Schlagwort: education

  • What are the effects of the pandemic on education? | Hello World #13

    What are the effects of the pandemic on education? | Hello World #13

    Reading Time: 3 minutes

    How has computing education changed over the last few months? And how will the coronavirus pandemic affect education in the long term? In the introduction to our newest issue of Hello World, our CEO Philip Colligan reflects on the incredible work of front-line educators, and on the challenges educators and students will face.

    Hello World issue 13 front cover

    In just a few short weeks, the coronavirus pandemic has had a profound impact on every aspect of life, not least education. With 1.2 billion young people affected by the closure of schools, teachers have joined health and care workers, and the many others, who are on the front line of the fight against the virus.

    As chair of governors at a state school here in Cambridge, I’ve seen first-hand the immense pressure that schools and teachers are under. The abrupt transition to emergency remote teaching, caring for the most vulnerable students, supporting families who are experiencing the health and economic devastation wrought by the virus, and doing all of this while looking after themselves and their loved ones. The word ‘heroic’ doesn’t feel nearly sufficient to describe the efforts of teachers all over the world.

    At the Raspberry Pi Foundation, we wanted to learn about how different schools have responded, what’s working, what the challenges are, and crucially, what is happening to computing education. We spoke to teachers at primary schools, secondary schools, and further education colleges. Most were based in the UK, with a few in India and the US.

    Even from this small collection of interviews, we saw incredible innovation and resilience, coupled with a determination to ensure that all young people could continue learning during the lockdown.

    Most of the teachers that we spoke to were specialists in computing. Their expertise with technology has put them centre-stage, with many stepping into leadership roles, supporting the rapid roll-out of online learning, and providing invaluable support to colleagues and students alike. We hope that this leads to schools giving greater priority to computing education. Digital technologies are keeping the world connected and working. Equipping all young people with the ability to harness the power of computing has never been more vital.

    We’ve also seen profound challenges. The digital divide has never been more apparent. Far too many young people lack access to a computer for learning at home. This is a problem that can be fixed at a cost that is trivial compared to the long-term economic impact of the educational disadvantage that it causes.

    But we’re also hearing first-hand how educational disadvantage isn’t just about access to technology. Many families are struggling to support home learning, whether because of the condition of their housing, their work or caring responsibilities, or the struggle to put food on the table. Teachers have responded compassionately, offering practical support where it’s needed most, and planning now for how they will help students catch up when schools reopen.

    We know that school closures disproportionately impact the most disadvantaged students. If we are going to reduce the long-term economic and social impact of the virus, there needs to be a huge global effort to invest in addressing the educational impact that it has caused.

    As we start to figure out what a post-lockdown world might look like, the only thing that feels certain is we are facing a long period of disruption to formal education. We need to find new ways to combine online learning, classroom and remote teaching, mentoring, and non-formal learning experiences, to ensure that all young people, whatever their backgrounds, are able to thrive and fulfil their potential. The stories we’ve heard from these educators give me hope that we can, but they will need the support of government, industry, and nonprofits. The Raspberry Pi Foundation is committed to playing our part.

    Get your free copy today!

    Besides the Learning in lockdown feature, issue 13 of Hello World contains articles and opinion pieces on managing screen time, safeguarding in online lessons, and how the education landscape is shifting at an unprecedented rate.

    We’ve also collected together some of the best free resources for online learning, and we share fantastic activities in our resources section.

    Download your free copy to read about all this and more!

    And if you’re an educator in the UK, you can take out a free subscription to receive print copies of Hello World.

    Website: LINK

  • Learn at home #3: building resilience and problem solving skills

    Learn at home #3: building resilience and problem solving skills

    Reading Time: 5 minutes

    With changes to school and work around the world, many parents and carers still aren’t sure what to expect over the next few weeks. While some children have returned to school, we know that many young people and families are still learning and working at home. We’re providing lots of free extra resources for young people, and we’re offering free support tutorials for parents who want to help their children understand more about the tools they’ll be using on their coding journey.

    a kid doing digital making at home

    In our last blog post for parents, we talked to you about Python, which is a widely used text-based programming language, and about Trinket, a free online platform that lets you write and run your code in any web browser.

    This week we talk about the importance of resilience and problem solving as we cover debugging — finding and fixing errors in your code.

    Debugging explained

    When your child embarks on a coding project, expect to hear the phrase “It’s not working!” often. It’s really important to recognise that their code might not work on the first (or fourth) go, and that that’s completely OK. Debugging is a key process for young people who are learning how to code, and it helps them to develop resilience and problem solving skills.

