Abstract. The early history of computers in Finnish schools occurred during the period 1978-1995. In high schools, courses were officially included in the curricula in 1982, while at the upper level of comprehensive school, computer courses started in 1987. This paper describes and analyzes the challenges and results of the first wave of computer education in the Finnish school system.
Abstract:History has ignored several aspects concerning the early phases of Finland's computerization activities. This article concentrates on the early history of microcomputing in Finland, in the light of three computer clubs. An interactive relationship between paid work and private hobbies was typical in the early phases of microcomputing. The educational and do-it-yourself aspects of about computers enhanced learning.
Abstract. Computers and other digital devices have been used for gaming since the 1940s. However, the growth in popularity of commercial videogames has only recently been witnessed in museums. This paper creates an overview of how digital gaming devices have been introduced in museum exhibitions over the last fifteen years. The following discussion will give examples of exhibitions from different countries and provide answers to the following questions: Can digital games and gaming devices be used as promotional gimmicks for attracting new audiences to museums? How can mainframe computers be taken into account in digital game related exhibitions? How has the difference between cultural-historical and art museum contexts affected the methods for introducing digital games? Is there still room for general exhibitions of digital games or should one focus more on special theme exhibitions? How are museum professionals, researchers and computer hobbyists able to collaborate in exhibition projects?
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