Ask HN: Is there a modern “power on to basic” computer, for kids to learn on?

387 points by andrewstuart ↗ HN
I want to give some young kids a small cheap computer that "switches on to basic" or some other programming language?

Like in ye olde computer days when you brought home your Commodore 64 and turned it on you were in basic.

I'm guessing everyone will want to say "Raspberry Pi" of some form, but does that meet my requirement? Plug it into TV, turn it on and you're in basic and can start programming. Ideally with some sort of book or resource for learning how to make the computer do things on the home TV screen.

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You'd think that we'd have a modern version of such a thing, wouldn't you?

Closest modern analogue I can think of is the "console" tab in the browser "developer tools" window. Still stuck with a host OS and JavaScript though...

The closest thing I've found to this is Pico-8: not a computer, a piece of software, but it's very cool. It has a simple text editor for writing Lua code, a simple sprite editor, and a simple sound editor, all for creating games. It's a nice little sandbox for playing with code and creating things.

https://www.lexaloffle.com/pico-8.php

I upvoted this but I need to reiterate my support.

When I was a kid, I was heavily into video games and had a burning desire to create my own. However, the options for doing so were not great. One of my middle school teachers tried to introduce us to programming via creating Space Invaders in perl, which went as well as you might imagine. There were a few GUI game making applications that were all terrible and extremely limited. I eventually managed to make a game using Flash, but all the overhead of arcane Actionscript APIs was overwhelming and discouraging. I stopped programming and for several years thought I was going to go into media, creating films and animation. I eventually picked up programming again in college, but there were many years of programming experience I could have had if I had stuck with game dev.

I'm convinced that if PICO-8 existed when I was originally interested in making games, I never would have stopped programming. PICO-8 is the perfect balance of easy-to-learn and powerful. Lua is a good first language because it's so small, and encourages you to build your own solutions rather than rely on magical libraries. For example, I never knew how a list-shuffling algorithm (Fisher-Yates) worked until I needed to write my own because Lua and PICO-8 don't provide one.

The limited sprite and sound options encourage you to spend time not on the assets but on the gameplay (the code). It's quick to get things on screen and working because the PICO-8 API is simple, logical, and not arcane (cough Actionscript cough).

Basically, it introduces programming in an instant-gratification way that's able to grab and hold a child's attention, while still being powerful enough to produce games that aren't hamstrung by toy programming languages.

And the great thing about today is, there's a metric ton of free software you can move on to. Like, I would've killed for Godot when I was a teenager.
You think you had it rough, at 15 I taught myself C/C++ Win32 programming with COM and early DirectX versions from textbooks and online tutorials. I'm thankful now though, as most modern frameworks are a breeze to learn by comparison. Looking back it was a bit like learning to swim by jumping in the deep end of the pool. It certainly gave me the confidence that I can figure stuff out, even in a new domain. And it's given me some valuable lessons in what makes a good vs bad API design.
Mine was Pascal in Turbo Pascal (6?) for DOS, circa 2004. It speaks volumes to the outstanding quality of Turbo Pascal and the Pascal language that it still holds up, more than 20 years later.
I feel old. Mine was commador64 basic in 1988
Don't feel old.

My first Basic experience was on a VIC-20, and I later got my own C64 in 85.

Great computer to learn on but I don't think I would have got far without the Programmers Reference Guide.

I started with AppleSoft basic around 10 years old. It was fairly simple to achieve "stuff". But if your dream was videogames (and when you're 10 years old, well, you see :-)), then you ended up in front of the assembler/machine code wall. And there your dreams vanished (or you were crazy enough to learn by yourself and books).

So I think Pico8 or Scratch are cool in the sense that they give you an environment to start programming. But OTOH, if what you look after is AAA games, then you'll soon be confronted to a brand new wall, ie : DirectX, GPU, C++ whatever. Now I rememeber of Processing which is cool too.

I hope I never have to look at another line of MIDL.
This sounds really good!

Also of note: it was made by the creator of Voxatron (the only game I know of that really explored voxels), and is available as a $5 add-on to that.

Wikipedia page told me of a pocket computer preloaded with PICO-8: Pocket CHIP[1]. It seems to be exactly what the OP was asking for.

Alas, the Kickstarted company went belly up, failing to deliver all the preorders.

[1]https://en.wikipedia.org/wiki/CHIP_(computer)#Pocket_CHIP_an...

I have a Pocket CHIP. It’s really cool. Comes preloaded with PICO-8, some other software (a synth, etc.), and a dead simple graphical launcher. But under the hood it’s running full on Linux. I got the Swift compiler installed and running on mine, for example.

Really too bad that the company went under.

It's a pity indeed!

I'm going to snatch one on eBay before this thread really picks up.

I love pico 8, but I think that Lua is probably the worst language for coding in an editor that can fit so few characters on the screen, and it feels like using an external editor defeats the point. Granted, I haven't used the software in a couple of years, has it improved on the editor front?
I'm surprised you feel that way. Lua seems like a perfect choice for pico-8. Its syntax is friendly and concise, and it's maybe simplest language to embed, with tiny footprint. Almost all other languages I know of would be a worse choice. Scratch would be nice, but graphical editor is harder to integrate. What's more suitable language in your opinion?
Well it's only because of the issue with the built-in editor, since lua isn't really that concise in terms of character count imo. Also the official tutorial is a published book which I find a little distasteful although understandable. You are right though I can't really think of a better language to use
You can attach an external editor if you want, though I think it is not needed for learning. There is more value in the tight integration than the conveniences of a great text editor.

