The official Raspberry Pi magazine turned 100 this month! To celebrate, the greatest Raspberry Pi moments, achievements, and events that The MagPi magazine has ever featured came back for a special 100th issue.
100 Raspberry Pi Moments is a cracking bumper feature (starting on page 32 of issue 100, if you’d like to read the whole thing) highlighting some influential projects and educational achievements, as well as how our tiny computers have influenced pop culture. And since ’tis the season, we thought we’d share the How Raspberry Pi made a difference section to bring some extra cheer to your festive season.
The Raspberry Pi Foundation was originally launched to get more UK students into computing. Not only did it succeed at that, but the hardware and the Foundation have also managed to help people in other ways and all over the world. Here are just a few examples!
Computers for good
The Raspberry Pi Foundation provides free learning resources for everyone; however, not everyone has access to a computer to learn at home. Thanks to funding from the Bloomfield Trust and in collaboration with UK Youth and local charities, the Foundation has been able to supply hundreds of Raspberry Pi Desktop Kits to young people most in need. The computers have allowed these children, who wouldn’t have been able to otherwise, to learn from home and stay connected to their schools during lockdown. The Foundation’s work to distribute Raspberry Pi computers to young people in need is ongoing.
Elsewhere, a need for more medical equipment around the world resulted in many proposals and projects being considered for cheap, easy-to produce machines. Some included Raspberry Pi Zero, with 40,000 of these sold for ventilator designs.
Offline learning
While there’s no global project or standard to say what an offline internet should contain, some educational projects have tried to condense down enough online content for specific people and load it all onto a Raspberry Pi. RACHEL-Pi is one such solution. The RACHEL-PI kit acts as a server, hosting a variety of different educational materials for all kinds of subjects, as well as an offline version of Wikipedia with 6000 articles. There’s even medical info for helping others, math lessons from Khan Acadamy, and much more.
The RACHEL sites are available in English, French, and Spanish
17,000 ft is another great project, which brings computing to schools high up in the Himalayas through a similar method in an attempt to help children stay in their local communities.
Ladakh is a desert-like region up a mountain that can easily shut down during the winter
Education in other countries
The free coding resources available on our projects site are great, and the Raspberry Pi Foundation works to make them accessible to people whose first language isn’t English: we have a dedicated translation team and, thanks to volunteers around the world, provide our free resources translated into up to 32 other languages. From French and Welsh to Korean and Arabic, there’s a ton of projects that learners from all over the world can access in their first language.
And through the Code Club and CoderDojo programmes, the Foundation supports volunteers around the world to run free coding clubs for young people.
A Raspberry Pi lab in Kuma Adamé, Togo, that Dominique Laloux helped create and update
That’s not all: several charitable groups have set up Raspberry Pi classrooms to bring computing education to poorer parts of the world. People in African countries and parts of rural India have benefited from these programmes, and work is being done to widen access to ever more people and places.
Pocket FM
The Pocket FM is far smaller than traditional transmitters, and therefore easy to move into the country and set up
The HAM radio community loves Raspberry Pi for amateur radio projects; however, sometimes people need radio for more urgent purposes. In 2016, German group Media in Cooperation and Transition created the Pocket FM 96 , micro radio transmitters with 4–6km range. These radios allowed Syrians in the middle of a civil war to connect to free media on Syrnet for more reliable news.
There are a number of independent radio stations that transmit through Pocket FM
Raspberry Pi powered these transmitters, chosen because of how easy it is to upgrade and add components to. Each transmitter is powered by solar power, and Syrnet is still transmitting through them as the war continues into its tenth year.
At the Raspberry Pi Foundation, we host a free online research seminar once a month to explore a wide variety of topics in the area of digital and computing education. This year, we’ve hosted eleven seminars — you can (re)discover slides and recordings on our website.
Now we’re getting ready for new seminars in 2021! In the coming months, our seminars are going to focus on diversity and inclusion in computing education. This topic is extremely important, as we want to make sure that computing is accessible to all, that we understand how to actively remove barriers to participation for learners, and that we understand how to teach computing in an inclusive way.
We are delighted to announce that these seminars focusing on diversity and inclusion will be co-hosted by the Royal Academy of Engineering. The Royal Academy of Engineering is harnessing the power of engineering to build a sustainable society and an inclusive economy that works for everyone.
We’re very excited to be partnering with the Academy because of our shared interest in ensuring that computing and engineering are inclusive and accessible to all.
Our upcoming seminars
The seminars take place on the first Tuesday of the month at 17:00–18:30 GMT / 12:00–13:30 EST / 9:00–10:30 PST / 18:00–19:30 CET.
5 January 2021: Peter Kemp (King’s College London) and Billy Wong (University of Reading) will be looking at computing education in England, particularly GCSE computer science, and how it is accessed by groups typically underrepresented in computing.
2 February 2021: Professor Tia Madkins (University of Texas at Austin), Nicol R. Howard (University of Redlands), and Shomari Jones (Bellevue School District) will be talking about equity-focused teaching in K–12 computer science. Find out more.
2 March 2021: Dr Jakita O. Thomas (Auburn University, Alabama) will be talking about her research on supporting computational algorithmic thinking in the context of intersectional computing.
April 2021: event to be confirmed
4 May 2021: Dr Cecily Morrison (Microsoft Research) will be speaking about her work on physical programming for people with visual impairments.
Join the seminars
We’d love to welcome you to these seminars so we can learn and discuss together. To get access, simply sign up with your name and email address.
Once you’ve signed up, we’ll email you the seminar meeting link and instructions for joining. If you attended our seminars in the past, the link remains the same.
This article was written by Valentina Chinnici, Arduino Education Product Manager
Arduino acquired the Science Journal app from Google on August 5th, and the final handover takes place on December 11th, 2020.
From that date, the Science Journal will no longer be supported by Google. If you haven’t exported your experiments and imported them into the Arduino Science Journal, we strongly encourage you to do so now, as your data will no longer sync with Google Science Journal after that date.
Here’s a short guide to help you transition to the Arduino Science Journal:
1. How to export your experiments
We’ve created a series articles to help you export your experiments:
You’ll find these articles – and many more – on the official Arduino Help Center. If you experience issues with your export, you can contact us using this contact form.
2. Why you need to export your experiments
From December 11th, the Science Journal app will be made available, maintained, and supported by Arduino. This means that the Arduino Science Journal app will only be available on the main app stores.
You can rest assured that we’ll stay loyal to Google’s principles, and ensure high quality standards for the community we inherited.
In this current climate of remote learning and as advocates for openness, the app will be available for free, and the repositories are publicly available on GitHub.
We strongly believe that every student has the ability to reach their full potential, and we’re pleased to support the next generation of STEAM leaders with tools that help their learning process.
3. What’s coming next for the Arduino Science Journal app?
While we can’t disclose too much about our future plans for the app, we can tell you that we’ll ensure it will offer easy access to a stream of data that leverages your smartphone sensors, as well as Arduino sensors. The aim is to help learners understand the importance of an inquiry-based educational method rather than passive consumption of information.
We’ll also continuously improve the accessibility of the app for all users, and find new ways of experimenting with science.
In the near future, we’ll be interacting more with users, so you’ll hear more from us soon! We’ll also be adding more tutorials on our platform dedicated to Science Journal!
Last, but not least…
…if you want to support us, leave a feedback or simply rate the app, don’t forget to add a review on the app store of your choice: App Store, Play Store, Huawei App Gallery.
We’re looking forward to supporting your teaching in the future, and welcome you to this amazing community of Arduino educators!
P.S. Do you use the Science Journal as a teaching tool? Are you planning on using it for teaching in the future? Let us know!
From our first prototype way back in 2006, to the very latest Raspberry Pi 400, everything we have built here at Raspberry Pi has been driven by a desire to inspire learning. I hope that each of you who uses our products discovers — or rediscovers — the joy of learning through making. The journey from technology consumer to technology creator can be a transformational one; today, on Giving Tuesday, I’m asking you to help even more young people make that journey.
Too few young people have the chance to learn how technology works and how to harness its power. Pre-existing disparities in access to computing education have been exacerbated by the coronavirus pandemic. At the Raspberry Pi Foundation, we’re on a mission to change this, and we’re working harder than ever to support young people and educators with free learning opportunities. Our partner CanaKit supports the Raspberry Pi Foundation’s mission, and they’ve extended the generous offer to match your donations up to a total of $5,000.
Alongside our low-cost, high-performance computers and free software, you may know that the Raspberry Pi Foundation provides free educational programmes including coding clubs and educator training for millions of people each year in dozens of countries. You might not know that the Raspberry Pi Foundation was founded as, and still remains, a nonprofit organisation. Our education mission is powered by dedicated volunteers, and our programmes are funded in part thanks to our customers who buy Raspberry Pi products, and in part by charitable donations from people like you.
Every donation we receive makes an impact on the young people and educators who rely on the Raspberry Pi Foundation. Ryka, for example, is a 10-year-old who attends one of our CoderDojo clubs. Since March she’s been using our project guides and following our Digital Making at Home code-along live streams. Her parents tell us:
“We were looking at ways to keep Ryka engaged during this lockdown period and came across Digital Making at Home. As a parent I can see that there has been discernible improvement in her abilities. We’ve noticed that she is engaged and takes interest in showing us what she was able to build. It has been a great use of her time.”
