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Carmen Sandiego in the classroom

History7 contributors

How a detective game became school-lab standard equipment — School Edition binders, teacher's guides, and an annual event that ran in thousands of schools.

Brøderbund's games landed in a school system that already had the hardware waiting: Apple's “Kids Can't Wait” initiative had put Apple II computers into roughly 9,000 California schools, part of a broader Apple education push through the 1980s that gave publishers a ready-made install base. Brøderbund followed with dedicated School Edition releases — Where in the World shipped a School Edition for IBM and Macintosh in 1989 (an Apple II version and later titles' School Editions followed) — sold as a three-ring binder containing the software, a User's Guide, a custom-built Teacher's Guide, and a companion trade resource book (for the original, World History Simulations by Max W. Fischer). The Where in the U.S.A. classroom package went further, bundling an overview, stated goals and objectives, a course outline, a bibliography, sample worksheets and maps, and samples of finished student work — a genuine curriculum unit built around the software rather than just an instruction sheet.

Carmen Sandiego Day

Brøderbund also built a recurring school event around the character. Cathy Carlston (see Brøderbund Software) and fellow member of the company's Educational Task Force, Janese Swanson, devised the concept; teacher Jon Bennett ran the first Carmen Sandiego Day at Eastside Elementary School in Bluffton, Indiana, on March 4, 1988. Brøderbund packaged the idea for wider use — a four-week planning guide, participation certificates, sample press releases, and prize packs with shirts, folders and stickers — and more than 7,000 schools eventually took part, with students dressing as Carmen or her crooks, running geography contests, and playing the games in class. The event kept running annually; its 30th edition fell on January 8, 2018.

A reference book already doing the teaching

The classroom fit wasn't only administrative. As covered in The World Almanac tie-in, every geography-focused entry in the series shipped with a genuine reference book the player had to consult to solve clues — which meant a teacher assigning the game was, functionally, assigning research-skills practice without having to build the lesson from scratch. That built-in curriculum, more than any marketing push, is why the series became a fixture of school computer labs for most of a decade.