I've used this Sublime Text Package which works well:

https://packagecontrol.io/packages/PICO-8

The great thing about Lua is the language itself is so small, and not just from an implementation perspective. The spec and documentation are also small because there's not much to learn.

You can explain it in an afternoon. Try that with C++ or JavaScript.

It's also fast and it can be made to run in deterministic time. Plus the C API is something I can actually read and understand, which is true of none of the other scripting languages I've used(Python, Perl, et. al.).
I think Pico-8 would be perfect if:

a) The code editing story was a bit nicer (better resolution / builtin support for external editing and reloading etc)

b) If there was some kid-specific introductory game programming content for it (even "type all this in and play around with it after" worked for me as a kid)

It has both of those. Most of the tutorial is in the pico8.txt file though.
Pico-8 was my son's very first introduction to programming. He does much more with the integrated sprite editor and sfx/music editors than he does with actual coding. I would like to get him interested in TIC-80 as a replacement.

Key weaknesses of Pico-8 for kids learning to program:

1. The editor runs at the same resolution that the games do. Maybe this is because they didn't want to make their VM flexible enough to deal with multiple resolutions, or they just wanted to make the illusion that the Pico-8 is its own machine very consistent, but the end result is still a painful code editing experience. When I make example programs for my kids, I need to compromise between descriptive variable names and indenting code blocks.

2. Deviations from the standard lua API/libraries mean that normal learning resources like PIL have to be interpreted with an asterisk.

3. This is a minor thing, but the fixed palette is annoying. In graphical terms, Pico-8 lies roughly between the Atari 2600, 7800, and NES, but all of those systems handled colors more flexibly.

4. Splore allows children to find games that are not appropriate for their age. It's just not designed for kids and parents. My son found a game featuring smoking and thought it looked SO COOL (this was easy to disabuse him of). He also found a game that puts you in the role of a cyberbully, and the subtle psychological effects of that sort of "edgy" game aren't as easily undone with a single conversation. It is possible to mitigate this by putting whitelisted carts into the bbs carts folder and then making that folder read-only.

TIC-80 improves on the first three points. The editor is still running at the same resolution as the games, but uses a higher resolution (and the editor can optionally use a thinner font). The lua implementation is much more standard. And the palette can be changed (even per-scanline, I think). The music editor lets you draw your own waveforms, but in other respects is less intuitive than Pico-8's. (I haven't looked at TIC-80's cart browser so I can't comment on it.)

All of these are explicit design choices, for example a fixed palette is important to give games a "Pico-8" look and also reduce decisions regarding color choice. I suggest you watch Joseph White's practice talk (https://www.youtube.com/watch?v=87jfTIWosBw) if you're curious about design decisions that guided Pico-8.

Multiple resolutions would absolutely break the "Fantasy console" feel of Pico-8, even though I understand why programmers universally hate that. To be fair a lot of people do code editing outside of the Pico-8 editor.

#4 is an interesting point. The trick here is that different parents have different ideas of what is and isn't appropriate, and of course different kids will have different responses. It seems like the answer is to maybe have a version of Pico-8 that removes splore and expands the demo carts with some universally safe, popular titles.

TIC-80 is cool btw and might be a better learning environment for kids. I don't like it (or any of the other fantasy console\pico-8 clones) quite as much as Pico-8 because they remove constraints, making them feel more like generic game editors and less like imaginary retro computers.

>All of these are explicit design choices, for example a fixed palette is important to give games a "Pico-8" look and also reduce decisions regarding color choice.

Indeed, which is why they won't change, which is why (for me) an alternative like TIC-80 is preferable to waiting around for Pico-8 to become what I wish it were.

The virtual console space is tantalizing, but the culture around it has different tastes from mine. For example,

>I don't like it (or any of the other fantasy console\pico-8 clones) quite as much as Pico-8 because they remove constraints

This is a pretty common sentiment on the Pico-8 boards; I understand there are people looking for a certain aesthetic thrill that comes from working within the constraints to make something unexpectedly cool. And yes, when I have time, I would like to make e.g. a metroidvania that uses individual tiles to encode 4x4 chunks of tiles to allow for a big-ass map. It just so happens that those constraints aren't necessary for, and sometimes are in tension with, the goals of a good first-coding-experience learning environment.

I also totally understand why virtual consoles almost all use BASIC or lua, but (for me, not for my kids) I wish there were an option with static types. The combination of not being able to see much code on the screen at once plus no static type checking is pretty uncomfortable for me.

> I also totally understand why virtual consoles almost all use BASIC or lua, but (for me, not for my kids) I wish there were an option with static types. The combination of not being able to see much code on the screen at once plus no static type checking is pretty uncomfortable for me

At some point the question becomes why not just use Unity, BFXR, Bosca Ceoil and ASE Sprite if you want no constraints and better tools with a similar Pico-8-ish aesthetic? That question is outside of the scope of the original post, but as I piece together your ideal fantasy console, it seems like not really a fantasy console but a simple general purpose game IDE with a statically typed language.

