How calculator games took over schools

Phil Edwards
9 Apr 202312:46
EducationalLearning
32 Likes 10 Comments

TLDRThe video script delves into the unexpected phenomenon of calculator games, which have been an integral part of high school culture since the 1990s. It explores how graphing calculators, particularly Texas Instruments models, became a platform for a wide array of games, from simple TI BASIC to complex assembly language programs. The script uncovers the community and culture around these games, the history of calculator integration in education, and the role of Texas Instruments in shaping this ecosystem. It also highlights the creativity and programming skills that students developed through creating and playing these games, suggesting a broader potential for educational innovation.

Takeaways
  • ๐Ÿš€ The script discusses the surprising popularity and history of calculator games, which have been a significant part of high school life since the 1990s.
  • ๐Ÿ” The author's curiosity about calculator games led to the discovery of a large community and a wealth of responses, highlighting the enthusiasm for these games.
  • ๐Ÿ“š The script touches on the educational aspect, suggesting that calculator games have had an impact on the past and future of education.
  • ๐Ÿค– The TI-84 Plus, an upgrade from the TI-83, is highlighted as an example of a graphing calculator that has been used for more than just math, including playing games.
  • ๐Ÿ› ๏ธ The 'program' button on Texas Instruments calculators, intended for educational purposes, has been repurposed to load games, leading to a wide variety of calculator games.
  • ๐ŸŽฎ There's a mention of a modified TI 84 Plus that could play Gameboy games, showcasing the creativity and hacking spirit within the calculator gaming community.
  • ๐Ÿซ The script delves into the history of calculators in education, starting with the 1980s and the National Council of Teachers of Mathematics' recommendation to integrate calculators and computers into math programs.
  • ๐Ÿ“ˆ The rise of calculators in the classroom is linked to the SAT's inclusion of calculators in 1994, which led to a widespread adoption in educational curricula.
  • ๐ŸŒ The internet and websites like TI-Calc.org played a crucial role in the dissemination of calculator games, enabling a broader sharing of these games among students.
  • ๐Ÿ’ก The script emphasizes the importance of calculator games in fostering programming skills and creativity among students, which can be valuable in the face of new educational challenges.
  • ๐Ÿ‘ The author encourages a focus on the positive aspects of calculator games, such as innovation and creativity, rather than solely on the potential for cheating.
Q & A
  • What was the main topic of the video script?

    -The main topic of the video script is the history and significance of calculator games, which have become a significant part of high school life from the 1990s to the present.

  • What is the significance of calculator games in the context of high school life?

    -Calculator games have been a ubiquitous part of high school life, providing a form of entertainment and subversion in an educational setting, and have also sparked interest in programming among students.

  • What type of calculator is mentioned in the script as being used by the speaker?

    -The speaker mentions using a TI-84 Plus calculator, an upgrade from the TI-83 model used in high school.

  • What is the role of the 'program' button on Texas Instruments calculators?

    -The 'program' button on Texas Instruments calculators is intended for mathematical functions, but it can also be used to load programs and games, leading to the creation of a large number of calculator games.

  • How did the speaker's friend modify his TI-84 Plus calculator?

    -The speaker's friend modded his TI-84 Plus to play Gameboy games, indicating the potential for customization and the gaming community around these devices.

  • What is the significance of the 'Mirage OS' mentioned in the script?

    -The Mirage OS is a significant development in the calculator gaming community as it allowed users to load more advanced games, such as Mario, onto their calculators.

  • What cultural phenomena emerged from the ability to play games on calculators?

    -Cultural phenomena such as the informal trading of game copies using link cables and the organization of schemes to 'sell' calculator games among students emerged from this ability.

  • Why did the speaker initially have questions about the emergence of a robust games ecosystem on calculators?

    -The speaker questioned how a games ecosystem could emerge on a device primarily meant for mathematical functions like cosines, sines, and tangents, indicating curiosity about the intersection of education and entertainment.

  • What historical context is provided about the introduction of calculators in the classroom?