    Learning Manager Mac shows you tips and tricks for fixing Python code errors to help you build more confidence while you support your children at home.

    Fixing errors in Python code

    In this video, Learning Manager Mac will show you some tips and tricks for fixing Python code errors (also known as ‘debugging’) to help you build more confi…

    Mac’s top tips for debugging

    1. Check the instructions

    If your child is following one of our online coding projects, the instructions are usually very detailed and precise. Encourage your child to read through the instructions thoroughly and see if they can spot a difference between their code and what’s in the instructions. You should find that many errors can be fixed by doing this!

    2. Try, try and try again

    Coding is iterative: programs are written in stages, with debugging during every stage. Errors in code are normal and very common, so mistakes in your child’s programs are to be expected. As a young person begins to develop coding skills, they start learning to problem-solve and persevere despite the errors, which will help them both on and off the computer. And the more they code, the quicker they’ll become at spotting and fixing errors.

    Two kids doing digital making at home

    3. Small changes make a big difference

    Most of the coding problems your child will come across will be due to tiny mistakes, e.g. one letter or a piece of punctuation that needs changing. So during debugging, it’s helpful for both you and your child to frame the problem in this way: “It’s just one small thing, you are so close.” This helps them build resilience and perseverance, because finding one small error is much more achievable than thinking that the whole program is broken and they need to start over.

    4. Say it out loud

    When your child encounters a problem with their code, encourage them to talk you through their whole problem, without interrupting them or making suggestions. Programmers call this technique ‘rubber duck debugging’: when they encounter a problem with their code, they explain everything their code does to an inanimate object — such as a rubber duck! — to find the detail that’s causing the problem. For your child, you can play the part of the rubber duck and provide a supportive, listening ear!

    Join in with Digital Making at Home

    To keep young people entertained and learning, we’re running a Digital Making at Home series, which is free and accessible to everyone. New code-along videos are released every Monday, with different themes and projects for all levels of experience. We also stream live code-along sessions on Wednesdays at 14:00 BST at rpf.io/home!

    a teenager doing digital making at home

    Parent diary: Adapting to life online

    Ben Garside is a Learning Manager at the Raspberry Pi Foundation and also a dad to three children aged between 6 and 8. Ben is currently homeschooling and working (and still smiling lots!). In this video, Ben shares his personal experience of trying to find the best way of making this work for his family, with a bit of trial and error and lots of flexibility.

    Parent diary: Adapting to life online

    Ben Garside is a Learning Manager at the Raspberry Pi Foundation and also a dad to three children aged between 6 and 8. Ben is currently homeschooling and wo…

    Free online course: Getting Started with Your Raspberry Pi

    You’ve got a Raspberry Pi computer at home and aren’t sure how to use it? Then why not sign up to our new free online course to find out all about how to set up your Raspberry Pi, and how to use it for everyday tasks or for learning to code!

    Do you have feedback for us?

    We’ve been asking parents what they’d like to see as part of our initiative to support young people and parents. We’ve had some great suggestions so far! If you’d like to share your thoughts, email us at [email protected].

    Sign up for our bi-weekly emails, tailored to your needs

    Sign up now to start receiving free activities suitable to your child’s age and experience level straight to your inbox. And let us know what you as a parent or guardian need help with, and what you’d like more or less of from us.

    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!

    Website: LINK

  • Learning AI at school — a peek into the black box

    Learning AI at school — a peek into the black box

    Reading Time: 5 minutes

    “In the near future, perhaps sooner than we think, virtually everyone will need a basic understanding of the technologies that underpin machine learning and artificial intelligence.” — from the 2018 Informatics Europe & EUACM report about machine learning

    As the quote above highlights, AI and machine learning (ML) are increasingly affecting society and will continue to change the landscape of work and leisure — with a huge impact on young people in the early stages of their education.

    But how are we preparing our young people for this future? What skills do they need, and how do we teach them these skills? This was the topic of last week’s online research seminar at the Raspberry Pi Foundation, with our guest speaker Juan David Rodríguez Garcia. Juan’s doctoral studies around AI in school complement his work at the Ministry of Education and Vocational Training in Spain.

    Juan David Rodríguez Garcia

    Juan’s LearningML tool for young people

    Juan started his presentation by sharing numerous current examples of AI and machine learning, which young people can easily relate to and be excited to engage with, and which will bring up ethical questions that we need to be discussing with them.

    Of course, it’s not enough for learners to be aware of AI applications. While machine learning is a complex field of study, we need to consider what aspects of it we can make accessible to young people to enable them to learn about the concepts, practices, and skills underlying it. During his talk Juan demonstrated a tool called LearningML, which he has developed as a practical introduction to AI for young people.