Edit: Btw, if what you want is a simple general purpose game IDE with a statically typed language that is somewhere in-between Unity and Pico-8 I suggest you make it or at least spec out your needs more formally! I'm definitely a fan of more people making game creation tools (and software development tools in general) that fit their needs\use cases.

The all-in-one nature of most fantasy consoles is really appealing. They are also not terribly opinionated, which can be nice. When I tried Unity its 2d story was not good and I kind of struggled with its opinions. I've heard that its 2d has improved, but haven't had the time to explore it since.

I actually do like reasonably low resolutions in-game rather than in the code editor. When I play with my kids I want it to feel like good graphics aren't too far out of reach, and low-res makes it easier to get to something in the range of acceptable. My own kids appreciate their own pixel art more than anything they do in Scratch, for example.

I also think I might be slightly younger than most fantasy console fans, maybe? When I was very young I had an Apple IIc, which was good for booting straight to BASIC, but most of my childhood programming occurred in the era that spanned from CGA cards to VGA, and then I left programming for a while when 3d acceleration became a thing. One quirk of this era was that tradeoffs between color depth and resolution were just a normal thing. So for me, it would be a natural thing for a retro game dev environment that simulated a fixed framebuffer size to support, say, a 256x192 256 color mode and a 512x384 4 color mode. An editor in that higher-resolution, low-color mode would be way more comfortable than in low-res. (Pico-8 does have an alternate resolution, but it's 64x64 and still 16 color- somewhat evocative of the old 40x40 mode that Apples had).

TIC-80 does almost, um, tic all my boxes. I mostly just want a higher-resolution code editing mode (for both me and my kids) and a static language (for me; my kids don't really have a notion of types (yet)). So obviously the solution is to fork TIC-80 and see what I can make it do...

My ideal pallete would consist of all the C64s colors and all the ZX Spectrums colors combined. A few of them would overlap, and the resulting pallete would be restrictive but pixel artists could work magic between both the familiar old hues.

My ideal machine would be a C64 and Spectrum combined, 4 commodore sound chips, screen resolution increased only about 50%, 256kB ram, possibility of running 6502 and z80 in parallel, at quadruple speed.

Could be just nostalgia, but the continuing demo scene for these computers is incredible[a] and beautiful new games also get made to the old frugal specifications.

[a]https://www.youtube.com/watch?v=5UN2HHVScUw

Celeste, one recent major indie game, was started and initially developed on Pico-8.

If are into games, check out Celeste. Just the music is reason to play this game (I played it on PS4 but all versions are equal).

+1 for Pico-8. It really takes you down the rabbit's hole in a way that stimulates learning all the core concepts in creating a basic game. "Cool, I have a sprite on the screen. Now, how do I make it move?". "What about gravity?". "What about collision detection?" (I've done at least 5 collision detection "engines" so far...).

Games can be compiled to HTML5, ando/or distributed as PNG files with all source code and assets included. There's also a builtin community game browser with ratings, etc. Some bigger name games were prototyped in Pico-8 (i.e., Celeste), and it has a lot of love in the indie community.

I can't find any info on recommended ages for Pico-8? What age range do you think it works for?
There are a bunch of these "fantasy consoles" now. From a quick search:

* Pico-8: https://www.lexaloffle.com/pico-8.php

* Liko-12: https://liko-12.github.io/

* Tic-80: https://tic.computer/

* Pixel Vision 8: https://www.pixelvision8.com/

I have no idea how they compare to each other.

Oh damn, such a rabbit hole :-p. Also found this list [1].

A couple on the list run BASIC! E.g. [2].

I just learned there's this thing "Windows 10 IoT", [3] a Win10 version for low power devices like the raspberri pi.

Would be interesting to try to run B8 in there!

1: https://github.com/paladin-t/fantasy

2: https://store.steampowered.com/app/767240/BASIC8/

3: https://developer.microsoft.com/en-us/windows/iot/Downloads

Tic-80 is slightly higher resolution than Pico-8, with a user-definable palette and a more standard lua implementation. The music editor is slightly less intuitive, though.

Pixel Vision 8 is more flexible and complex than the other alternatives. One KEY difference between it and the others is that you can define your own editor tools... but the way this is done means that you must save your work every time you switch from tool A to tool B, or your work in tool A will be lost! It also is built with a focus on interoperability with external tools; it isn't as focused as the others on being a cozy self-contained environment.

I started to program in Lua with the LÖVE game engine in early high school, and can say it's one of the main reasons I was motivated to study CS in college.

It's a simple, 2D, open-source game engine that runs on all platforms — I'd recommend this and other sandbox-style environments to anyone getting into programming.

https://love2d.org/

The first version of Celeste was done in Pico-8 at a games hackathon, and the success caused the author to develop an expanded version, which in my opinion is one of the greatest platformers ever.

The pico-8 version exists as a game within the game and is great fun as well!

Website: http://www.celestegame.com/

GDC talk about development of Celeste: https://youtu.be/4RlpMhBKNr0

At a technical level, JSFiddle or equivalent comes kind-of close. Set up a template with a nice big <canvas> element, then you've got a simple imperative API to draw stuff which really does come pretty close to what you'd get from a BASIC> prompt.