– Parent of a young person who learns through our programmes
Ryka joins millions of learners in our community around the world, many of whom now rely on us more than ever with schools and extracurricular activities disrupted. Through the ongoing support of our donors and volunteers, we’ve been able to rise to the challenge of the pandemic:
Young coders and digital makers need our help in the year ahead as they take control of their computing education under challenging and uncertain circumstances. As a donor to the Raspberry Pi Foundation, you will be investing in our youngest generation of innovators and helping to create a spark in a young person’s life. On Giving Tuesday, I am grateful to each of you for the role you play in creating a world where everyone can learn, solve problems, and shape their future through the power of technology.
PS Thank you again to our friends at CanaKit for doubling the impact of every donation, up to $5000!
Whenever you learn a new subject or skill, at some point you need to pick up the particular language that goes with that domain. And the only way to really feel comfortable with this language is to practice using it. It’s exactly the same when learning programming.
In our latest research seminar, we focused on how we educators and our students can talk about programming. The seminar presentation was given by our Chief Learning Officer, Dr Sue Sentance. She shared the work she and her collaborators have done to develop a research-based approach to teaching programming called PRIMM, and to work with teachers to investigate the effects of PRIMM on students.
As well as providing a structure for programming lessons, Sue’s research on PRIMM helps us think about ways in which learners can investigate programs, start to understand how they work, and then gradually develop the language to talk about them themselves.
Productive talk for education
Sue began by taking us through the rich history of educational research into language and dialogue. This work has been heavily developed in science and mathematics education, as well as language and literacy.
In particular the work of Neil Mercer and colleagues has shown that students need guidance to develop and practice using language to reason, and that developing high-quality language improves understanding. The role of the teacher in this language development is vital.
Sue’s work draws on these insights to consider how language can be used to develop understanding in programming.
Why is programming challenging for beginners?
Sue identified shortcomings of some teaching approaches that are common in the computing classroom but may not be suitable for all beginners.
‘Copy code’ activities for learners take a long time, lead to dreaded syntax errors, and don’t necessarily build more understanding.
When teachers model the process of writing a program, this can be very helpful, but for beginners there may still be a huge jump from being able to follow the modeling to being able to write a program from scratch themselves.
PRIMM was designed by Sue and her collaborators as a language-first approach where students begin not by writing code, but by reading it.
What is PRIMM?
PRIMM stands for ‘Predict, Run, Investigate, Modify, Make’. In this approach, rather than copying code or writing programs from scratch, beginners instead start by focussing on reading working code.
In the Predict stage, the teacher provides learners with example code to read, discuss, and make output predictions about. Next, they run the code to see how the output compares to what they predicted. In the Investigate stage, the teacher sets activities for the learners to trace, annotate, explain, and talk about the code line by line, in order to help them understand what it does in detail.
In the seminar, Sue took us through a mini example of the stages of PRIMM where we predicted the output of Python Turtle code. You can follow along on the recording of the seminar to get the experience of what it feels like to work through this approach.
The impact of PRIMM on learning
The PRIMM approach is informed by research, and it is also the subject of research by Sue and her collaborators. They’ve conducted two studies to measure the effectiveness of PRIMM: an initial pilot, and a larger mixed-methods study with 13 teachers and 493 students with a control group.
The larger study used a pre and post test, and found that the group who experienced a PRIMM approach performed better on the tests than the control group. The researchers also collected a wealth of qualitative feedback from teachers. The feedback suggested that the approach can help students to develop a language to express their understanding of programming, and that there was much more productive peer conversation in the PRIMM lessons (sometimes this meant less talk, but at a more advanced level).
The PRIMM structure also gave some teachers a greater capacity to talk about the process of teaching programming. It facilitated the discussion of teaching ideas and learning approaches for the teachers, as well as developing language approaches that students used to learn programming concepts.
The research results suggest that learners taught using PRIMM appear to be developing the language skills to talk coherently about their programming. The effectiveness of PRIMM is also evidenced by the number of teachers who have taken up the approach, building in their own activities and in some cases remixing the PRIMM terminology to develop their own take on a language-first approach to teaching programming.
Future research will investigate in detail how PRIMM encourages productive talk in the classroom, and will link the approach to other work on semantic waves. (For more on semantic waves in computing education, see this seminar by Jane Waite and this symposium talk by Paul Curzon.)
Resources for educators who want to try PRIMM
If you would like to try out PRIMM with your learners, use our free support materials:
Join our next seminar
If you missed the seminar, you can find the presentation slides alongside the recording of Sue’s talk on our seminars page.
In our next seminar on Tuesday 1 December at 17:00–18:30 GMT / 12:00–13:30 EsT / 9:00–10:30 PT / 18:00–19:30 CEST. Dr David Weintrop from the University of Maryland will be presenting on the role of block-based programming in computer science education. To join, simply sign up with your name and email address.
Once you’ve signed up, we’ll email you the seminar meeting link and instructions for joining. If you attended this past seminar, the link remains the same.
When we think back to our school days, we can all recall that one teacher who inspired us, believed in us, and made all the difference to how we approached a particular subject. It was someone we maybe took for granted at the time and so we only realised (much) later how amazing they were.
I hope this post makes you think of a teacher or mentor who has made a key difference in your life!
Here computer science student Jonathan Alderson and our team’s Ben Garside talk to me about how Ben supported and inspired Jonathan in his computer science classroom.
The teacher: Ben Garside. The student: Jonathan Alderson.
Hi Jonathan! How did you get into computing?
Jonathan: My first memories of using a computer were playing 3D Pinball, Club Penguin, and old Disney games, so nothing productive there…or so I thought! I was always good at IT and Maths at school, and Computing seemed to be a cross between the two, so I thought it would be good.
Jonathan and Ben, can you remember your time working together? It’s been a while now!
Jonathan: I met Mr Garside at the start of sixth form. Our school didn’t have a computer science course, so a few of us would walk between schools twice a week. Mr Garside really made me feel welcome in a place where I didn’t know anyone.
When learning computer science, it’s difficult to understand the importance of new concepts like recursion, classes, or linked lists when the examples are so small. Mr Garside’s teaching made me see the relevance of them and how they could fit into other projects; it’s easy to go a long time without using concepts because you don’t necessarily need them, even when it would make your life a lot easier.
Mr Garside really made me feel welcome in a place where I didn’t know anyone. […] Mr Garside’s teaching made me see the relevance of [new computer science concepts] and how they could fit into other projects.
Jonathan Alderson
Ben: It was a real pleasure to teach Jonathan. He stands out as being one of the most inquisitive students that I have taught. If something wasn’t clear to him, he’d certainly let me know and ask relevant questions so that he could fully understand. Jonathan was also constantly working on his own programming projects outside of lessons. During his A level, I remember him taking it upon himself to write a program that played chess. Each week he would demonstrate the progress he had made to the class. It was a perfect example of decomposition as he tackled the project in small sections and had a clear plan as to what he wanted to achieve. By the end of his project, not only did he have a program that played chess, but it was capable of playing against real online users including making the mouse clicks on the screen!
Moving from procedural to object-oriented programming (OOP) can be a sticking point for a lot of learners, and I remember Jonathan finding this difficult at first. I think what helped Jonathan in particular was getting him to understand that this wasn’t as new a concept as he first thought. OOP was just a different paradigm where he could still apply all of the coding structures that he was already confident in using.
That sounds like a very cool project. What other projects did you make, Jonathan? And how did Ben help you?
Jonathan: My final-year project, [a video game] called Vector Venture, ended up becoming quite a mammoth task! I didn’t really have a clue about organising large projects, what an IDE was, or you could split files apart. Mr Garside helped me spend enough time on the final report and get things finished. He was very supportive of me releasing the game and got me a chance to speak at the Python North East group, which was a great opportunity.
Ben: Vector Venture was a very ambitious project that Jonathan undertook, but I think by then he had learned a lot about how to tackle a project of that size from previous projects such as the chess program. The key to his success was that whilst he was learning, he was picking projects to undertake that he had a genuine interest in and enjoyed developing. I would also tell my A level students to pick as a project something that they will enjoy developing. Jonathan clearly enjoyed developing games, but I also had students who picked projects to develop programs that would solve problems. For example, one of my students developed a system that would take online bookings for food orders and manage table allocation for a local restaurant.
I would tell my A level students to pick as a project something that they will enjoy developing.
Ben Garside
I think that point about having fun while learning something challenging like programming is really important to highlight. So what are you doing now, Jonathan?
Jonathan: I have just completed my undergraduate degree at the University of Leeds (UoL) with a place on the Dean’s List and am staying to complete a Masters in High Performance Graphics.
During my time at UoL, I’ve had three summer placements creating medical applications and new systems for the university. This helped me understand the social benefits of computer science; it was great to work on something that is now benefitting so many people. My dissertation was on music visualisation, mapping instrument attributes of a currently playing song to control parameters inside sharers on the GPU to produce reactive visualisations. I’ve just completed an OpenGL project to create procedural underwater scenes, with realistic lighting, reflections, and fish simulations. I’m now really looking forward to completing my Game Engine project for my masters and graduating.
