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.
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