    -The script provides historical context dating back to the 1980s, with anxiety about calculators in the classroom, the National Council of Teachers of Mathematics recommending their use, and their eventual inclusion in the SAT in 1994.

  • How did Texas Instruments become a dominant player in the calculator market?

    -Texas Instruments became a dominant player by aligning with the educational movement of the 1980s and 1990s, providing continuing education credits and support for teachers, and sponsoring events like the T3 conference.

  • What is the potential impact of calculator games on students' interest in programming and technology?

    -Calculator games have the potential to spark interest in programming and technology among students, as they provide a platform for creativity and innovation, and can lead to students learning to code and create their own games.

Outlines
00:00
๐ŸŽฎ The Rise of Calculator Games

The script begins with a humorous anecdote about selling calculator games, highlighting their popularity in high school life from the 1990s to the present. The narrator expresses surprise at the large community surrounding these games, as evidenced by numerous responses on YouTube and Patreon. The video aims to explore the history and significance of calculator games, starting with the TI-84 Plus, an upgrade from the TI-83, and the role of the program button in enabling game development. The Texas Instruments calculators' dominance in the market is attributed to their ability to run a wide range of games, from simple TI BASIC to complex assembly language programs. The video also touches on the cultural impact of these games, including a personal story about a failed scheme to sell calculator games in high school and the broader implications for education.

05:05
๐Ÿ“š Calculators in Education and the Birth of a Gaming Ecosystem

This paragraph delves into the historical context of calculators in education, starting with the National Council of Teachers of Mathematics' recommendation in the late 1980s to integrate calculators and computers into math programs. Despite concerns about cheating, calculators became a staple in curricula and were eventually included in standardized tests like the SAT. The narrator discusses the influence of Franklin D. Demana and Burt K. Waits, pioneers in math education who helped establish the T3 conference, a Texas Instruments-sponsored event for teacher training. The rise of Texas Instruments in the market is linked to their aggressive educational outreach and the development of powerful calculators like the TI-83 in 1996. The paragraph also mentions the emergence of online communities and websites that facilitated the spread of calculator games, leading to a thriving ecosystem of game development and sharing among students.

10:12
๐Ÿ›  The Impact and Relevance of Calculator Games Today

The final paragraph reflects on the enduring relevance of calculator games, despite the prevalence of smartphones and modern programming tools. The narrator shares personal stories of learning to program through calculator games and encourages a focus on the creativity and ingenuity these games inspire, rather than solely on the potential for cheating. The video concludes by acknowledging the community's contributions to the content and inviting further engagement and sharing of calculator-related stories. The narrator also mentions a Patreon reaction video and expresses gratitude for the viewers' participation and feedback.

