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Ask HN: How can I make a “kid's computer” today as good as an Apple II?

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41–50 of 244 posts

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#41
post #5

I think the problem here is that the world has moved on a lot since some of us kids were amazed at what we could make machines like an AppleII do with basic (and assembler and peek and poke). I remember being amazingly proud of myself for getting an ascii version of Space Invaders working. I could, as a 10 or 12 year old, make something for myself that kinda looked like and was way more fun (for me) to play that _lit…

Not really true. When there was Quake and Visual Basic, we still played around with qbasic in msdos because it was fun and gave immediate feedback.

I think the combined editor and runtime environment of qbasic shortened the feedback loop and made it more fun.

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#42
OK. My best friend had the same Apple II. We used to play Carmen Sandiego, and California Games, Oregon Trail; I had a TRS-80 Model 100 laptop that I learned BASIC on, but my first programming language was LOGO. Then Hypercard.

So I figured I'd address this question if or when I had a kid. I don't have kids. But I'm glad someone asked it the way you asked it; it's very important to me that kids should learn this way, by building things rather than having structures shoveled at them.

Quick side note. My dad banned RPGs in the house. My brother was a huge D&D fan but my dad said it encouraged "follower" mentality to follow a dungeon master's idea of the storyline; and he viewed all videogames with plot elements basically the same way.

OK. So how would I approach it? I'd make a language that took all the basic elements of code (vars, control structures, etc) and made them come to life the way LOGO did. The rewards of doing something cool have to be tangible. When I was 10 or 11, my friends and I had our own code competitions in Hypercard to try to make cool screen savers or little games. We judged each other and ourselves; we'd spend 72 hours and see who made the coolest thing and we'd be honest with each other if someone else's thing was cooler. None of this was "cool" at the time but it was like we had magically tapped into some power that other kids didn't have, and that was what kept us addicted to learning. We learned from each other and from our own mistakes. The two friends I'm thinking of from elementary school are both incredible developers and business owners now; one runs a very bizarre entertainment venue, and the other is a great writer who put out a bunch of games after working at Microsoft and Bungie.

So I believe they'd have the same view on it. Here it is:

1. Concrete results need to happen quickly 2. Introducing abstract concepts (arrays, complex data structures) should be challenging but lead to far greater results 3. Results need to be "pretty". But only in the way that encourages stretching your skills further. For example, if you start a kid in a programming environment where everything is a pristine 3D world, and their job is to program the behavior of an animal, then you've done most of the work for them; their work has to actually stand out and shine. The problem with too many platforms is that they reward the kid too soon. So you made an animal but it isn't really that different from every other kid's animal. The competition between kids is critical... and so is the ability to make something unexpected. LOGO could make unexpected artifacts. Hypercard was wide open, it was just a blank page. Kids' imaginations filled the gaps, and we all wanted to make Spaceship Warlock or Myst or the Journeyman Project from that page.

What I would do? I'd probably be a terrible parent. But my advice would be to get your kid a Commodore 64 or a TRS-80 and show them the manual for BASIC. And tell the kid if you want to play a game, make a game. Then get other kids to compete on it. The sense that you can create something from nothing using these tools is a powerful motivator. Then later they can see the world where it's all "been done" and they'll probably think of something like Wordle which wasn't quite done, because they've learned how to think that way.

Just my 2¢.

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#43
post #12
post #5

I think the problem here is that the world has moved on a lot since some of us kids were amazed at what we could make machines like an AppleII do with basic (and assembler and peek and poke). I remember being amazingly proud of myself for getting an ascii version of Space Invaders working. I could, as a 10 or 12 year old, make something for myself that kinda looked like and was way more fun (for me) to play that _lit…

I agree with this post. Most of the young 6-12 year olds out there aren't going to be really interested in a terminal/basic interpreter. A lot of what that audience wants to do is build mods for the games they play. Minecraft, fortnite, etc. and the like. But programming for these games is a bit more involved than regular programming obviously. I suggest getting them a computer that is capable of playing the game the…

minecraft modding is doable with some help. obviously more complex than writing some little BASIC program from scratch since you're hooking into existing things that are at times not ideally documented but it's a lot more feasible than trying to teach your kid unity, probably

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#44

Earlier quoted context omitted.

If it's just software, you could always cheat; Apple II emulators exist - you could have exactly that, if you want. (Granted, with worse boot time and hardware integration)

An Apple II emulator is an interesting approach. Would something like LinApple [1] work or are there other options out there that could work better? [1]: https://github.com/linappleii/linapple

Virtual II[0] is paid software and requires a Mac, but it’s probably the best. One of the neat things about sticking with the Apple II is the community that still organizes around it at KansasFest[1].

[0] http://virtualii.com/ [1] https://www.kansasfest.org/

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#45

Just get an old computer. Old computers don't die - their users do. You can get a nicely specc'ed ZX Next ( https://www.specnext.com/ ) or Amstrad CPC6128 for the budget, or find an old C64 and deck it out with some solid-state storage (actually do this for all the machines, they all have it now). My kids learned hacking on an Oric Atmos with a Cumulus drive (SD-card storage), which was just mind-blowing to see and a…

+++++ This is what I always imagined I'd do if I had kids, and I think I'd love every minute of it.

Did your kids get bored with those things when they got a look at an iPad? Or did they understand what they were looking at?

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#46

This is a good question and something I've been thinking about lately. I can't see my kid getting anywhere near of an explorative and self-learning experience that I had in the 80s with the tech available today.