    Screenshot of a demo of Juan David Rodríguez Garcia's LearningML tool

    Juan demonstrates image recognition with his LearningML tool

    LearningML takes inspiration from some of the other in-development tools around machine learning for children, such as Machine Learning for Kids, and it is available in one integrated platform. Juan gave an enticing demo of the tool, showing how to use visual image data (lots of pictures of Juan with hats, glasses on, etc.) to train and test a model. He then demonstrated how to use Scratch programming to also test the model and apply it to new data. The seminar audience was very positive about the LearningML, and of course we’d like it translated into English!

    Juan’s talk generated many questions from the audience, from technical questions to the key question of the way we use the tool to introduce children to bias in AI. Seminar participants also highlighted opportunities to bring machine learning to other school subjects such as science.

    AI in schools — what and how to teach

    Machine learning demonstrates that computers can learn from data. This is just one of the five big ideas in AI that the AI4K12 group has identified for teaching AI in school in order to frame this broad domain:

    1. Perception: Computers perceive the world using sensors
    2. Representation & reasoning: Agents maintain models/representations of the world and use them for reasoning
    3. Learning: Computers can learn from data
    4. Natural interaction: Making agents interact comfortably with humans is a substantial challenge for AI developers
    5. Societal impact: AI applications can impact society in both positive and negative ways

    One general concern I have is that in our teaching of computing in school (if we touch on AI at all), we may only focus on the fifth of the ‘big AI ideas’: the implications of AI for society. Being able to understand the ethical, economic, and societal implications of AI as this technology advances is indeed crucial. However, the principles and skills underpinning AI are also important, and how we introduce these at an age-appropriate level remains a significant question.

    Illustration of AI, Image by Seanbatty from Pixabay

    There are some great resources for developing a general understanding of AI principles, including unplugged activities from Computer Science For Fun. Yet there’s a large gap between understanding what AI is and has the potential to do, and actually developing the highly mathematical skills to program models. It’s not an easy issue to solve, but Juan’s tool goes a little way towards this. At the Raspberry Pi Foundation, we’re also developing resources to bridge this educational gap, including new online projects building on our existing machine learning projects, and an online course. Watch this space!

    AI in the school curriculum and workforce

    All in all, we seem to be a long way off introducing AI into the school curriculum. Looking around the world, in the USA, Hong Kong, and Australia there have been moves to introduce AI into K-12 education through pilot initiatives, and hopefully more will follow. In England, with a computing curriculum that was written in 2013, there is no requirement to teach any AI or machine learning, or even to focus much on data.

    Let’s hope England doesn’t get left too far behind, as there is a massive AI skills shortage, with millions of workers needing to be retrained in the next few years. Moreover, a recent House of Lords report outlines that introducing all young people to this area of computing also has the potential to improve diversity in the workforce — something we should all be striving towards.

    We look forward to hearing more from Juan and his colleagues as this important work continues.

    Next up in our seminar series

    If you missed the seminar, you can find Juan’s presentation slides and a recording of his talk on our seminars page.

    In our next seminar on Tuesday 2 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 Dame Celia Hoyles, Professor of Mathematics Education at University College London. Celia will be sharing insights from her research into programming and mathematics. To join the seminar, simply sign up with your name and email address and we’ll email the link and instructions. If you attended Juan’s seminar, the link remains the same.

    Website: LINK

  • Meet your new robotic best friend: the MiRo-E dog

    Meet your new robotic best friend: the MiRo-E dog

    Reading Time: 3 minutes

    When you’re learning a new language, it’s easier the younger you are. But how can we show very young students that learning to speak code is fun? Consequential Robotics has an answer…

    The MiRo-E is an ’emotionally engaging’ robot platform that was created on a custom PCB  and has since moved onto Raspberry Pi. The creators made the change because they saw that schools were more familiar with Raspberry Pi and realised the potential in being able to upgrade the robotic learning tools with new Raspberry Pi boards.

    [youtube https://www.youtube.com/watch?v=KNYB5PaR6KE]

    The MiRo-E was born from a collaboration between Sheffield Robotics, London-based SCA design studio, and Bristol Robotics Lab. The cute robo-doggo has been shipping with Raspberry Pi 3B+ (they work well with the Raspberry Pi 4 too) for over a year now.

    While the robot started as a developers’ tool (MiRo-B), the creators completely re-engineered MiRo’s mechatronics and software to turn it into an educational tool purely for the classroom environment.