That said, I wonder if it's even possible to replicate the C64 (or equivalent) experience. Looking back, I think a big part of the "magic" was that there were relatively few distractions. Just you, the machine, and (maybe) some paper documentation or a magazine with a few listings [1]. Can that be replicated once you're used to network-connected computers that are gateways to almost unlimited amounts of video, colourful games, etc.?

(My child is getting to the point where I wish I knew the answers to some of this myself...)

[1] I'm pretty certain type-in listings were the biggest contributor to my learning, early on. That doesn't seem to be something that comes up terribly often nowadays (although I note that Zed Shaw's "Learn Python the Hard Way" is pretty specific about telling you to hand-type in the examples...)

In my opinion anything js-related is the furthest you can get from "power on to BASIC". I can say that for me it feels less enjoyable to have to rely on an external website (like jsfiddle), also requiring that you be able to write (very) basic HTML and maybe even CSS. I agree that once it's set up it can be very interactive, but it's non-trivial to get to that point
> Plug it into TV, turn it on and you're in basic and can start programming.

No reason why someone couldn't create a Pi installation which does that - RetroPie boots into the game console screen, after all. BasicPie could just as easily boot into a Basic / Lua / Pico8 interpreter.

(Get a normal Pi install with X and set Scratch to be the startup/only X app? Would that work?)

In Ubuntu you'd just use console 1-6 instead of console 7. Console 1 is typically a terminal, while console 7 is typically a GUI. You could configure getty to start a REPL as a shell instead of the normal login shell.
Pi plus boot-on MSX emulator (or Commodore C64 or ZX Spectrum). Also there are a lot of functioning retro-comps on online auctions.
Why not use an actual Commodore 64? I’m serious, get one for a song on eBay and a SCART adaptor and you’re in business. There are ample books around, they will be cheap too.
I have a Commodore 64 and due to its age it's a rather temperamental piece of equipment, and the 1541 disk drive even more so. I'm planning to replace all of the electrolytic capacitors in it which should help a lot, but that's probably beyond the abilities of most people.

Setting up a Pi or something to boot directly to a C64 emulator would be easier and an order of magnitude less expensive for most people.

I found the CG Maximite lately, which powers on to BASIC and has composite video or VGA out:

http://geoffg.net/maximite.html

There's also the fignition which has a composite out and powers on to forth:

https://sites.google.com/site/libby8dev/fignition

But does require assembly & soldering.

Colour Maximite is a lot of fun [1]! The BASIC environment it has is quite powerful, and it even runs a full-screen text editor.

[1] https://www.youtube.com/watch?v=XQA8lowEKOo

Beat me to it: I was going to post a link to the 8-Bit Guy's video as well.

There are, I believe, various versions available and if you just want something to learn and write BASIC programs on it's difficult to imagine a better place to start because it boots directly into a BASIC prompt, just like 8-bit microcomputers from the 80s.

Depending on their age, for young kids best results I've had are Pi's (or old/cheap pc's) that boot straight into scratch. Far better results than an intimidating command prompt.

https://scratch.mit.edu/

Alternatively Pi's (or old/cheap pc's) that boot straight into Minecraft Eduction Edition:

https://education.minecraft.net

This has paths for the very young in minecraft itself to older kids using ide's.

I second this. My kids love scratch. It shows them event driven programming with quick returns. The can also share their apps and download others so they can download and modify.
How old are the kids? Mine is just turning 5, and I've been looking at this as an option, but as many have said, I don't want to feel like I'm 'forcing' the tech learning on him.
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"power on to genera" would be nice.
One of these days somebody needs to find the email addresses of the people that need emailing and make the effort to politely pester and track the progress of opening Genera.

I'm interested enough but can't guarantee low enough email latency on my end of staying in touch.

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I would suggest checking out the Micro:bit:

https://www.microbit.org/

Not exactly the same as what you're looking for, but the idea here is to introduce kids to programming with a small, self-contained environment, and there is both a graphical coding environment and you can move to Python or Javascript.

Micro:bit has a lot going for it.

Comes with a 5x5 LED array, an accelerometer, two physical push-buttons, three capacitive sensors, and a bluetooth antenna, already on-board. It means you can start programming without having to plug in to a breadboard and wire up your inputs. You can also hang external sensors and actuators off of it, but the point is you don't need to in order to move beyond toy demonstrations.

It was designed specifically for education, so there are lots of beginner-oriented tutorials available, as well as educator-oriented lesson plans.

As fusiongyro points out, you can program it using three high-level languages. The graphical language lets you toggle to the Javascript version, so there's a clear learning path built-in. These provide high-level commands, such as "get the orientation", or "get the number of button presses since the last query", which makes programming it very straightforward.

It removes a lot of toolchain fussiness. Just run an online editor, or a desktop editor (Mu). These produce binaries that you drag onto the Micro:bit, which mounts to your desktop like an external drive. You can also program it from a smart phone or iPad.

My kids are enjoying working through the kano. It's a raspberry-pi with a linux distro attached to it, lots of coding opportunities.

A bit too graphical for my tastes, and lots of distractions — but, lots of learning.