Teachers are often brilliant at taking something complicated and presenting it in a clearer way. Are those moments of clarity part of what motivates you to teach, Ben?
Ben: There are lots of things that excite me about teaching computer science. Before I worked for the Raspberry Pi Foundation, there was a phrase I heard Carrie Anne Philbin say when I attended a Picademy: we are teaching young people to be digital makers, logical thinkers, and problem solvers, not just to be consumers of technology. I felt this really summed up how great it is to teach our subject. Teaching computer science means that we’re educating young people about the world around them and how technology plays its part in their lives. By doing this, we are empowering them to solve problems and to make educated choices about how they use technology.
Teaching computer science means that we’re educating young people about the world around them and how technology plays its part in their lives.
Ben Garside
As for my previous in-school experiences, I loved those lightbulb moments when something suddenly made sense to a student and a loud “Yesssss!” would break the silence of a quietly focused classroom. I loved teaching something that regularly sparked their imaginations; give them a single lesson on programming, and they would start to ask questions like: “Now I’ve made it do that…does this mean I could make it do this next?“. It wasn’t uncommon for students to want to do more outside of the classroom that wasn’t a homework activity. That, for me, was the ultimate win!
How about you?
Who was the teacher who helped shape your future when you were at school? Tell us about them in the comments below.
We’re pleased to share that Dr Sue Sentance, our Chief Learning Officer, is receiving a Suffrage Science award for Mathematics and Computing today.
The Suffrage Science award scheme celebrates women in science. Sue is being recognised for her achievements in computer science and computing education research, and for her work promoting computing to the next generation.
Sue is an experienced teacher and teacher educator with an academic background in artificial intelligence, computer science, and education. She has made a substantial contribution to research in computing education in school over the last ten years, publishing widely on the teaching of programming, teacher professional development, physical computing, and curriculum change. In 2017 Sue received the BERA Public Engagement and Impact Award for her services to computing education. Part of Sue’s role at the Raspberry Pi Foundation is leading our Gender Balance in Computing research programme, which investigates ways to increase the number of girls and young women taking up computing at school level.
The awards are jewellery inspired by computing, mathematics, and the Suffragette movement
As Dr Hannah Dee, the previous award recipient who nominated Sue, says: “[…] The work she does is important — researchers need to look at what happens in schools, particularly when we consider gender. Girls are put off computing long before they get to universities, and an understanding of how children learn about computing and the ways in which we can support girls in tech is going to be vital to reverse this trend.”
Sue says, “I’m delighted and honoured that Hannah nominated me for this award, and to share this honour with other women also dedicated to furthering the fields of mathematics, computing, life sciences, and engineering. It’s been great to see research around computing in school start to gather pace (and also rigour) around the world over the last few years, and to play a part in that. There is still so much to do — many countries have now introduced computing or computer science into their school curricula as a mandatory subject, and we need to understand better how to make the subject fully accessible to all, and to inspire and motivate the next generation.”
Aside from her role in the Gender Balance in Computing research programme, Sue has led our work as part of the consortium behind the National Centre for Computing Education and is now our senior adviser on computing subject knowledge, pedagogy, and the Foundation’s computing education research projects. Sue also leads the programme of our ongoing computing education research seminar series, where academics and educators from all over the world come together online to hear about and discuss some of the latest work in the field.
We’re proud to show our support for This is Engineering Day, an annual campaign from the Royal Academy of Engineering to bring engineering to life for young people by showcasing its variety and creativity. This year’s #BeTheDifference theme focuses on the positive impact engineering can have on everyday life and on the world we live in. So what better way for us to celebrate than to highlight our community’s young digital makers — future engineers — and their projects created for social good!
So many Coolest Projects participants present tech projects they’ve created for social good.
We’re also delighted to have special guest Dr Lucy Rogers on our This Is Engineering–themed Digital Making at Home live streamtoday at 5.30pm GMT, where she will share insights into her work as a creative inventor.
Your young people can ask inventor Dr Lucy Rogers their questions live today! Photo credit: Karla Gowlett
Future engineers creating projects for social good
In July, we were lucky enough to have Dr Hayaatun Sillem, CEO of the Royal Academy of Engineering (RAEng), as a judge for Coolest Projects, our technology fair for young creators. Dr Hayaatun Sillem says, “Engineering is a fantastic career if you want to make a difference, improve people’s lives, and shape the future.”
Our community’s young digital makers want to #BeTheDifference
In total, the young people taking part in Coolest Projects 2020 online presented 560 projects, of which over 300 projects were made specifically for social good. Here’s a small sample from some future engineers across the world:
“Our project is a virtual big eye doorman that detects if you wear a mask […] we chose this project because we like artificial intelligence and robotics and we wanted to help against the coronavirus.”
“I want people to put trash in the correct place so I made this AI trash can. This AI trash can separates the trash. I used ML2 Scratch. I used a camera to help the computer learn what type of trash it is.”
“As we know, burglary cases are very frequent and it is upsetting for the families whose houses are burglarised and [can] make them feel fearful, sad and helpless. Therefore, I tried to build a system which will help everyone to secure their houses.”
Tune in today: This is Engineering-themed live stream with special guest Dr Lucy Rogers
Professor Lucy Rogers PhD is an inventor with a sense of fun! She is a Fellow of the RAEng, and RAEng Visiting Professor of Engineering:Creativity and Communication at Brunel University, London. She’s also a Fellow of the Institution of Mechanical Engineers. Adept at bringing ideas to life, from robot dinosaurs to mini mannequins — and even a fartometer for IBM! — she has developed her creativity and communication skills and shares her tricks and tools with others.
Here Dr Lucy Rogers shares her advice for young people who want to get involved in engineering:
1. Create your own goal
A goal or a useful problem will help you get over the steep learning curve that is inevitable in learning about new pieces of technology. Your goal does not have to be big: my first Internet of Things project was making a LED shine when the International Space Station was overhead.
2. Make your world a little better
To me “engineering” is really “problem-solving”. Find problems to solve. You may have to make something, program something, or do something. How can you make your own world a little better?
3. Learn how to fail safely
Learn how to fail safely: break projects into smaller pieces, and try each piece. If it doesn’t work, you can try again. It’s only at the end of a project that you should put all the “working” pieces together (and even then, they may not work nicely together!)
Dr Lucy Rogers will be joining our Digital Making at Home educators on our This is Engineering-themed live stream today at 5.30pm GMT.
This is your young people’s chance to be inspired by this amazing inventor! And we will take live questions via YouTube, Facebook, Twitter, and Twitch, so make sure your young people are able to get Dr Lucy’s live answers to their own questions about digital making, creativity, and all things engineering!
Engineering at home, right now
To get inspired about engineering right now, your young people can follow along step by step with Electricity generation, our brand-new, free digital making project on the impact of non-renewable energy on our planet!
While coding this Scratch project, learners input real data about the type and amount of natural resources that countries across the world use to generate electricity, and they then compare the results using an animated data visualisation.
Explore our new free pathway of environmental digital making projects for young people! These new step-by-step projects teach learners Scratch coding and include real-world data — from data about the impact of deforestation on wildlife to sea turtle tracking information.
By following along with the digital making projects online, young people will discover how they can use technology to protect our planet, all while improving their computing skills.
One of the new projects is an automatic creature counter based on colour recognition with Scratch
The projects help young people affect change
In the projects, learners are introduced to 5 of the United Nations’ 17 Sustainable Development Goals (SDGs) with an environment focus:
Affordable and Clean Energy
Responsible Consumption and Production
Climate Action
Life Below Water
Life on Land
The first project in the new pathway is an animation about the UN’s five SDGs focused on the environment.
Technology, science, maths, geography, and design all play a part in the projects. Following along with the digital making projects, young people learn coding and computing skills while drawing on a range of data from across the world. In this way they will discover how computing can be harnessed to collect environmental data, to explore causes of environmental degradation, to see how humans influence the environment, and ultimately to mitigate negative effects.
Where does the real-world data come from?
To help us develop these environmental digital making projects, we reached out to a number of organisations with green credentials:
A sea turtle is being tagged so its movements can be tracked
Inspiring young people about coding with real-world data
The digital making projects, created with 9- to 11-year-old learners in mind, support young people on a step-by-step pathway to develop their skills gradually. Using the block-based visual programming language Scratch, learners build on programming foundations such as sequencing, loops, variables, and selection. The project pathway is designed so that learners can apply what they learned in earlier projects when following along with later projects!
The final project in the pathway, ‘Turtle tracker’, uses real-world data of migrating sea turtles!
We’re really excited to help learners explore the relationship between technology and the environment with these new digital making projects. Connecting their learning to real-world scenarios not only allows young people to build their knowledge of computing, but also gives them the opportunity to affect change and make a difference to their world!
Discover the new digital making projects yourself!
With Green goals, learners create an animation to present the United Nations’ environment-focused Sustainable Development Goals.
Through Save the shark, young people explore sharks’ favourite food source (fish, not humans!), as well as the impact of plastic in the sea, which harms sharks in their natural ocean habitat.
With the Tree life simulator project guide, learners create a project that shows the impact of land management and deforestation on trees, wildlife, and the environment.