    Three school children in uniforms stroke the robot dog's chin

    MiRo-E with students at a School in North London, UK

    MiRo-E can see, hear, and interact with its environment, providing endless programming possibilities. It responds to human interaction, making it a fun, engaging way for students to learn coding skills. If you stroke it, it purrs, lights up, move its ears, and wags its tail. Making a sound or clapping makes MiRo move towards you, or away if it is alarmed. And it especially likes movement, following you around like a real, loyal canine friend. These functionalities are just the basic starting point, however: students can make MiRo do much more once they start tinkering with their programmable pet.

    These opportunities are provided on MiRoCode, a user-friendly web-based coding interface, where students can run through lesson plans and experiment with new ideas. They can test code on a virtual MiRo-E to create new skills that can be applied to a real-life MiRo-E.

    What’s inside?

    Here are the full technical specs. But basically, MiRo-E comprises a Raspberry Pi 3B+ as its core, light sensors, cliff sensors, an HD camera, and a variety of connectivity options.

    How does it interact?

    MiRo reacts to sound, touch, and movement in a variety of ways. 28 capacitive touch sensors tell it when it is being petted or stroked. Six independent RGB LEDs allow it to show emotion, along with DOF to move its eyes, tail, and ears. Its ears also house four 16-bit microphones and a loudspeaker. And two differential drive wheels with opto-sensors help MiRo move around.

    What else can it do?

    The ‘E’ bit of MiRo-E means it’s emotionally engaging, and the intelligent pet’s potential in healthcare have already been explored. Interaction with animals has been proved to be positive for patients of all ages, but sometimes it’s not possible for ‘real’ animals to comfort people. MiRo-E can fill the gap for young children who would benefit from animal comfort, but where healthcare or animal welfare risks are barriers.

    The same researchers who created this emotionally engaging robo-dog for young people are also working with project partners in Japan to develop ‘telepresence robots’ for older patients to interact with their families over video calls.

    Website: LINK

  • Making the best of it: online learning and remote teaching

    Making the best of it: online learning and remote teaching

    Reading Time: 7 minutes

    As many educators across the world are currently faced with implementing some form of remote teaching during school closures, we thought this topic was ideal for the very first of our seminar series about computing education research.

    Image by Mudassar Iqbal from Pixabay

    Research into online learning and remote teaching

    At the Raspberry Pi Foundation, we are hosting a free online seminar every second Tuesday to explore a wide variety of topics in the area of digital and computing education. Last Tuesday we were delighted to welcome Dr Lauren Margulieux, Assistant Professor of Learning Sciences at Georgia State University, USA. She shared her findings about different remote teaching approaches and practical tips for educators in the current crisis.

    Lauren’s research interests are in educational technology and online learning, particularly for computing education. She focuses on designing instructions in a way that supports online students who do not necessarily have immediate access to a teacher or instructor to ask questions or overcome problem-solving impasses.

    A vocabulary for online and blended learning

    In non-pandemic situations, online instruction comes in many forms to serve many purposes, both in higher education and in K-12 (primary and secondary school). Much research has been carried out in how online learning can be used for successful learning outcomes, and in particular, how it can be blended with face-to-face (hybrid learning) to maximise the impact of both contexts.

    In her seminar talk, Lauren helped us to understand the different ways in which online learning can take place, by sharing with us vocabulary to better describe different ways of learning with and through technology.

    Lauren presented a taxonomy for classifying types of online and blended teaching and learning in two dimensions (shown in the image below). These are delivery type (technology or instructor), and whether content is received by learners, or actually being applied in the learning experience.

    Lauren Margulieux seminar slide showing her taxonomy for different types of mixed student instruction

    In Lauren’s words: “The taxonomy represents the four things that we control as instructors. We can’t control whether our students talk to each other or email each other, or ask each other questions […], therefore this taxonomy gives us a tool for defining how we design our classes.”

    This taxonomy illustrates that there are a number of different ways in which the four types of instruction — instructor-transmitted, instructor-mediated, technology-transmitted, and technology-mediated — can be combined in a learning experience that uses both online and face-to-face elements.

    Using her taxonomy in an examination (meta-analysis) of 49 studies relating to computer science teaching in higher education, Lauren found a range of different ways of mixing instruction, which are shown in the graph below.

    • Lecture hybrid means that the teaching is all delivered by the teacher, partly face-to-face and partly online.
    • Practice hybrid means that the learning is done through application of content and receiving feedback, which happens partly face-to-face or synchronously and partly online or asynchronously.
    • Replacement blend refers to instruction where lecture and practice takes place in a classroom and part of both is replaced with an online element.
    • Flipped blend instruction is where the content is transmitted through the use of technology, and the application of the learning is supported through an instructor. Again, the latter element can also take place online, but it is synchronous rather than asynchronous — as is the case in our current context.
    • Supplemental blend learning refers to instruction where content is delivered face-to-face, and then practice and application of content, together with feedback, takes place online — basically the opposite of the flipped blend approach.