It's so sad if this is the case. It shouldn't be, but it's kind of the way the world is going. Exploration is so discouraged now, and our computer environment makes it really hard even for adults to not get sucked into some corporate hole.

I've begun to think that learning what's hard and important about computers, and experimenting, doesn't require a computer. A computer is just one kind of sandbox. Building a structure, fixing part of a car, these have more in common with our experience of tinkering with computers than anything offered now by the social media world. Really, computers should be just another kind of mechanical thing you know how to work on, build, take apart, etc. It's what's being delivered over them these days that's poison.

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#47
post #8

I had a similar problem a few years ago. While I never found the perfect machine here is how I have been introducing my now 10 year old son to the world of computers: - I bought him a Kano computer kit when he was about 7. The kit retailed for about $250 at the time and a kid could assemble it "like LEGO". It came with educational software that introduced him to programming languages, etc. (Unfortunately I do not thi…

When I was around your son's age, my parents introduced me to computers by getting me a LEGO Mindstorms Robotics Invention System 2.0 set for Christmas in 2001. My favorite thing in the world was the Exploration Mars expansion. The "hacker" community around Mindstorms was huge in the 00's. After the RCX was reverse engineered, all sorts of language support appeared. BrickOS for C and C++, lejos for Java, NQC, etc. I…

I remember being a kid, and really wanting one of those for xmas - I think it was the first versions they had made of them. Unfortunately it was too expensive, but man did it look exciting, and the idea of having your own robots was so cooooool.

Oh well, years later I got access to computers and ended up doing programming, but now that I could afford one, I cannot find them anymore :(

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#48
The thing about your childhood memories is that the actual output was not possible any other way. Paint Shop Pro banners made at home was awesome! Writing a program that took your age in years and returned the number of months was, in the 80s, mind-blowing. Remember, we thought that digital watches were cool! Now, you can ask Alexa how many days there are until your birthday. So writing software on a PC is a bit .

Any attempt to revive that sense of wonder has to be something that seems like an achievement, which is why Lego Mindstorms keeps getting a mention. Along that vein..

- If going down the Raspberry Pi route, look at doing stuff with sensors, servo drivers, that kind of thing. The CrowPi seems to be good for that.

- An Arduino educational kit with a bunch of electronics is really good - particularly if you can get it with a proper accompanying educational programme and all of the bits. Arduino is probably better than a Pi to get some introduction to embedded and electronics, because you don’t have to have an argument with your parents about whether or not systemd is a good thing.

- Good projects are buying LED lighting strips for their bedrooms and finding ways to turn them on and wire them up. It has to be something that you can’t get from Amazon Prime, so LED strips that you have to cut and solder make it much cooler.

- 3D printing is still amazing. Kids feel that they have produced something from nothing. The sense of wonder is definitely there.

- Radio controlled electric planes or drones are good. There is a fair amount of ‘programming’ involved (of radios, ESCs, etc), and it is surprisingly more complex than you would think. Start off simple though with a kit that has some self-assembly and upgradability.

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#49
I'm old enough to have used an Apple II in my early teens, and then the BBC models A and B. My parents bought me a Vic 20, and later I bought myself an Acorn Electron from money I made helping out teaching people basic computer skills. I hacked the hell out of those things. I also typed-in a lot of code from magazines. I remember the feeling (really almost ecstatic sometimes, to my teenage self) of possibility and exploration. I wrote Mandelbrot set programs and blew my mind a bit. I typed-in a planetary orbit simulator and then played with the constants to see what would happen. I learned 6502 assembler and wrote a simple (what I now know to be) cooperative multi-tasking scheduler. Information moved at the speed of monthly magazine publishing schedules, so you mostly had to figure stuff out yourself. It was fun. This was all pre-PC.

Now I'm older and I have teenagers and I did try to recreate this experience for them: Logo, RasPi, MicroBit, electronics kits, etc. But the truth is that simple stuff just wasn't that interesting to them. They played a lot of minecraft and built huge automatons with redstone and chickens, and they explored worlds like Mario Galaxy (impressively huge to me). I guess they got out of that something similar to what I did with my Vic 20. I can regret that their experience is built on a deep stack of tech that they know little about, but I don't think they really cared about that - if they thought abut it at all.

New technology attracts enthusiasts - but then it fades into the background or fades away. When cars became things that normal people could own, there were car clubs for people who enjoyed messing with cars. Some of these clubs still exist. When sound recording became a consumer tech, there were clubs were people met to listen to and share recordings. Domestic CB radio was a thing for a while. Astronomy clubs still exist - from their origins in a time when it became possible to buy a telescope and actually do new stuff with it.

My advice is to look for ways for them to actively explore the world in a positive, non-passive, fun way. Equip them with the means to explore - don't try to teach them web development. Don't ask them to stick with one thing. There's a lot more stuff now - so its ok to try things and abandon them and move one. They'll do that anyway.

Re: Ask HN: How can I make a “kid's computer” today as good as an Apple II?

#50
post #5

I think the problem here is that the world has moved on a lot since some of us kids were amazed at what we could make machines like an AppleII do with basic (and assembler and peek and poke). I remember being amazingly proud of myself for getting an ascii version of Space Invaders working. I could, as a 10 or 12 year old, make something for myself that kinda looked like and was way more fun (for me) to play that _lit…

A couple of years back I bought a microbit (in fact I bought two). "it's just a microchip" was the response.

I think he might be a future product owner as he was more than happy to give me requirements for a simple game, but had no interest in how it worked.

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