Computers can be used to study wildlife in areas where it’s not practical to do so in person. In Count the creatures, learners create a wildlife camera using their computer’s camera and Scratch’s new video sensing extension!
Electricity is important. After all, it powers the computer that learners are using! In Electricity generation, learners input real data about the type and amount of natural resources countries across the world use to generate electricity, and they then compare the results using an animated data visualisation.
Understanding the movements of endangered turtles helps to protect these wonderful animals. In this new Turtle tracker project, learners use tracking data from real-life turtles to map their movements off the coast of West Africa.
Code along wherever you are!
All of our projects are free to access online at any time and include step-by-step instructions. They can be undertaken in a club, classroom, or at home. Young people can share the project they create with their peers, friends, family, and the wider Scratch community.
Visit the Protect our planet pathway to experience the projects yourself.
The Bebras Challenge is a great way for your students to practise their computational thinking skills while solving exciting, accessible, and puzzling questions. Usually this 40-minute challenge would take place in the classroom. However, this year for the first time, your students can participate from home too!
If your students haven’t entered before, now is a great opportunity for them to get involved: they don’t need any prior knowledge.
Do you have any students who are up for tackling the Bebras Challenge? Then register your school today!
What you need to know about the Bebras Challenge
It’s a great whole-school activity open to students aged 6 to 18, in different age group categories.
It’s completely free!
The closing date for registering your school is 30 October.
Let your students complete the challenge between 2 and 13 November 2020.
The challenge is made of a set of short tasks, and completing it takes 40 minutes.
The challenge tasks focus on logical thinking and do not require any prior knowledge of computer science.
There are practice questions to help your students prepare for the challenge.
This year, students can take part at home (please note they must still be entered through their school).
All the marking is done for you! The results will be sent to you the week after the challenge ends, along with the answers, so that you can go through them with your students.
“Thank you for another super challenge. It’s one of the highlights of my year as a teacher. Really, really appreciate the high-quality materials, website, challenge, and communication. Thank you again!”
– A UK-based teacher
Support your students to develop their computational thinking skills with Bebras materials
Bebras is an international challenge that started in Lithuania in 2004 and has grown into an international event. The UK became involved in Bebras for the first time in 2013, and the number of participating students has increased from 21,000 in the first year to more than 260,000 last year! Internationally, nearly 3 million learners took part in 2019.
Bebras is a great way to engage your students of all ages in problem-solving and give them a taste of what computing is all about. In the challenge results, computing principles are highlighted, so Bebras can be educational for you as a teacher too.
The annual Bebras Challenge is only one part of the equation: questions from previous years are available as a resource that you can use to create self-marking quizzes for your classes. You can use these materials throughout the year to help you to deliver the computational thinking part of your curriculum!
Since 2017 we’ve been training Computing educators in England and around the world through our suite of free online courses on FutureLearn. Thanks to support from Google and the National Centre for Computing Education (NCCE), all of these courses are free for anyone to take, whether you are a teacher or not!
We’re excited that Computer Science educators at all stages in their computing journey have embraced our courses — from teachers just moving into the field to experienced educators looking for a refresher so that they can better support their colleagues.
Hear from two teachers about their experience of training with our courses and how they are benefitting!
Moving from Languages to IT to Computing
Rebecca Connell started out as a Modern Foreign Languages teacher, but now she is Head of Computing at The Cowplain School, a 11–16 secondary school in Hampshire.
Computing teacher Rebecca finds our courses “really useful in building confidence and taking [her] skills further”.
Although she had plenty of experience with Microsoft Office and was happy teaching IT, at first she was daunted by the technical nature of Computing:
“The biggest challenge for me has been the move away from an IT to a Computing curriculum. To say this has been a steep learning curve is an understatement!”
However, Rebecca has worked with our courses to improve her coding knowledge, especially in Python:
“Initially, I undertook some one-day programming courses in Python. Recently, I have found the Raspberry Pi courses to be really useful in building confidence and taking my skills further. So far, I have completed Programming 101 — great for revision and teaching ideas — and am now into Programming 102.”
GCSE Computing is more than just programming, and our courses are helping Rebecca develop the rest of her Computing knowledge too:
“I am now taking some online Raspberry Pi courses on computer systems and networks to firm up my knowledge — my greatest fear is saying something that’s not strictly accurate! These courses have some good ideas to help explain complex concepts to students.”
“I really like the new resources and supporting materials from Raspberry Pi — these have really helped me to look again at our curriculum. They are easy to follow and include everything you need to take students forward, including lesson plans.”
And Rebecca’s not the only one in her department who is benefitting from our courses and resources:
“Our department is supported by an excellent PE teacher who delivers lessons in Years 7, 8, and 9. She has enjoyed completing some of the Raspberry Pi courses to help her to deliver the new curriculum and is also enjoying her learning journey.”
Refreshing and sharing your knowledge
Julie Price, a CAS Master Teacher and NCCE Computer Science Champion, has been “engaging with the NCCE’s Computer Science Accelerator programme, [to] be in a better position to appreciate and help to resolve any issues raised by fellow participants.”
Computer science teacher Julie Price says she is “becoming addicted” to our online courses!
“I have encountered new learning for myself and also expressions of very familiar content which I have found to be seriously impressive and, in some cases, just amazing. I must say that I am becoming addicted to the Raspberry Pi Foundation’s online courses!”
She’s been appreciating the open nature of the courses, as we make all of the materials free to use under the Open Government Licence:
“Already I have made very good use of a wide range of the videos, animations, images, and ideas from the Foundation’s courses.”
Rebecca and Julie are just 2 of more than 140,000 active participants we have had on our online courses so far!
With 29 courses to choose from (and more on the way!), from Introduction to Web Development to Robotics with Raspberry Pi, we have something for everyone — whether you’re a complete beginner or an experienced computer science teacher. All of our courses are free to take, so find one that inspires you, and let us support you on your computing journey, along with Google and the NCCE.
In the brand-new issue of Hello World magazine, Shuchi Grover tells us about the limits of constructionism, the value of formative assessment, and why programming can be a source of both joy and angst.
How much open-ended exploration should there be in computing lessons?
This is a question at the heart of computer science education and one which Shuchi Grover is delicately diplomatic about in the preface to her new book, Computer Science in K-12: An A-to-Z Handbook on Teaching Programming. The book’s chapters are written by 40 teachers and researchers in computing pedagogy, and Grover openly acknowledges the varying views around discovery-based learning among her diverse range of international authors.
“I wonder if I want to wade there,” she laughs. “The act of creating a program is in itself an act of creation. So there is hands-on learning quite naturally in the computer science classroom, and mistakes are made quite naturally. There are some things that are so great about computer science education. It lends itself so easily to being hands-on and to celebrating mistakes; debugging is par for the course, and that’s not the way it is in other subjects. The kids can actually develop some very nice mindsets that they can take to other classrooms.”
Grover is a software engineer by training, turned researcher in computer science education. She holds a PhD in learning sciences and technology design from Stanford University, where she remains a visiting scholar. She explains how the beginning of her research career coincided with the advent of the block-based programming language Scratch, now widely used as an introductory programming language for children.
“Almost two decades ago, I went to Harvard to study for a master’s called technology innovation and education, and it was around that time that I volunteered for robotics workshops at the MIT Media Lab and MIT Museum. Those were pretty transformative for me: I started after-school clubs and facilitated robotics and digital storytelling clubs. In the early 2000s, I was an educational technology consultant, working with teachers on integrating technology. Then Scratch came out, and I started working with teachers on integrating Scratch into languages, arts, and science, all the things that we are doing today.”
Student Joyce codes in Scratch at her Code Club in Nunavut
Do her formative experiences at MIT, the birthplace of constructionist theory of student-centred, discovery-based learning, lead her to lean one way or another in the tinkering versus direct instruction debate? “The learning in informal spaces is, of course, very interest-driven. There is no measurement. Children are invited to a space to spend some time after school and do whatever they feel like. There would be kids who would be chatting away while a couple of them designed a robot, and then they would hand over the robot to some others and say, ‘OK, now you go ahead and program it,’ and there were some kids who would just like to hang about.
“When it comes to formal education, there needs to be more accountability, you want to do right by every child. You have to be more intentional. I do feel that while tinkering and constructionism was a great way to introduce interest-driven projects for informal learning, and there’s a lot to learn from there and bring to the formal learning context, I don’t think it can only be tinkering.”
“There needs to be more accountability to do right by every child.”
“Everybody knows that engagement is very important for learning — and this is something that we are learning more about: it’s not just interest, it’s also culture, communities, and backgrounds — but all of this is to say that there is a personal element to the learning process and so engagement is necessary, but it’s not a sufficient condition. You have to go beyond engagement, to also make sure that they are also engaging with the concepts. You want at some point for students to engage with the concept in a way that reveals what their misconceptions might be, and then they end up learning and understanding these things more deeply.
“You want a robust foundation — after all, our goal for teaching children anything at school is to build a foundation on which they build their college education and career and anything beyond that. If we take programming as a skill, you want them to have a good understanding of it, and so the personal connections are important, but so is the scaffolding.
