Advent of Computing

Episode 19 - PLATO Part 1: A Revolution in Teaching

Dec 16, 2019
Discover the groundbreaking PLATO project, which revolutionized education in the 1960s. It introduced advanced technologies like the first plasma screens and multi-user online gaming. Explore the transition from mechanical teaching devices to early computer systems, highlighting the challenges innovators faced. Learn how funding from the National Science Foundation fueled these pioneering advancements, shaping the future of computer-assisted education and leaving a lasting legacy that remains overlooked today.
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INSIGHT

PLATO's Hidden Innovations

  • PLATO was an educational platform that surprisingly pioneered many advances, like plasma screens and multiplayer games.
  • It challenges the linear history of computing by showing early presence of modern tech.
ANECDOTE

PLATO's Founding Duo

  • Dan Alpert and Don Bitzer were the key early figures behind PLATO, combining administrative support and technical drive.
  • They started with minimal resources but a strong vision at the University of Illinois in 1960.
INSIGHT

Creative Early PLATO Tech

  • Memory and graphic display limitations made early PLATO lessons rely on a mix of slide projectors and storage tubes.
  • This hybrid approach cleverly circumvented hardware constraints to provide an interactive learning experience.
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