    Lauren Margulieux seminar slide showing learning outcomes of different types of mixed student instruction

    Lauren’s examination found that the flipped blend approach was most likely to demonstrate improved learning outcomes. This is a useful finding for the many schools (and universities) that are experimenting with a range of different approaches to remote teaching.

    Another finding of Lauren’s study was that approaches that involve the giving of feedback promoted improved learning. This has also been found in studies of assessment for learning, most notably by Black and Wiliam. As Lauren pointed out, the implication is that the reason blended and flipped learning approaches are the most impactful is that they include face-to-face or synchronous time for the educator to discuss learning with the students, including giving feedback.

    Lauren’s tips for remote teaching

    Of course we currently find ourselves in the midst of school closures across the world, so our only option in these circumstances is to teach online. In her seminar talk, Lauren also included some tips from her own experience to help educators trying to support their students during the current crisis:

    • Align learning objectives, instruction, activities, assignments, and assessments.
    • Use good equipment: headphones to avoid echo and a good microphone to improve clarity and reduce background noise.
    • Be consistent in disseminating information, as there is a higher barrier to asking questions.
    • Highlight important points verbally and visually.
    • Create ways for students to talk with each other, through discussions, breakout rooms, opportunities to talk when you aren’t present, etc.
    • Use video when possible while talking with your students.
      Give feedback frequently, even if only very brief.

    Although Lauren’s experience is primarily from higher education (post-18), this advice is also useful for K-12 educators.

    What about digital equity and inclusion?

    All our seminars include an opportunity to break out into small discussion groups, followed by an opportunity to ask questions of the speaker. We had an animated follow-up discussion with Lauren, with many questions focused on issues of representation and inclusion. Some questions related to the digital divide and how we could support learners who didn’t have access to the technology they need. There were also questions from breakout groups about the participation of groups that are typically under-represented in computing education in online learning experiences, and accessibility for those with special educational needs and disabilities (SEND). While there is more work needed in this area, there’s also no one-size-fits-all approach to working with students with special needs, whether that’s due to SEND or to material resources (e.g. access to technology). What works for one student based on their needs might be entirely ineffective for others. Overall, the group concluded that there was a need for much more research in these areas, particularly at K-12 level.

    Much anxiety has been expressed in the media, and more formally through bodies such as the World Economic Forum and UNESCO, about the potential long-lasting educational impact of the current period of school closures on disadvantaged students and communities. Research into the most inclusive way of supporting students through remote teaching will help here, as will the efforts of governments, charities, and philanthropists to provide access to technology to learners in need.

    At the Raspberry Pi Foundation, we offer lots of free resources for students, educators, and parents to help them engage with computing education during the current school closures and beyond.

    How should the education community move forward?

    Lauren’s seminar made it clear to me that she was able to draw on decades of research studies into online and hybrid learning, and that we should take lessons from these before jumping to conclusions about the future. In both higher education (tertiary, university) and K-12 (primary, secondary) education contexts, we do not yet know the educational impact of the teaching experiments we have found ourselves engaging in at short notice. As Charles Hodges and colleagues wrote recently in Educause, what we are currently engaging in can only really be described as emergency remote teaching, which stands in stark contrast to planned online learning that is designed much more carefully with pedagogy, assessment, and equity in mind. We should ensure we learn lessons from the online learning research community rather than making it up as we go along.

    Today many writers are reflecting on the educational climate we find ourselves in and on how it will impact educational policy and decision-making in the future. For example, an article from the Brookings Institution suggests that the experiences of home teaching and learning that we’ve had in the last couple of months may lead to both an increased use of online tools at home, an increase in home schooling, and a move towards competency-based learning. An article by Jo Johnson (President’s Professorial Fellow at King’s College London) on the impact of the pandemic on higher education, suggests that traditional universities will suffer financially due to a loss of income from international students less likely to travel to universities in the UK, USA, and Australia, but that the crisis will accelerate take-up of online, distance-learning, and blended courses for far-sighted and well-organised institutions that are ready to embrace this opportunity, in sum broadening participation and reducing elitism. We all need to be ready and open to the ways in which online and hybrid learning may change the academic world as we know it.

    Next up in our seminar series

    If you missed this seminar, you can find Lauren’s presentation slides and a recording of her talk on our seminars page.