Mindmap
Keywords
๐Ÿ’กCalculator games
Calculator games refer to video games designed to be played on graphing calculators, often with basic graphics and simple gameplay. They became popular in the 1990s and are a significant part of the video's theme, showcasing a unique aspect of high school life and a subculture that emerged around these devices. The script mentions games like 'Phoenix' and 'Fruit Ninja,' which were adapted to run on calculators, highlighting the creativity and ingenuity of students who found entertainment in these limited devices.
๐Ÿ’กTI-84 Plus
The TI-84 Plus is a graphing calculator made by Texas Instruments, an upgrade from the TI-83 model. It is a central device in the video's narrative, representing the technological advancement that enabled the creation and playing of calculator games. The script discusses its release in 2004 and its features, such as the program button, which allowed for the loading of games, thus transforming the calculator into a gaming platform.
๐Ÿ’กTexas Instruments
Texas Instruments (TI) is an American technology company known for its calculators and educational technology products. In the context of the video, TI is the dominant manufacturer of graphing calculators that facilitated the development of calculator games. The script discusses TI's influence on education, their calculator development timeline, and their role in promoting the use of calculators in classrooms.
๐Ÿ’กCasio
Casio is a Japanese electronics company that also produced calculators capable of running games, as mentioned in the script. While not as dominant as Texas Instruments in the U.S. market, Casio calculators were part of the calculator gaming culture and are relevant to the video's exploration of the breadth of the calculator game ecosystem.
๐Ÿ’กProgramming
Programming is the process of creating a set of instructions for a computer to execute. In the video, programming is central to the creation of calculator games, with students writing code in TI BASIC or assembly language to develop games on their calculators. The script provides examples of students who learned to program through creating calculator games, emphasizing the educational value of this activity.
๐Ÿ’กEducational challenges
Educational challenges in the video refer to issues that arise in the learning environment, such as cheating, which was a concern when calculators were first introduced to classrooms. The script discusses how calculators were initially met with skepticism due to fears of misuse, but eventually became an integral part of education, leading to the development of calculator games and a new set of challenges and opportunities.
๐Ÿ’กNational Council of Teachers of Mathematics
The National Council of Teachers of Mathematics (NCTM) is a professional organization that advocates for high-quality mathematics education. In the script, the NCTM is mentioned as having recommended the use of calculators and computers in mathematics programs, which helped to legitimize the use of calculators in educational settings and contributed to the rise of calculator games.
๐Ÿ’กT3 conference
The T3 conference, as mentioned in the script, is an annual event sponsored by Texas Instruments that focuses on teaching with technology. It is relevant to the video's theme as it represents the ongoing support and training provided to teachers to effectively use calculators in the classroom, which indirectly contributed to the calculator gaming culture.
๐Ÿ’กIcarus Collective
The Icarus Collective is a group mentioned in the script that was involved in the development and sharing of calculator games. They exemplify the community aspect of calculator gaming, where programmers and enthusiasts collaborated to create and distribute games, contributing to the rich ecosystem of calculator games.
๐Ÿ’กDrug Wars
Drug Wars is a game adaptation mentioned in the script that appeared on the TI-82 in 1994. It is significant as one of the early calculator games and represents the beginning of a trend where more complex games were developed for calculators, showcasing the potential of these devices for entertainment beyond their intended educational use.
๐Ÿ’กInnovation
Innovation in the context of the video refers to the creative and novel uses of technology, specifically calculators, to create games and other applications. The script highlights the innovative spirit of students who programmed games on their calculators, which not only provided entertainment but also sparked interest in programming and technology.
Highlights

Calculator games have been a significant part of high school life since the 1990s, revealing a large community and cultural impact.

The story of calculator games taps into a giant community with hundreds of responses in comments and videos.

Calculator games are still relevant today, especially among students who know how to load programs from their computers.

The presence of calculator games in classrooms dates back to the 1980s, with anxiety about their use and potential for cheating.

The National Council of Teachers of Mathematics recommended the use of calculators and computers in mathematics programs, influencing their adoption in education.

Texas Instruments calculators became dominant in the classroom, forming the basis for an entire ecosystem of calculator games.

The TI-83 and TI-84 Plus calculators, released in the 1990s and 2000s, respectively, were key in the rise of calculator games.

The program button on Texas Instruments calculators, intended for math functions, was repurposed to load games.

Casio calculators also had games, but they were slower and less popular compared to Texas Instruments.

Calculator games ranged from simple ones written in TI BASIC to complex ones in assembly language, enabling advanced features.

The Mirage OS allowed for the loading of sophisticated games like Mario on calculators, expanding the gaming possibilities.

Cultural phenomena emerged from the ability to play games on calculators, including schemes to sell games within schools.

Calculator games were seen as subversive and potentially illegal, adding to their appeal among students.

The rise of calculators in education was not immediate, with concerns about cheating and a gradual acceptance of their benefits.

Texas Instruments sponsored events and provided teacher training, contributing to their calculators' dominance in the U.S. market.

The development of calculators was aligned with the educational movement of the 1990s, leading to their widespread use in schools.

Calculator games have inspired a generation of programmers and contributed to the forward-thinking spirit of the 80s and 90s.

The creativity and ingenuity enabled by calculator games is a valuable aspect to consider in the face of educational challenges.

Transcripts
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