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Phenomena

BBC Computer Literacy Project

A nation learns to code

The 1980s British initiative that put computers in every school and homes across the nation, creating the foundation for the UK games industry.

bbc-micro britisheducationbbcacornschools 1980–1989

Overview

The BBC Computer Literacy Project was a British government and BBC initiative launched in 1980 to bring computer literacy to the nation. Through television programmes, the purpose-built BBC Micro computer, teacher training, and educational software, the project aimed to prepare Britain for the computing age.

The project succeeded beyond expectations, creating a generation of computer-literate citizens and - perhaps unexpectedly - laying the foundation for Britain’s games industry.

Fast Facts

  • Launched: 1980
  • Partners: BBC, Department of Industry, Acorn Computers
  • Computer: BBC Micro (1981)
  • TV series: The Computer Programme (1982), others
  • Schools: Every British school received micros
  • Investment: Millions of pounds

Components

The project had multiple elements:

  • Television programmes - Teaching computing to mass audiences
  • BBC Micro - Purpose-built educational computer
  • School deployment - Computers in every school
  • Teacher training - Preparing educators
  • Educational software - Learning programs
  • Books and materials - Supporting resources

The BBC Micro

Acorn won the contract to build the BBC Micro:

  • Robust for classroom use
  • Excellent BASIC (BBC BASIC)
  • Expandable (Econet networking)
  • Supporting peripherals (turtle robots, etc.)
  • Technical quality attracted hobbyists

The machine became successful beyond schools, finding a home computer market.

Television Coverage

BBC produced multiple series:

  • The Computer Programme (1982) - Introduction to computing
  • Making the Most of the Micro (1983) - Follow-up series
  • Micro Live (1984-1987) - Magazine format
  • Presenters: Ian McNaught-Davis, Chris Serle

Impact on Education

The project transformed British schools:

  • First generation of computer-literate students
  • Teachers trained in computing
  • Programming became accessible
  • Early introduction to technology
  • Cross-curricular computer use

Impact on Industry

The project’s alumni went on to:

  • Found games companies
  • Create influential software
  • Build the UK tech sector
  • Work in computing worldwide

The UK games industry’s strength in the 1990s-2000s traces directly to 1980s school computing.

Legacy

The project’s influence continues:

  • Raspberry Pi - Explicit attempt to recreate the magic
  • Computing curriculum - Builds on established foundation
  • Industry recognition - BBC Micro’s role acknowledged
  • Nostalgia - Shared cultural memory

See Also