Setup a raspberry pi to boot directly into pico-8 in full screen mode and you are ready to go.
Bonus points: leave the pi/raspberry login there for when they get old enough to google about VTs and figure out how to exit the matrix.
Hear me out here; Apple's Swift Playgrounds on an iPad.

I'm involved in an extracurricular thing in Scotland focused on giving kids an environment they can figure out computers. We've seen a lot of different approaches to the problem of "how can we get kids to code", and Swift Playgrounds is consistently where we see youngfolk making the most progress.

It gives you a nice, guided framework to get the very basics of programming, and slowly gives you more and more "rope" to play with, ultimately leading you to move your projects to Xcode on a Mac.

Swift may not be your favourite language, and Apple are totally doing this with a view to people becoming iOS/MacOS developers (not necessarily a bad thing), but Swift Playgrounds is definitely best-in-class when it comes to having kids teach themselves how to program. The integration with real-life robots and drones is really impressive, too; the kids absolutely love being able to write real code that makes a real robot do things, it's exceptionally motivational.

My kids don't have tablets but this would be the application that would make me buy an iPad for them. Very close in spirit to the old LOGO, but with the added bonus of laying the foundation using a real language—real as in something used in our industry and with concepts that are easily transferable to other languages.
I am a strong believer in kids having access to technology, but also creating the frameworks in which they can learn how to keep themselves safe.

I grew up around a software company and I was exposed to computers and the internet from a very young age; I had my first computer that could be considered "my own" at about five years of age (a little hand-me-down desktop from my father's company) and cut my teeth on that, building little static websites, stuff like that.

It's definitely what lead to my lifelong interest in computing (as much as I can't stand this industry sometimes) and a healthy career in IT infrastructure.

You can also put an ipad into an kiosk mode where they cannot exit an app without a pin. This will help keep the ipad as a 'power on to code' system and not let them drift into other apps.
To support the "you can get pretty far in playgrounds on an iPad" assertion, one of my coworkers built something like half of a language flash card app on his ipad before he transferred it over to his laptop to finish it. I thought he was nuts doing dev on a tablet, but he said it was actually a really nice dev environment and in some areas it totally outclassed xcode. Swift may not be your favorite language but it is an objectively good modern language compared to a lot of what's out there in industry, and its skills are easily transferable to several other good modern languages that are becoming popular.
So what if your kid has access to a MacBook Air? Would you still start him/her out on an iPad or is it the same experience starting out on a Mac? Or is it too much/overwhelming to get started on Mac/Xcode from the get-go? Great suggestion, thanks for sharing this.
I think it would come down to if you can get the lesson books in Xcode's Playgrounds (or if they have a separate Playground application) that you can in the iPad app. Those are most of the benefit right there.
Thanks, very helpful !
Also, one more thing, the Playground functionality on the iPad is great.

On Xcode it sucks (buggy, stops refreshing, etc.)

Kind of strange, because it's the same infrastructure...

I'd wager that a complete 8-bit system with printer and cassette storage is a better tool for learning.
My first computer had cassette storage. I would not want to inflict that on anyone.
I'd wager that the better tool for learning is the one that gets kids to engage. They're not going to engage on an 8-bit system with printer and cassette storage, but they will with something they can make a pretty game and control a drone.
It depends on what you're after, I guess.

I'm betting the boundless possibilities presented by direct I/O control of a servo would do more to equip a kid for life than the range of choices presented in an app.

Making your ideas manifest is fascinating, regardless of whether they're tangible.

Personally, I want my kid to be on the TX pair, not the RX.

Raspberry PI cab be said to be evolved from a ~ power-on-to-BASIC computer; to wit: the (BBC) Acorn Archimedes. You can still get RISC OS for it even. Basically, you power on; hit F12;

*BASIC

>_

and bob's your uncle: you get a nice BBC BASIC prompt at the bottom of your screen.

https://www.riscosopen.org/content/downloads/raspberry-pi

(that said, why not use pi + python? It's the new BASIC. And it supports turtle graphics besides ;-) )

Yes. Raspberry Pi plus RISC OS Pico will drop you straight into a BASIC prompt. And one which is largely compatible with software written the original BBC BASIC from the early 1980s, if you have that nostalgia. The embedded assembler is ARM rather than 6502, and there are improvements and changes to some of the OS interfaces, but most simple stuff will work unchanged.
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>why not use pi + python?

Do you have experience with teaching python to kids? I am afraid to try it with my son because white space is important, I tried only Scratch and making him think as "a machine" is hard enough adding syntax errors on top would make the job much harder, let me know if you have experience with this and if you think I am wrong.

Only the leading space is important and editors take care of it when you hit the tab key.
Or just use a language that doesn’t have that problem, then you don’t need a magic editor.
It's not a problem, it's a lot simpler than typing matching braces everywhere. Python is one of the easiest languages to learn.
I am not the person you replied but in C style syntax when you type { in an IDE the { is inserted automatically so there is no risk to forget about it, also if you copy paste a piece of code you just run the action to reformat the file or the selected code and the braces will correctly fall onto place.