    Next Tuesday, 19 May at 17:00–18:00 BST, we will welcome Juan David Rodríguez from the Instituto Nacional de Tecnologías Educativas y de Formación del Profesorado (INTEF) in Spain. His seminar talk will be about learning AI at school, and about a new tool called LearningML. To join the seminar, simply sign up with your name and email address and we’ll email the link and instructions. If you attended Lauren’s seminar, the link remains the same.

    Website: LINK

  • Learn at home: a guide for parents #2

    Learn at home: a guide for parents #2

    Reading Time: 4 minutes

    With millions of schools still in lockdown, parents have been telling us that they need help to support their children with learning computing at home. As well as providing loads of great content for young people, we’ve been working on support tutorials specifically for parents who want to understand and learn about the programmes used in schools and our resources.

    If you don’t know your Scratch from your Trinket and your Python, we’ve got you!

    Glen, Web Developer at the Raspberry Pi Foundation, and Maddie, aged 8

    What are Python and Trinket all about?

    In our last blog post for parents, we talked to you about Scratch, the programming language used in most primary schools. This time Mark, Youth Programmes Manager at the Raspberry Pi Foundation, takes you through how to use Trinket. Trinket is a free online platform that lets you write and run your code in any web browser. This is super useful because it means you don’t have to install any new software.

    A parents’ introduction to Trinket

    Sign up to our regular parents’ newsletter to receive regular, FREE tutorials, tips & fun projects for young people of all levels of experience: http://rpf.i…

    Trinket also lets you create public web pages and projects that can be viewed by anyone with the link to them. That means your child can easily share their coding creation with others, and for you that’s a good opportunity to talk to them about staying safe online and not sharing any personal information.

    Lincoln, aged 10

    Getting to know Python

    We’ve also got an introduction to Python for you, from Mac, a Learning Manager on our team. He’ll guide you through what to expect from Python, which is a widely used text-based programming language. For many learners, Python is their first text-based language, because it’s very readable, and you can get things done with fewer lines of code than in many other programming languages. In addition, Python has support for ‘Turtle’ graphics and other features that make coding more fun and colourful for learners. Turtle is simply a Python feature that works like a drawing board, letting you control a turtle to draw anything you like using code.

    A parents’ introduction to Python

    Sign up to our regular parents’ newsletter to receive regular, FREE tutorials, tips & fun projects for young people of all levels of experience: http://rpf.i…

    Why not try out Mac’s suggestions of Hello world, Countdown timer, and Outfit recommender for  yourself?

    Python is used in lots of real-world software applications in industries such as aerospace, retail banking, insurance and healthcare, so it’s very useful for your children to learn it!

    Parent diary: juggling homeschooling and work

    Olympia is Head of Youth Programmes at the Raspberry Pi Foundation and also a mum to two girls aged 9 and 11. She is currently homeschooling them as well as working (and hopefully having the odd evening to herself!). Olympia shares her own experience of learning during lockdown and how her family are adapting to their new routine.

    Parent diary: Juggling homeschooling and work

    Olympia Brown, Head of Youth Partnerships at the Raspberry Pi Foundation shares her experience of homeschooling during the lockdown, and how her family are a…

    Digital Making at Home

    To keep young people entertained and learning, we launched our Digital Making at Home series, which is free and accessible to everyone. New code-along videos are released every Monday, with different themes and projects for all levels of experience.

    Code along live with the team on Wednesday 6 May at 14:00 BST / 9:00 EDT for a special session of Digital Making at Home

    Sarah and Ozzy, aged 13

    We want your feedback

    We’ve been asking parents what they’d like to see as part of our initiative to support young people and parents. We’ve had some great suggestions so far! If you’d like to share your thoughts, you can email us at [email protected].

    Sign up for our bi-weekly emails, tailored to your needs

    Sign up now to start receiving free activities suitable to your child’s age and experience level, straight to your inbox. And let us know what you as a parent or guardian need help with, and what you’d like more or less of from us. 

    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!

    Website: LINK

  • A Guide for Parents: How to Learn Electronics and Coding with the Arduino Student Kit

    A Guide for Parents: How to Learn Electronics and Coding with the Arduino Student Kit

    Reading Time: 3 minutes

    Schools have recently had to make a sudden and seismic shift in the way they teach. As both educators and students get used to remote learning, the onus is now more on parents to support their children through homeschool, and that means parents themselves need support. At Arduino Education, we want to help you and your children by making remote learning experiences as smooth (and fun!) as possible.

    Learning electronics and coding at home

    As parents to children aged 11-plus, learning electronics and coding with them at home may not be something you’d ever think you’d be doing. But don’t worry, it really isn’t as daunting as it sounds, and electronics and coding skills are crucial in the world your children are growing up in.