“How much scaffolding needs to be done varies from context to context. Even in the same classroom, children may need different levels of scaffolding. It’s a sweet spot; within a classroom a teacher has to juggle so much. And therein lies the challenge of teaching: 30 kids at a time, and every child is different and every child is unique.
“It’s an equity issue. Some children don’t have the prior experience that sets them up to tinker constructively. After all, tinkering is meant to be purposeful exploration. And so it becomes an issue of who are you privileging with the pedagogy.”
She points out that each chapter in her book that comes from a more constructionist viewpoint clearly speaks of the need for scaffolding. And conversely, the chapters that take a more structured approach to computing education include elements of student engagement and children creating their own programs. “Frameworks such as Use-Modify-Create and PRIMM just push that open-ended creation a little farther down, making sure that the initial experiences have more guide rails.”
Approaches to assessment
Grover is a senior research scientist at Looking Glass Ventures, which in 2018 received a National Science Foundation grant to create Edfinity, a tool to enable affordable access to high-quality assessments for schools and universities.
In her book, she argues that asking students to write programs as a means of formative assessment has several pitfalls. It is time-consuming for both students and teachers, scoring is subjective, and it’s difficult to get a picture of how much understanding a student has of their code. Did they get their program to work through trial and error? Did they lift code from another student?
“Formative assessments that give quick feedback are much better. They focus on aspects of the conceptual learning that you want children to have. Multiple-choice questions on code force both the teachers and the children to experience code reading and code comprehension, which are just so important. Just giving children a snippet of code and saying: ‘What does this do? What will be the value of the variable? How many times will this be executed?’ — it goes down to the idea of code tracing and program comprehension.
“Research has also shown that anything you do in a classroom, the children take as a signal. Going back to the constructionist thing, when you foreground personal interest, there’s a different kind of environment in the classroom, where they’re able to have a voice, they have agency. That’s one of the good things about constructionism.
“Formative assessment signals to the student what it is that you’re valuing in the learning process. They don’t always understand what it is that they’re expected to learn in programming. Is the goal creating a program that runs? Or is it something else? And so when you administer these little check-ins, they bring more alignment between a teacher’s goals for the learners and the learners’ understanding of those goals. That alignment is important and it can get lost.”
The title of Grover’s book, which could be thought to imply that computer science education consists solely of teaching students to program, may cause some raised eyebrows.
What about building robots or devices that interact with the world, computing topics like binary, or the societal impacts of technology? “I completely agree with the statement and the belief that computer science is not just about programming. I myself have been a proponent of this. But in this book I wanted to focus on programming for a couple of reasons. Programming is a central part of the computer science curriculum, at least here in the US, and it is also the part that teachers struggle with the most.
“I want to show where children struggle and how to help them.”
“As topics go, programming carries a lot of joy and angst. There is joy in computing, joy when you get it. But when a teacher is encountering this topic for the first time there is a lot of angst, because they themselves may not be understanding things, and they don’t know what it is that the children are not understanding. And there is this entire body of research on novice programming. There are the concepts, the practices, the pedagogies, and the issues of assessment. So I wanted to give the teachers all of that: everything we know about children and programming, the topics to be learnt, where they struggle, how to help them.”
Hear more from Shuchi Grover, and subscribe to Hello World
We will host Grover at our next research seminar, Tuesday 6 October at 17:00–18:30 BST, where she will present her work on formative assessment.
Hello World is our magazine about all things computing education. It is free to download in PDF format, or you can subscribe and we will send you each new issue straight to your home.
In issue 14 of Hello World, we have gathered some inspiring stories to help your learners connect with nature. From counting penguins in Antarctica to orienteering with a GPS twist, great things can happen when young people get creative with technology outdoors. You’ll find all this and more in the new issue!
Educators based in the UK can subscribe to receive print copies for free!
How do you get internet over three miles up the Himalayas? That’s what the 17000 ft Foundation and Sujata Sahu had to figure out. Rob Zwetsloot reports in the latest issue of the MagPi magazine, out now.
Living in more urban areas of the UK, it can be easy to take for granted decent internet and mobile phone signal. In more remote areas of the country, internet can be a bit spotty but it’s nothing compared with living up in a mountain.
Tablet computers are provided that connect to a Raspberry Pi-powered network
“17000 ft Foundation is a not-for-profit organisation in India, set up to improve the lives of people settled in very remote mountainous hamlets, in areas that are inaccessible and isolated due to reasons of harsh mountainous terrain,” explains its founder, Sujata Sahu. “17000 ft has its roots in high-altitude Ladakh, a region in the desolate cold desert of the Himalayan mountain region of India. Situated in altitudes upwards of 9300 ft and with temperatures dropping to -50°C in inhabited areas, this area is home to indigenous tribal communities settled across hundreds of tiny, scattered hamlets. These villages are remote, isolated, and suffer from bare minimum infrastructure and a centuries-old civilisation unwilling but driven to migrate to faraway cities in search of a better life. Ladakh has a population of just under 300,000 people living across 60,000 km2 of harsh mountain terrain, whose sustenance and growth depends on the infrastructure, resources, and support provided by the government.”
A huge number of students have already benefited from the program
The local governments have built schools. However, they don’t have enough resources or qualified teachers to be truly effective, resulting in a problem with students dropping out or having to be sent off to cities. 17000 ft’s mission is to transform the education in these communities.
High-altitude Raspberry Pi
“The Foundation today works in over 200 remote government schools to upgrade school infrastructure, build the capacity of teachers, provide better resources for learning, thereby improving the quality of education for its children,” says Sujata. “17000 ft Foundation has designed and implemented a unique solar-powered offline digital learning solution called the DigiLab, using Raspberry Pi, which brings the power of digital learning to areas which are truly off-grid and have neither electricity nor mobile connectivity, helping children to learn better, while also enabling the local administration to monitor performance remotely.”
Each school is provided with solar power, Raspberry Pi computers to act as a local internet for the school, and tablets to connect to it. It serves as a ‘last mile connectivity’ from a remote school in the cloud, with an app on a teacher’s phone that will download data when it can and then update the installed Raspberry Pi in their school.
Remote success
“The solution has now been implemented in 120 remote schools of Ladakh and is being considered to be implemented at scale to cover the entire region,” adds Sujata. “It has now run successfully across three winters of Ladakh, withstanding even the harshest of -50°C temperatures with no failure. In the first year of its implementation alone, 5000 students were enrolled, with over 93% being active. The system has now delivered over 60,000 hours of learning to students in remote villages and improved learning outcomes.”
Not all children stay in the villages year round
It’s already helping to change education in the area during the winter. Many villages (and schools) can shut down for up to six months, and families who can’t move away are usually left without a functioning school. 17000 ft has changed this.
“In the winter of 2018 and 2019, for the first time in a few decades, parents and community members from many of these hamlets decided to take advantage of their DigiLabs and opened them up for their children to learn despite the harsh winters and lack of teachers,” Sujata explains. “Parents pooled in to provide basic heating facilities (a Bukhari – a wood- or dung-based stove with a long pipe chimney) to bring in some warmth and scheduled classes for the senior children, allowing them to learn at their own pace, with student data continuing to be recorded in Raspberry Pi and available for the teachers to assess when they got back. The DigiLab Program, which has been made possible due to the presence of the Raspberry Pi Server, has solved a major problem that the Ladakhis have been facing for years!”
Some of the village schools go unused in the winter
How can people help?
Sujata says, “17000 ft Foundation is a non-profit organisation and is dependent on donations and support from individuals and companies alike. This solution was developed by the organisation in a limited budget and was implemented successfully across over a hundred hamlets. Raspberry Pi has been a boon for this project, with its low cost and its computing capabilities which helped create this solution for such a remote area. However, the potential of Raspberry Pi is as yet untapped and the solution still needs upgrades to be able to scale to cover more schools and deliver enhanced functionality within the school. 17000 ft is very eager to help take this to other similar regions and cover more schools in Ladakh that still remain ignored. What we really need is funds and technical support to be able to reach the good of this solution to more children who are still out of the reach of Ed Tech and learning. We welcome contributions of any size to help us in this project.”
For donations from outside India, write to sujata.sahu@17000ft.org. Indian citizens can donate through 17000ft.org/donate.
Learning computing is fun, creative, and exploratory. It also involves understanding some powerful ideas about how computers work and gaining key skills for solving problems using computers. These ideas and skills are collected under the umbrella term ‘computational thinking’.
When we create our online learning projects for young people, we think as much about how to get across these powerful computational thinking concepts as we do about making the projects fun and engaging. To help us do this, we have put together a computational thinking framework, which you can read right now.
What is computational thinking? A brief summary
Computational thinking is a set of ideas and skills that people can use to design systems that can be run on a computer. In our view, computational thinking comprises:
Decomposition
Algorithms
Patterns and generalisations
Abstraction
Evaluation
Data
All of these aspects are underpinned by logical thinking, the foundation of computational thinking.
What does computational thinking look like in practice?
In principle, the processes a computer performs can also be carried out by people. (To demonstrate this, computing educators have created a lot of ‘unplugged’ activities in which learners enact processes like computers do.) However, when we implement processes so that they can be run on a computer, we benefit from the huge processing power that computers can marshall to do certain types of activities.