I am not saying that Python syntax is a big issue, but is one more thing to keep in mind and it potentially trip up children(probably something more visual that is impossible to make syntax errors is better but I did not find something that is engaging enough)

His point was about not needing a "magic" editor. Neither does python, it works with spaces or tabs as long as you are consistent, and tells you where you aren't.
My point is that if I define a metric for easier to use by a beginner programmer (child) then C syntax > Python syntax

If you define a different metric, maybe pretty syntax then it would compare in reverse.

Though I don't have experience or seen people testing this on children and "proving" that having to keep in mind spaces/tabs is harder then the braces and semicolumns (when using a decent IDE) so I may be wrong.

> My point is that if I define a metric for easier to use by a beginner programmer (child) then C syntax > Python syntax

That's pure speculation, not a fact.

My speculation is based on the FACT that python syntax involves the programmer to indent correctly where C like syntax is not , so the only way you could disagree is that maybe

1 the cost of keeping indentation in mind for beginners is 0

2 or the cost is greater then zero but there is some different cost in C like syntax that affects beginners

Keep in mind I am talking about syntax here and not the C language

If a kid can understand a for loop, I think the kid should be able to understand indentation.
Hardly. One you can see, one you can't. And that's without accounting for the real cause for consternation: tabs vs spaces, and tabs being magically changed to spaces or vice versa because of your too-smart-but-not-smart-enough editor.
As mentioned previously, Python warns about inconsistent indentation. Also, I learned programming at age 12 and understanding indentation didn't take more than a few seconds.
If you use a nice text editor, whitespace shouldn't be an issue. Even with any other language, you would want to show them how and why to indent. If it becomes an issue, they may be writing code that's too complicated.

In other words, I think a child will more easily learn about indentation, than handle writing flat code, which can get difficult to understand pretty quick

You did not mentioned if you teach python to kids, things that are intuitive to us are not for them, yesterday I was working with my son on Physics exercise, something like how much Km are 1234cm (we are using metric system here) and in all similar exercises he did everything reversed, like a few centimeters are a few millions of Km which is obvious absurd but it was not easy for me to make him understand(plus the teacher at school).

My point is that something that is obvious and simple for us for someone else makes no sense(he is 12 and I don't have experience teaching other children),

For now I gave up on teaching coding to him, maybe he needs to grow a bit more to understand the abstract thinking required.

This is why extremely rapid feedback is the key to learning for these kids. BASIC and Logo have a decades long proven track record for your first language as a child. Python is something a highschooler or talented middleschooler could maybe pick up, but it's not suitable for a 6 year old unless they have a very strong driving personal interest.

When you're trying to get your kid into something that doesn't come naturally, they're more liable to give up quickly if they can't make rapid strides.

That just sounds like a direct result of not memorizing the prefix orders; not of anything related to actual understanding (or failing thereof).

What happens if you give him a reference sheet? (I have little experience teaching kids but I’m a firm believer in that the only good test is one where all the puzzle pieces are provided; its the composition thats worth testing, knowing the pieces by heart is just to speed things up)

It is not that, he knows that 1Km=1000m and 1m=100 cm, the issue is when you want to transform Km in cm or reverse, I assume he memorized how to do it in school but it was not natural, did not understand it and at home it applied the things he learned but in reverse. What surprised me was that he could not realize how absurd the results are.

A thing I learned by doing the homeworks with my son is that is also easy to think that the child learned/understood your nice explanations/graphics/examples he does all the exercises/problems correct and then 1 week later he won't be able to do the exercises again, so I will repeat them again after 1 or 2 weeks to make sure he still knows how to do it. This may be different with other children or different teachers

Python seems like a nice update to what BASIC was in the 8-bit era. Real-time interpreter so you get instant feedback, including very simple imperative syntax. (IMO any introductory programming environment that doesn't let you do something like 10 PRINT BUTTS <RET> 20 GOTO 10 <RET> and get BUTTS BUTTS BUTTS... out of it is a failure to launch.)

But unlike BASIC, Python will grow with you and you can use it for non-trivial projects without fighting with the language. I certainly wish my old Apple II had Python; it would have prevented the immense jump to a "real" programming language, because I kept trying to go from AppleSoft BASIC to C and banging my head into a wall, nothing about it made any sense. (Perhaps I would have had better luck going from BASIC to Pascal or QBasic, but for some reason I never thought to try it. I think because the very few computer-literate adults I knew were minicomputer people and led me to believe that C was the only thing worth learning.)

Not that working up from a text prompt is the only way to learn how to interact with computers, certainly. I know a fair number of people who learned to program due to environments like HyperCard, which are much more visual, and let you start with the art and storytelling and then glue things together with code, rather than start from the code.

But for some people, including myself, the feeling of interacting directly with a computer via a simple prompt, and making it do things each time I pressed the Return key, was quite powerful.

I too regret staying for 12 years on GW/Visual Basic and never finding my path to C. How to start a programming career slowly...
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>MO any introductory programming environment that doesn't let you do something like 10 PRINT BUTTS <RET> 20 GOTO 10 <RET> and get BUTTS BUTTS BUTTS... out of it is a failure to launch.

But Python doesn't let you do that - there's no goto...