    About electronics and coding

    Learn coding and the basic concepts of electricity together with your child at home with the Arduino Student Kit. It comes with all of the electronic components you need, as well as step-by-step instructions for how to start coding. But what is coding, exactly? Well, it’s simply the language that computers understand. It’s how we tell a computer what to do. In the Student Kit, you get pre-programmed code to help you understand how it works. You could also explore drag-and-drop visual coding such as Scratch to help you get a better understanding of what coding is.

    Learn electronics and coding at home with the Arduino Student Kit

    The Student Kit is a hands-on, step-by-step homeschool starter kit for children aged 11-plus that will help them get started with the basics of electronics and coding at home. You’ll get all the hardware and software you need for one person, as well as complete guidance, step-by-step lessons, exercises, and a logbook where you can answer the lesson questions and find solutions. 

    How the kit helps you homeschool your children

    This is your hands-on, step-by-step remote learning tool that will help your child learn the basics of programming, coding, and electronics at home. As a parent, you don’t need any prior knowledge or experience as you are guided through step-by-step. The kit is linked directly into the curriculum so you can be confident that your children are learning what they should be, and it provides the opportunity for them to become confident in programming and electronics. You’ll also be helping them learn vital skills such as critical thinking and problem-solving.

    What’s in the kit?

    • All the basic electronic components you need to complete each lesson.
    • Access to an online platform which helps children take their first steps into the world of electronics and inventions.
    • Nine step-by-step lessons with up to 25 hours of learning time.
    • Two open-ended projects. These projects don’t have a right or wrong answer – the solution to the project question is unique to each individual.
    • A digital logbook that students can use to annotate their exercises, observations, and experiments. Parents can also use the logbook to find solutions.

    What does the kit help teach?

    By using the kit at home, you’ll be mirroring what your children would learn in their classroom. As well as how to code, the kit teaches:

    • Basic concepts of electricity
    • Safety 
    • Schematics
    • Writing code
    • Controlling a circuit
    • Coding concepts
    • Controlling a servo motor
    • Producing sounds, tones, and music
    • Measuring the intensity of light 

    What You Need

    You’ll need to purchase one Student Kit per child — you can either find your country’s distributor or buy the kit online. To use the kit, you’ll need a desktop computer, laptop or tablet device which has a compatible operating system and meets minimum requirements for downloading the Arduino software. (More about this here.)

    Website: LINK

  • NEW! A remote teaching platform that supports learning at home with Arduino

    NEW! A remote teaching platform that supports learning at home with Arduino

    Reading Time: 2 minutes

    NEW! A remote teaching platform that supports learning at home with Arduino

    Arduino TeamApril 15th, 2020

    COVID-19 is playing a huge role in everything we do. With schools closed and a large number of countries under total lockdown, we want to support educators, parents, and students with hands-on electronic, programming, and coding lessons from home.

    NEW: The Arduino Education remote learning platform

    We have been working on several initiatives to support remote learning. Our aim is for children to still have access to hands-on STEAM lessons even while they can’t attend school. We are pleased to announce that to support homeschooling needs we have launched a remote learning platform.

    What will you find on the remote learning platform?

    This platform will deliver online support to educators, parents and students so they have the tools they need to feel comfortable and confident in completing successful STEAM lessons at home. On a weekly basis, we will post new helpful material including video tutorials, live sessions, and extra support with resources, ideas, and tips.

    We will also be hosting weekly live sessions on Arduino EduVision. You can find all details, dates and times, and book the next coming session here

    All the activities and tutorials in our remote learning platform currently support using the Arduino Starter Kit and Arduino Certification as learning tools in the home.

    18 tips and tricks for educators new to remote learning

    Many schools are set up for some kind of remote learning, but there are an equal number for whom this is a whole new world. It’s also true that while you probably have lesson plans ready for the upcoming semesters, it’s a whole different ball game to suddenly put all these lessons online without disrupting any learning. These 18 tips and tricks will help you if you’re new to remote learning.

    We hope that Arduino Education programs can support you in enabling students to learn, innovate, and succeed at home by making complex technology simple to understand and use.

    Keep safe!

    All the best from the Arduino Education Team

    Website: LINK

  • Digital making at home: a guide for parents

    Digital making at home: a guide for parents

    Reading Time: 6 minutes

    This blog post is for parents. Specifically, it’s for parents who want to help their kids get into making things with technology but don’t know where to start.

