Ever since 1979, I have been curious about the instinctive reaction (and evidence in front of my eyes) that computers might support learning. That first computer program, intended for me to discover how to program, was Snooker. It simulated (on a Research Machines 380Z) the snooker table with a single ball. By specifying a force and a direction (as a bearing) you could hit the ball and see if it went in the pocket. When I showed my mathematics pupils, they were full of it – running to the cupboard to find protractors so they could more accurately estimate the angle.
In 2002 (call me slow) I had the opportunity to make my own analysis of how technology could enhance learning in the context of the Qualifications and Curriculum Authority project, Investigation Into Pupils’ Creativity Across The Curriculum, for which I was a consultant.
In 2012 (call me an octogenarian snail) I have tidied up that work into a a rather text-full poster which summarises what I had learnt, mapped on to the model of learning which I use in my practice – expression and evaluation – that poster is coming next!
UPDATE 14th August 2012: I have recreated Snooker using QuiteBasic!