While I'm being somewhat tongue-in-cheek, I do think it's true that

  while true:
    print("BUTTS")
carries quite a bit more conceptual overhead than the BASIC equivalent, and is not exactly a "very simple imperative syntax". You don't have the simplistic and obvious "goto" - instead you have the ungrammatical and obtuse "while true". And then there's the indentation, the colon, and the parentheses around the argument to print... all explainable of course, but all requiring explanation. To fully grok it you need to understand booleans and conditions, block structure, and function calls. Of course it's all perfectly obvious to experienced eyes but remember the mountain you have to climb when you're first starting out - more than one or two seemingly inexplicable things when you're first starting out can be very discouraging.

Worse, to my mind, is the loss of that small moment of enlightenment regarding complex behavior emerging from computer programs - with 10 PRINT BUTTS : 20 GOTO 10 you are composing two atomic, individually obvious statements to create something more - an infinite loop. When one of the statements is a slightly more complex line that essentially means "do an infinite loop", some of that magic is lost.

I run a Python user group for my city and there's a number of people who teach python to kids there. One tool that's gained a lot of traction is Pythonista (http://omz-software.com/pythonista/) which kids can use to code graphical games directly on an iOS device. Code Like a Girl introduces python to kids 8-years old and up as well. Personally I've had lots of success teaching python to my 12-year old step daughter. She's being taught javascript at school through App Lab and hasn't found the transition to be particularly difficult.
Thank you for the links , I will check/try Applab in weekend, I do not have iOS so I can't try the other app.
I came here to advocate much the same.

Raspberry Pi Zero + Risc OS Pico.

The fastest BASIC interpreter ever written, with local variables, recursion, inline ARM assembler, and more.

Advantages over Python etc. on Linux:

* No complex OS underneath;

* No need to learn arcane concepts like "editors" and "files" yet;

* No significant whitespace;

* No weird C-isms like the output statements, the two meanings of % or any of that legacy nonsense it inherits from 40y of crap underneath;

* Zero maintenance required.

Blinding fast, cheap as chips, runs on a dribble of power, solid-state and silent.

If the kid takes to it, can be trivially enhanced to a full rich GUI OS with tons of educational apps and software.

What's the point? "Power on to BASIC" is running an app on an old small OS. What's wrong with running any programming environment app fullscreen on a modern computer?
It introduces a vastly larger number of elements to a new mind much more quickly.

Comparing opening Windows 10 and VS and starting a new project to turning on a computer and being presented an in-line-text IDE is to introduce degrees of complexity greater than is needed to understand or teach the fundamental concept (programming).

An interactive BASIC interpreter (or something saner, like Python) can run on a modern computer. It doesn't have to be a VS project. Anyone ready to learn to program can handle the complexity of tapping on an icon to launch an app.
Nothing wrong with it. However, I think an 8 year old seeing a 30 year old computer turn on instantly to the same thing a supposed "better computer" takes 10 minutes to boot to might surprise and teach them something.

I think your question, although sincere, is a variation of "why not give a child a 4 wheel drive suv instead of a silly old go cart?"

Kids simply like Kid-sized things.

They are accommodating. They fit. They are easy to master.

It's more like "Why not let the child put stuff on the bottom shelf of the fridge instead of buying them their own kid-fridge?"
I definitely think Raspberry Pi is what you want.

If you want the login shell to go straight into programming, you could launch an interpreter or text editor on login using .profile or what have you.

Duinomite: https://www.olimex.com/Products/Duino/Duinomite/DUINOMITE-MI...

You'll need a keyboard with PS/2 connector and a monitor/tv with a VGA port. And it does "power on to BASIC."

Cheap too...20 EUR.

There's also a "mega" version with added USB and composite video: https://www.olimex.com/Products/Duino/Duinomite/DUINOMITE-ME...

Duinomite is great, the only drawback of the VGA solution is the distortion on modern high-resolution screens, i.e. if you use the CIRCLE command the result is hardly a smooth circle.
serious question: if you're looking for a commodore 64 why not use a commodore 64?
I learned on a TI calculator
The Kano kits come to mind in spirit, Though it's more of a guided cushier approach than just getting into basic. The basic idea is a Pi and it's accessories that you "build yourself" and then some optional add ons like a light grid display.

I think the actual coding Python and Javascript with a block formatting kind of like lego Mindstorms. Come to think of it you can use Small Basic on Mindstorms which might be interesting.

For the Kano the coding portion is web based and free if you want to take it for a spin, as well as their OS.

https://world.kano.me/coding-challenges/training

https://kano.me/store/us/products/computer-kit

I really like the Kano, but my son was able to figure out how to get into youtube with it and it's become a "all youtube all the time" environment.

Been using repl.it and the "Python with Turtle" flavor this week and he's been having fun with it.

Yep, my daughter plays minecraft with it about 98% of the time. Not what I had in mind, haha.
Why not a Raspberry Pi? Boot into bash and you have what you wanted. 3D print some cases (or buy them) and pick up some cheap monitors. The whole setup would be maybe $50 per computer.
https://googlecreativelab.github.io/coder/ Google has a sd card that you put into a raspberry pi (everyone has one of these hanging around, if not ask your friends for theirs) and with NO SETUP just hooked up to the internet you can learn full web development, NO SETUP!
Just give them a computer running linux without going all the way to runlevel 5.

Bash is fairly expressive and gets you the basics of programming, and then you can easily use a more complex language fairly easily and have all the abstractions from bash that lets you build fairly useful programs without having to build complex UIs.