Computers need instructions that are designed in very particular ways. Computational thinking includes the set of skills we use to design instructions computers can carry out. This skill set represents the ways we can logically approach problem solving; as computers can only solve problems using logical processes, to write programs that run on a computer, we need to use logical thinking approaches. For example, writing a computer program often requires the task the program revolves around to be broken down into smaller tasks that a computer can work through sequentially or in parallel. This approach, called decomposition, can also help people to think more clearly about computing problems: breaking down a problem into its constituent parts helps us understand the problem better.
Understanding computational thinking supports people to take advantage of the way computers work to solve problems. Computers can run processes repeatedly and at amazing speeds. They can perform repetitive tasks that take a long time, or they can monitor states until conditions are met before performing a task. While computers sometimes appear to make decisions, they can only select from a range of pre-defined options. Designing systems that involve repetition and selection is another way of using computational thinking in practice.
Our computational thinking framework
Our team has been thinking about our approach to computational thinking for some time, and we have just published the framework we have developed to help us with this. It sets out the key areas of computational thinking, and then breaks these down into themes and learning objectives, which we build into our online projects and learning resources.
To develop this computational thinking framework, we worked with a group of academics and educators to make sure it is robust and useful for teaching and learning. The framework was also influenced by work from organisations such as Computing At School (CAS) in the UK, and the Computer Science Teachers’ Association (CSTA) in the USA.
We’ve been using the computational thinking framework to help us make sure we are building opportunities to learn about computational thinking into our learning resources. This framework is a first iteration, which we will review and revise based on experience and feedback.
We’re always keen to hear feedback from you in the community about how we shape our learning resources, so do let us know what you think about them and the framework in the comments.
This post was written by Valentina Chinnici, Arduino Product Manager.
Arduino and Google are excited to announce that the Science Journal app will be transferring from Google to Arduino this September! Arduino’s existing experience with the Science Journal and a long-standing commitment to open source and hands-on science has been crucial to the transfer ownership of the open source project over to Arduino.
The Google versions of the app will officially cease support and updates on December 11th, 2020, with Arduino continuing all support and app development moving forward, including a brand new Arduino integration for iOS.
Arduino Science Journal will include support for the Arduino Nano 33 BLE Sense board, as well as the Arduino Science Kit, with students able to document science experiments and record observations using their own Android or iOS device. The Science Journal actively encourages students to learn outside of the classroom, delivering accessible resources to support both teachers and students for remote or in person activities. For developers, the Arduino version will continue to be open: codes, APIs, and firmware to help them create innovative new projects.
“Arduino’s heritage in both education and open source makes us the ideal partner to take on and develop the great work started by Google with the Science Journal,”commented Fabio Violante, Arduino CEO. “After all, Arduino has been enabling hands-on learning experiences for students and hobbyists since they were founded in 2005. Our mission is to shape the future of the next generation of STEAM leaders, and allow them to have a more equitable and affordable access to complete, hands-on, and engaging learning experiences, in line with UN Sustainable Goals of Quality Education.”
In 2019, we released the Arduino Science Kit, an Arduino-based physics lab that’s fully compatible with the Science Journal. Moving forward, all new updates to the app will take place through Arduino’s new version of the Science Journal, available in September.
The new Arduino version of the app will still be free and open to let users measure the world around them using the capabilities built into their phone, tablet, and Chromebook. Furthermore, Arduino will be providing better integration between the Science Journal and existing Arduino products and education programs.
Stay tuned for Arduino’s version of the Science Journal, coming to iOS and Android in September 2020!
Add Arduino to your resume – the Arduino Certification Program is now available in Bengali
Arduino Team — July 29th, 2020
With thousands of users around the world entering the Arduino Certification Program, we are excited to announce the availability of the Arduino Certification Program: Arduino Fundamentals in Bengali, the seventh language now available.
Localized in partnership with our Education partner in Bangladesh – Code19, this first release of the ACP in Bengali opens up the opportunity for our huge Bengali speaking user base to become Arduino certified.
The Arduino Certification Program: Fundamentals is a structured way to enhance and validate your Arduino skills, and receive official recognition as you progress. Anyone interested in engaging with Arduino through a process that involves study, practice, and project building is encouraged to pursue this official certificate.
The Fundamentals Certification offers the right balance of academic excellence and real-world skills to give participants the confidence and motivation they need to succeed both in educational and professional environments. Successful entrants receive an official certificate verifying their skills and knowledge on Arduino, which can be referred to in a resume for academic or professional purposes.
Based upon the Arduino Starter Kit, the official assessment covers three main subjects: theory and introduction to Arduino, electronics, and coding. During the exam, entrants are asked to answer 36 questions of varying difficulty and formats in 75 minutes.
Questions will test knowledge on the following topics:
Electricity
Reading circuits and schematics
Arduino IDE
Arduino boards
Frequency and duty cycle
Electronic components
Programming syntax and semantics
Programming logic
Want to learn more? You can find additional supporting information on how to take the program in Bengali via our partner Code19 here, or purchase the Arduino Certification Program: Fundamentals from our store.
Computational thinking (CT) comprises a set of skills that are fundamental to computing and being taught in more and more schools across the world. There has been much debate about the details of what CT is and how it should be approached in education, particularly for younger students.
In our research seminar this week, we were joined by María Zapata Cáceres from the Universidad Rey Juan Carlos in Madrid. María shared research she and her colleagues have done around CT. Specifically, she presented work on how we can understand what CT skills young children are developing. Building on existing work on assessing CT, she and her colleagues have developed a reliable test for CT skills that can be used with children as young as 5.
Why do we need to test computational thinking?
Until we can assess something, María argues, we don’t know what children have or haven’t learned or what they are capable of. While testing is often associated with the final stages in learning, in order to teach something well, educators need to understand where their students’ skills are to know what they are aiming for them to learn. With CT being taught in increasing numbers of schools and in many different ways, María argues that it is imperative to be able to test learners on it.
How was the test developed?
One of the key challenges for assessing learning is knowing whether the activities or questions you present to learners are actually testing what you intend them to. To make sure this is the case, assessments go through a process of validation: they are tried out with large groups to ensure that the results they give are valid. María’s and her colleagues’ CT test for beginners is based on a CT test developed by researcher Marcos Román González. That test had been validated, but since it is aimed at 10- to 16-year-olds, María and her colleagues needed to adapt it for younger children and then validate the adapted rest.
Developing the first version
The new test for beginners consists of 25 questions, each of which has four possible responses, which are to be answered within 40 minutes. The questions are of two types: one that involves using instructions to draw on a canvas, and one that involves moving characters through mazes. Since the test is for younger children, María and her colleagues designed it so it involves as little text as possible to reduce the need for reading; instead the test includes self-explanatory symbols.
Developing a second version based on feedback
To refine the test, the researchers consulted with a group of 45 experts about the difficulty of the questions and the test’s length of the test. The general feedback was very positive.
Drawing on the experts’ feedback, María and her colleagues made some very specific improvements to the test to make it more appropriate for younger children:
The improve test mandates that an verbal explanation be given to children at the start, to make sure they clearly understand how to take the test and don’t have to rely on reading the instructions.
In some areas, the researchers added written explanations where experts had identified that questions contained ambiguity that could cause the children to misinterpret them.
A key improvement was to adapt the grids in the original test to include pathways between each box of the maze. It was found that children could misinterpret the maze, for example as allowing diagonal moves between squares; the added pathways are visual cues that it clear that this is not possible.
Validating the test
After these improvements, the test was validated with 299 primary school students aged 5-12. To assess the differences the improvements might make, the students were given different version of the test. María and her colleagues found that the younger students benefited from the improvements, and the improvements made the test more reliable for testing students’ computational thinking: students made fewer errors due to ambiguity and misinterpretation.
Statistical analysis of the test results showed that the improved version of the test is reliable and can be used with confidence to assess the skills of younger children.
What can you use this test for?
Firstly, the test is a tool for educators who want to assess the skills young people have and develop over time. Secondly, the test is also valuable for researchers. It can be used to perform projects that evaluate the outcomes of different approaches to teaching computational thinking, as well as projects investigating the effectiveness of specific learning resources, because the test can be given to children before and again after they engage with the resources.
Assessment is one of the many tools educators use to shape their teaching and promote the learning of their students, and tools like this CT test developed by María and her colleagues allow us to better understand what children are learning.
Our final seminar of this series takes place Tuesday 28 July before we take a break for the summer. In the session, we will explore gender balance in computing, led by Katharine Childs, who works on the Gender Balance in Computing research project at the Raspberry Pi Foundation. You can find out more and sign up to attend for free on our Computing Education Research Seminars page.
The closure of schools has called attention to the digital divide, which sees poorer families struggling or unable to access education*. The coronavirus pandemic didn’t cause this divide, but it has highlighted it and its impact on many people in our society.
As our Foundation CEO Philip outlined back in April, part of our response to the pandemic and social distancing measures is to send free Raspberry Pi computers to students who currently lack the technology to complete their school work at home. Generously funded by the Bloomfield Trust, we have started to distribute Raspberry Pis in the UK.
Who is receiving Raspberry Pis?
