of dynamic. We can dynamically structure a workshop format and frequency to suit your school.
Due to the vast selection of technology we have to choose from 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 with with at the same time. By learning through play, we can introduce children to the hardware but also the games, storage medium, processors and much more as well as the pioneering inventors that created the hardware.
We differ from what a traditional museum offers due to the fact that the whole school can enjoy our workshop sessions, rather than being limited to how many children could travel on a bus trip to a traditional museum. The added benefits of this is that our pricing is much more competitive and realistically affordable for any school within the UK.
The structure of the show is a working timeline of computers and consoles over the past 45 years with a focus on the story of the home computing boom in Britain in the late 1970’s and 1980s, essentially school children coding and creating what we now know as the video game industry.
We travel to every school in the UK.
We would ideally require the school hall free for the full day, so that the whole school can experience what we offer, however we can work with a free classroom instead, if required.
Good access to around 5 or 6 mains plug sockets is required. We’d also require 8 to 12 free desks (depending on criteria of machines requested for visit). We would require 2 hours setup time and maximum of 1 hour to pack up at the end of the show.
All our computer equipment has been fully PAT tested