I too grew up with a "power on to basic" computer, in my case the ZX Spectrum. I don't think that people that did not have that experience at that age can truly get it. I was able to create graphics and play sounds with a very simple language. The text editor, the graphical display, the "OS", it was all the same thing. The manual taught you how to program in BASIC. It was an amazing tool of creativity and intellectual development. It was truly magical.

I know you mean well and I have nothing against bash, but I promise you it will not replicate that experience nor excite kids.

Your personal experience is not the only correct one. I assure you that the people coming before you, making their own computers out of chips and resistors with a soldering iron, would say the same thing about you. And people who grew up with Windows 98 say the same thing about people only exposed to iOS and Android, and so on.
They are all more justified than the person who claims Swift playground on an iPad is the pinnacle of CS for Primary School.
I understand, in a sense, what you mean (since I am of an earlier generation than the one which learned programming on that particular platform), but why should that necessarily be true? Hasn’t it always been the case that the current generation skips learning about useless lower layers used by older generations? How could it be that the layers you grew up are the special ones which are still useful, when all the layers which came before, which people at the time thought essential, have turned out not to be so?

I am, below, trying to imagine what an argument could be for any specific example to be worse than the previous ones.

One could make an argument that when the level of abstractions eliminate Turing completeness, they have eliminated an essential quality. (But this does not even eliminate Swift playground, I think, so in this case it does not apply.)

Or one could make an argument about a lack of program interconnectedness, which, I am given to understand, is very much a problem in modern smartphone and tablet environments. But I could be out of date and/or misinformed. Nevertheless, it would be a reasonable argument (and I don’t know if it applies to Swift playground on an iPad or not).

Very constrained environments, like Minecraft, can also be argued against on practical grounds – it’s simply too difficult to make something useful within them. Not technically impossible, just too difficult once you get up a bit in abstraction levels. In my opinion, this argument also applies, sadly, to BASIC: The lack of functions and other methods of abstractions is, I think, a killer.

Or one could argue (which I think I personally favor doing) that software freedom for end users is an essential quality which must never be lost, for reasons which are only tangentially based on what is good for learning. It is almost special pleading, but has its own reasons for doing so, and the logic, on its own terms, is sound.

But none of these arguments are insurmountable by some theoretical device and environment which avoids any or all of these specific criticisms. Therefore, I think that any argument based solely on the age and abstraction level would not be valid.

Despite being an open language, Swift (and Playgrounds) is an effort to usher children into the Apple tent.

BASIC (essentially any 3GL) never wore such a veil. To suggest discrete logic and IC-level assembly compares to issuing commands via the LEGO Mindstorms protocol perfectly illustrates the chasm between learning and understanding.

Agreed. I'm a python beast, but really struggled with Assembly language in school. I'd have been better off with a ZXSpectrum earlier in life so I could've learned hardware. IMO high level languages (as insanely useful as they are) are similar to writing spells like a wizard and using assembly or even basic when you know all the registers...etc is more like a real science. Both are valuable, but I really wish I knew more about hardware.
Having a ZX Spectrum would in no way actually help you learn hardware. The only thing it would do is to reinforce its realness, so to speak, which would help to motivate you to learn it. But it would not actually help you learn it – the design and learning curve of assembly language is what it is, and having access to running hardware (compared to having an emulator) does not change that.
It makes it easy to learn the hardware because it has a simple processor and makes it dirt simple to access. Windows on the other hand runs on modern chips and it isn't easy to run assembly without 3rd party software and graphics is also not something a child can easily handle. I suppose a good emulator would be similar, but emulation is a little bit of a lie :)
> Despite being an open language, Swift (and Playgrounds) is an effort to usher children into the Apple tent.

Yes. That is certainly a good argument against that specific example, and it is one I agree with. But it does not apply generally.

> To suggest discrete logic and IC-level assembly compares to issuing commands via the LEGO Mindstorms protocol perfectly illustrates the chasm between learning and understanding.

But learning and understanding what? Why is it (as I imply that your argument is) important to understand assembly-level instructions when it is not important to understand the underlying electronics? Why is this level special?

In addition to all the general arguments I outlined above, there is one additional argument to be made against assembly language: In today’s processors, I am given to understand that these assembly language instruction sets are largely a high-level language, emulated by microcode – the assembly instructions you write have very little to do with what the processor is actually doing in a modern hardware architecture, and therefore teach you exactly the wrong things about how a modern processor works.

I think you misunderstand me. You are talking about computers and technology, I am talking about crayons, paint, musical instruments... Things that you can immediately use to create without restrictions. There was a small window of time when computers offered that for kids. There is no reasons why this could not be achieved with modern technology, but somehow our current culture prevents it. I'm sure it will be reinvented one day.
Way too complicated and bash has a horrible syntax.
Linux machines can easily be rigged to boot straight to a user, with LOAD81 in auto-start.

http://github.com/antirez/load81.git

{{I like to pimp LOAD81 any chance I can get, because its simply a great idea from a rockstar programmer, and it could probably do with some eyeballs and patch requests from those interested in this particular subject .. it could easily, for example, become a next-gen PICO8 with a few tweaks (e.g., ipfs integration, lol...)}}