Our approach for this initiative is to work with partner charities that help us identify the right recipients for the computers; we want them to go to young people who don’t have a suitable device for completing their schoolwork in their home.
The first partner charity we’ve been working with, whose team has been so patient as we’ve learned together how to do this, are the incredible School Home Support, a youth organisation working to improve school attendance, behaviour, and engagement in learning. With their help, we’ve so far distributed more than 120 Raspberry Pi 4 computers (with 2GB RAM), together with all the peripherals including a screen. School Home Support were also able to secure funding to provide high-speed internet access to the recipients’ home so students can reliably connect to their schools.
Families receive a Raspberry Pi Desktop Kit and a screen. Our partner charity funds reliable internet access.
How are we helping them set up?
The young people set up their Raspberry Pis themselves, and we provide detailed instructions to guide them through this process. Most of the families have never used a computer like Raspberry Pi, so they need encouragement and support to get up and running. This is being provided both by the excellent School Home Support practitioners, and by Raspberry Pi team members, who answer questions when recipients get stuck.
“My mum was confused by the setup at first, but having a call to explain it really helped, and now we see how easy it is to set up and use.”
Raspberry Pi recipient
Recipients are already benefiting
Before receiving these computers, many of the young people only had occasional access to their parents’ phone to find out what school work had been set for them, and to complete it.
“It’s much easier to do my schoolwork now on the bigger screen. I feel like I’m learning more.”
Raspberry Pi recipient
We’re getting feedback that the Raspberry Pis help recipients focus on their work; they now have their own space to work in and more time to complete schoolwork, as they’re no longer rushing to share a device with other family members.
“I don’t always enjoy doing homework, but it’s better now that I have my own computer to do my work.”
Raspberry Pi recipient
Having a Raspberry Pi has increased the students’ motivation, and it has reduced stress — for parents as well as children:
“The Raspberry Pi kit came at a time when I really needed it. Up until that point, T had to do his homework and access the school’s home learning using my phone, which was not very practical at all. This was made worse by the fact that he had to share my phone with his sister, which ended up causing a lot of arguments. He was so pleased to receive a computer he could use. At first he had a lot of fun playing different games on it, and I was surprised about how well he was able to understand and help me set it up. The only negative was that he enjoyed playing games on it a bit too much! I feel relieved that he has his own computer which he can use. It was very stressful and frustrating having to use my mobile phone. There were times when T would be using my phone to do his work and he would be interrupted if I got a phone call, which meant that he would have to log in again, and sometimes would lose his work.”
Parent of a Raspberry Pi recipient
What are we doing next?
It’s wonderful to hear stories like this of how our computers make a difference in people’s lives. We’re still learning lots: while many families have been able to get up and running easily and quickly, others are still overwhelmed because they are unfamiliar with the device. We know we need to do more to build their confidence.
As we’re learning, we’re also talking to our next charity partners in the UK to help us identify more recipients, and to help the recipients get set up on their new Raspberry Pi devices.
If you are part of an organisation that could partner with us to support families in need of access to technology, please email us at stayconnected@raspberrypi.org. Be aware that your organisation would need to fund the families’ internet access.
There’s no question that families have faced disruptions and tough challenges over the last few months. For the parents and carers who’ve been supporting their children with learning at home, it can feel overwhelming, stressful, rewarding — or all three! As many children are still carrying on with learning at home, we are supporting them with extra resources, and parents with support tutorials.
In our last blog post for parents, we talked to you about debugging — finding and fixing errors in code. This week we’re covering the amazing things young people can do and learn with Scratch — it’s not just for beginners!
Getting the most out of Scratch
Scratch is a block-based programming tool that lets you create lots of different projects. It’s often one of the first programming tools children use in primary school. We’ve made a video introduction to Scratch in case you’re less familiar with it.
If your child at home is ready to try more challenging coding tasks, Scratch is still a great tool for them, as they can use it to build some truly epic projects.
In this video, Mark shows you examples from the Scratch community and signposts useful resources that will support you and your children as they develop their confidence in Scratch.
You can find other amazing examples if you explore the Coolest Projects online showcase. Our free annual tech showcase for young people has lots of great Scratch projects: plenty of inspiration for you and your young people at home.
Exploring and learning in the Scratch community
The Scratch community is a great place for young people to safely share their projects with each other all year round, and to like and comment on them. It’s a real treasure trove they can explore to find inspiration and learning opportunities, and for young people who are spending more time at home, it offers a way to connect to peers around the world.
In this video, Katharine shows you how the team behind Scratch keeps the community safe, where you as a parent can find the information you need, and how your child will engage with the community.
Code along with us!
To keep young people entertained and learning, we’re running a Digital Making at Home series. You’ll find new, free code-along videos every Monday, with different themes and projects for all levels of experience. We have lots of Scratch code-alongs on offer! We also live-stream a code-along session every Wednesday at 14:00 BST at rpf.io/home.
We want your feedback
We’ve been asking parents what they’d like to see as part of our initiative to support them and the young people they care for. They’ve sent us some great suggestions so far! If you’d like to share your thoughts too, email us at parents@raspberrypi.org.
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PS All of our resources are completely free. This is made possible thanks to the generous donations of individuals and organisations. Learn how you can help too!
One aspect of our work as part of the National Centre for Computing Education (NCCE) is producing free materials for teachers about teaching methods and pedagogy in computing. I am excited to introduce these materials to you here!
Teachers are asking us about teaching methods
Computing was included in the national curriculum in England in 2014, and after this, continued professional development (CPD) initiatives became available to support teachers to feel confident in topics they had not previously studied. Much of the CPD focussed on learning about programming, algorithms, networking, and how computers work.
More recently however, I’ve found that increasing numbers of teachers are asking for support around teaching methods, particularly for how to support students who find programming and other aspects of computing difficult. Computing is a relatively new subject, but more and more research results are showing how to best teach it.
We offer CPD with our online courses
As part of the NCCE, we produce lots of free resources to support teachers with developing knowledge and skills in all aspects of computing. The NCCE’s Computing Hubs offer remotely delivered sessions, and we produce interactive, in-depth, free online courses for teachers to take over 3 or 4 weeks. Some of these online courses are about subject knowledge, while others focus on how to teach computing, the area referred to as pedagogical content knowledge*. For example, two of our courses are Programming Pedagogy in Primary Schools and Programming Pedagogy in Secondary Schools. Our pedagogy courses draw on the expertise and experience of many computing teachers working with students right now.
We share best practices in computing pedagogy
But that’s not all! We continually share tried and tested strategies for use in the computing classroom to help teachers, and those training to teach, support students more effectively. We believe that computing is for everyone and as such, we need a variety of possible approaches to teaching each topic up our collective sleeves, to ensure accessibility for all our students.
We develop all of this material in collaboration with in-the-classroom-now, experienced teachers and other experts, also drawing upon the latest computing education research. Our aim is to give you great, practical ideas for how to engage students who may be unmotivated or switched off, and new strategies to help you support students’ understanding of more complex computing concepts.
We support you to do classroom action research
One of the findings from decades of educational research is that teacher action research in the classroom is an extremely effective form of CPD! Teacher action research means reflecting on what the barriers to learning are in your classroom, planning an intervention (often in the form of a specific change to your teaching practice), and then evaluating whether it engenders improvement. Doing this has positive impacts both on your expertise as a teacher and on your students’ learning!
To support you with action research, we’re launching a special programme for classroom action research in computing. This takes the form of an online course, facilitated by experts in the field, lasting over a six-month period. Find out more about this opportunity.
Share your experiences with us
Right now we’re in unusual times, and surviving various combinations of home learning and remote delivery with your classes may be your greatest concern. However you’re getting on, we’d love to hear from you about your classroom practice in computing. Your experience with different ways of teaching computing in the classroom will add to our collective understanding about what works for teaching students. You can share your feedback with us, or get in touch with our pedagogy team at research@teachcomputing.org.
Other ways to learn and stay in touch:
*Back in 1987, Lee Shulman wrote: “Pedagogical content knowledge represents the blending of content and pedagogy into an understanding of how particular topics, problems or issues are organised, represented, and adapted to the diverse interests and abilities of learners, and presented for instruction.”
Meet Callum Fawcett, who shares his journey from tinkering with the first Raspberry Pi while he was at school, to a Master’s degree in computer science and a real-life job in programming. We also get to see some of the awesome projects he’s made along the way.
I first decided to get a Raspberry Pi at the age of 14. I had already started programming a little bit before and found that I really enjoyed the language Python. At the time the first Raspberry Pi came out, my History teacher told us about them and how they would be a great device to use to learn programming. I decided to ask for one to help me learn more. I didn’t really know what I would use it for or how it would even work, but after a little bit of help at the start, I quickly began making small programs in Python. I remember some of my first programs being very simple dictionary-type programs in which I would match English words to German to help with my German homework.
Learning Linux, C++, and Python
Most of my learning was done through two sources. I learnt Linux and how the terminal worked using online resources such as Stack Overflow. I would have a problem that I needed to solve, look up solutions online, and try out commands that I found. This was perhaps the hardest part of learning how to use a Raspberry Pi, as it was something I had never done before, but it really helped me in later years when I would use Linux more than Windows. For learning programming, I preferred to use books. I had a book for C++ and a book for Python that I would work through. These were game-based books, so many of the fun projects that I did were simple text-based games where you typed in responses to questions.
A family robotics project
The first robot Callum made using a Raspberry Pi
By far the coolest project I did with the Raspberry Pi was to build a small robot (shown above). This was a joint project between myself and my dad. He sorted out the electronics and I programmed the robot. It was a great opportunity to learn about robotics and refine my programming skills. By the end, the robot was capable of moving around by itself, driving into objects, and then reversing and trying a new direction. It was almost like an unintelligent Roomba that couldn’t hoover, but I spent many hours improving small bits and pieces to make it as easy to use as possible. My one wish that I never managed to achieve with my robot was allowing it to map out its surroundings. This was a very ambitious project at the time, since I was still quite inexperienced in programming. The biggest problem with this was calibrating the robot’s turning circle, which was never consistent so it was very hard to have the robot know where in the room it was.
Sense HAT maze game
Another fun project that I worked on used the Sense HAT developed for the Astro Pi computers for use on the International Space Station. Using this, I was able to make a memory maze game (shown below), in which a player is shown a maze for several seconds and then has to navigate that maze from memory by shaking the device. This was my first introduction to using more interactive types of input, and this eventually led to my final-year project, which used these interesting interactions to develop another way of teaching.
Learning programming without formal lessons
I have now just finished my Master’s degree in computer science at the University of Bristol. Before going to university, I had no experience of being taught programming in a formal environment. It was not a taught subject at my secondary school or sixth form. I wanted to get more people at my school interested in this area of study though, which I did by running a coding club for people. I would help others debug their code and discuss interesting problems with them. The reason that I chose to study computer science is largely because of my experiences with Raspberry Pi and other programming I did in my own time during my teenage years. I likely would have studied history if it weren’t for the programming I had done by myself making robots and other games.
Raspberry Pi has continued to play a part in my degree and extra-curricular activities; I used them in two large projects during my time at university and used a similar device in my final project. My robot experience also helped me to enter my university’s ‘Robot Wars’ competition which, though we never won, was a lot of fun.
A tool for learning and a device for industry
Having a Raspberry Pi is always useful during a hackathon, because it’s such a versatile component. Tech like Raspberry Pi will always be useful for beginners to learn the basics of programming and electronics, but these computers are also becoming more and more useful for people with more experience to make fun and useful projects. I could see tech like Raspberry Pi being used in the future to help quickly prototype many types of electronic devices and, as they become more powerful, even being used as an affordable way of controlling many types of robots, which will become more common in the future.
Our guest blogger Callum
Now I am going on to work on programming robot control systems at Ocado Technology. My experiences of robot building during my years before university played a large part in this decision. Already, robots are becoming a huge part of society, and I think they are only going to become more prominent in the future. Automation through robots and artificial intelligence will become one of the most important tools for humanity during the 21st century, and I look forward to being a part of that process. If it weren’t for learning through Raspberry Pi, I certainly wouldn’t be in this position.
Cheers for your story, Callum! Has tinkering with our tiny computer inspired your educational or professional choices? Let us know in the comments below.
“In my vision, the child programs the computer and, in doing so, both acquires a sense of mastery over a piece of the most modern and powerful technology and establishes an intimate contact with some of the deepest ideas from science, from mathematics, and from the art of intellectual model building.” – Seymour Papert, Mindstorms: Children, Computers, And Powerful Ideas, 1980
We owe much of what we have learned about children learning to program to Seymour Papert (1928–2016), who not only was a great mathematician and computer scientist, but also an inspirational educationalist. He developed the theoretical approach to learning we now know as constructionism, which purports that learning takes place through building artefacts that have meaning and can be shared with others. Papert, together with others, developed the Logo programming language in 1967 to help children develop concepts in both mathematics and in programming. He believed that programming could give children tangible and concrete experiences to support their acquisition of mathematical concepts. Educational programming languages such as Logo were widely used in both primary and secondary education settings during the 1980s and 90s. Thus for many years the links between mathematics and programming have been evident, and we were very fortunate to be able to explore this topic with our research seminar guest speaker, Professor Dame Celia Hoyles of University College London.
Professor Dame Celia Hoyles
Dame Celia Hoyles is a huge celebrity in the world of mathematical education and programming. As well as authoring literally hundreds of academic papers on mathematics education, including on Logo programming, she has received a number of prestigious awards and honours, and has served as the Chief Advisor to the UK government on mathematics in school. For all these reasons, we were delighted to hear her present at a Raspberry Pi Foundation computing education research seminar.
Mathematics is a subject we all need to understand the basics of — it underpins much of our other learning and empowers us in daily life. Yet some mathematical concepts can seem abstract and teachers have struggled over the years to help children to understand them. Since programming includes the design, building, and debugging of artefacts, it is a great approach for make such abstract concepts come to life. It also enables the development of both computational and mathematical thinking, as Celia described in her talk.
Learning mathematics through Scratch programming
Celia and a team* at University College London developed a curriculum initiative called ScratchMaths to teach carefully selected mathematical concepts through programming (funded by the Education Endowment Foundation in 2014–2018). ScratchMaths is for use in upper primary school (age 9–11) over a two-year period.
In the first year, pupils take three computational thinking modules, and in the second year, they move to three more mathematical thinking modules. All the ScratchMaths materials were designed around a pedagogical framework called the 5Es: explore, envisage, explain, exchange, and bridge. This enables teachers to understand the structure and sequencing of the materials as they use them in the classroom:
Explore: Investigate, try things out yourself, debug in reaction to feedback
Envisage: Have a goal in mind, predict outcome of program before trying
Explain: Explain what you have done, articulate reasons behind your approach to others
Exchange: Collaborate & share, try to see a problem from another’s perspective as well as defend your own approach and compare with others
bridgE: Make explicit links to the mathematics curriculum
Teachers in the ScratchMaths project participated in professional development (two days per module) to enable them to understand the materials and the pedagogical approach.
At the end of the project, external evaluators measured the childrens’ learning and found a statistically significant increase in computational thinking skills after the first year, but no difference between an intervention group and a control group in the mathematical thinking outcomes in the second year (as measured by the national mathematics tests at that age).
Celia discussed a number of reasons for these findings. She also drew out the positive perspective that children in the trial learned two subjects at the same time without any detriment to their learning of mathematics. Covering two subjects and drawing the links between them without detriment to the core learning is potentially a benefit to schools who need to fit many subjects into their teaching day.
As at all our research seminars, participants had many questions for our speaker. Although the project was designed for primary education, where it’s more common to learn subjects together across the curriculum, several questions revolved around the project’s suitability for secondary school. It’s interesting to reflect on how a programme like ScratchMaths might work at secondary level.
Should computing be taught in conjunction or separately?
Teaching programming through mathematics, or vice versa, is established practice in some countries. One example comes from Sweden, where computing and programming is taught across different subject areas, including mathematics: “through teaching pupils should be given opportunities to develop knowledge in using digital tools and programming to explore problems and mathematical concepts, make calculations and to present and interpret data”. In England, conversely, we have a discrete computing curriculum, and an educational system that separates subjects out so that it is often difficult for children to see overlap and contiguity. However, having the focus on computing as a discrete subject gives enormous benefits too, as Celia outlined at the beginning of her talk, and it opens up the potential to give children an in-depth understanding of the whole subject area over their school careers. In an ideal world, perhaps we would teach programming in conjunction with a range of subjects, thus providing the concrete realisation of abstract concepts, while also having discrete computing and computer science in the curriculum.
In our current context of a global pandemic, we are continually seeing the importance of computing applications, for example computer modelling and simulation used in the analysis of data. This talk highlighted the importance of learning computing per se, as well as the mathematics one can learn through integrating these two subjects.
Celia is a member of the National Centre of Computing Education (NCCE) Academic Board, made up of academics and experts who support the teaching and learning elements of the NCCE, and we enjoy our continued work with her in this capacity. Through the NCCE, the Raspberry Pi Foundation is reaching thousands of children and educators with free computing resources, online courses, and advanced-level computer science materials. Our networks of Code Clubs and CoderDojos also give children the space and freedom to experiment and play with programming and digital making in a way that is concordant with a constructionist approach.
Next up in our seminar series
If you missed the seminar, you can find Celia’s presentation slides and a recording of her talk on our research seminars page.
In our next seminar on Tuesday 16 June at 17:00–18:00 BST / 12:00–13:00 EDT / 9:00–10:00 PDT / 18:00–19:00 CEST, we’ll welcome Jane Waite, Teaching Fellow at Queen Mary University of London. Jane will be sharing insights about Semantic Waves and unplugged computing. To join the seminar, simply sign up with your name and email address and we’ll email you the link and instructions. If you attended Celia’s seminar, the link remains the same.
*The ScratchMaths team are :
Professor Dame Celia Hoyles (Mathematics) & Professor Richard Noss (Mathematics) UCL Knowledge Lab
Professor Ivan Kalas, (Computing) Comenius University, Bratislava, Slovakia
Dr Laura Benton (Computing) & Piers Saunders, (Mathematics) UCL Knowledge Lab
Professor Dave Pratt (Mathematics) UCL Institute of Education
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