    Lots of us at the Raspberry Pi Foundation are parents too, and right now we’re also all trying to figure out how to keep our kids occupied, entertained, and learning useful things. So we recognise that families are currently facing lots of challenges, which is why we’re supporting parents and carers with learning for young people at home.

    We already provide loads of resources and activities that are available for free, online, in up to 30 languages, and we’ll help you get your children set up and started.

    A young person having fun with digital making at home

    You don’t need any coding experience to get involved

    All of our online projects for young people are completely free. They include step-by-step instructions and are easily filtered by level and topic. The projects are designed so that young people can complete them in no more than an hour.

    You don’t need any coding experience yourself. The step-by-step instructions mean you can learn alongside your child, or, as long as they can read the instructions themselves, they can work independently on the projects.

    A teenager having fun with digital making at home

    Watch our support tutorials 

    If you’re wondering where to start, or how digital making can work for your young people at home, take a look at our introduction video by Mark, our Youth Programmes Manager. He tells you about Scratch, a free graphical programming language developed by our friends at the Scratch Foundation (plus, it’s the language used to teach computing in most primary schools and a great place to start for beginners):

    A parents’ introduction to the programming language Scratch

    Find out more about the #RaspberryPi Foundation: Raspberry Pi http://rpf.io/ytrpi Code Club UK http://rpf.io/ytccuk Code Club International http://rpf.io/ytc…

    He also takes you through our project site, which is where all the fun stuff happens:

    How to use the Raspberry Pi projects site

    Find out more about the #RaspberryPi Foundation: Raspberry Pi http://rpf.io/ytrpi Code Club UK http://rpf.io/ytccuk Code Club International http://rpf.io/ytc…

    The Digital Making at Home initiative

    We’re also offering a series of free weekly, instructor-led videos called Digital Making at Home, which have code-along instructions to help young people with fun projects they can do independently at home. Here’s more information about how you and your family can get involved.

    Get involved in Digital Making at Home

    Find out more about the #RaspberryPi Foundation: Raspberry Pi http://rpf.io/ytrpi Code Club UK http://rpf.io/ytccuk Code Club International http://rpf.io/ytc…

    Sign up for our free content tailored to your needs

    Sign up now to start receiving free activities suitable to your child’s age and ability straight to your inbox. And let us know what you as a parent or carer need help with, and what you’d like more or less of.

    A child having fun with digital making at home using a tablet

    What parents and carers say

    “I started to try coding activities with my kids a few years ago (now aged 8 and 11). They really like the clear instructions from the Raspberry Pi projects site, it has helped build their confidence particularly when getting started. Their interest in coding has gone up and down over that time, but when I sense that they are losing interest I try to step back and not push it. They like coding simple games particularly, and changing the rules to make it easier for them to win!” Olympia, parent and Head of Youth Partnerships at the Raspberry Pi Foundation 

    A girl with her Scratch project

    “Finding independent activities is really hard – especially good ones that are also educational. Once we were up and running, Dylan (age 9) was able to follow the step-by-step video and make a game in Scratch by himself!”  Dan, step-parent 

    A child having fun with digital making at home using a Crumble controller

    “My younger daughter is on the autistic spectrum and really enjoys creating projects which appeal to her particular interests. So we often modify Scratch projects so that she can use different images or add in different sounds. Shifting the focus to things she particularly enjoys means that when we hit a bug, she is more motivated to persevere, fix it, and celebrate her success. Taking a child-centred approach is important for lots of children who want to be in control of their own learning journey.” Katharine, parent and Programme Coordinator at the Raspberry Pi Foundation 

    “I introduced my son to coding in Scratch when he was 6. At the start, it was important to sit with him as he worked through little projects. I kept my hands away from his mouse and keyboard and let him explore the interface, with a bit of gentle guidance. Within no time he was independently creating his own projects, and using Scratch for his school work and home life. He even created a random Karate moves generator to help him prepare for a Karate grading. Eventually he wanted to move on though, and when Scratch became too limited we explored some HTML and CSS, and then a little Python. He’s now fully independent, and coding 3D games using Unity. It’s got to the point where he’s using a language that I have no experience with, so debugging just involves me asking him to explain his code and helping him to find solutions online.” Marc Scott, Parent and Senior Learning Manager at the Raspberry Pi Foundation

    Our simple top tips (from Marc, Senior Learning Manager)

    • If possible, sit with your child and have them explain to you what they are doing. You don’t have to understand the code, but you can listen and ask questions. If they talk through their thought process, they’re more likely to be successful.
    • Maintain a hands-off approach: offer them suggestions rather than instructions, and keep your hands off their keyboard and mouse.
    • Getting things wrong is one of the best ways to learn. When they encounter bugs in their programs (which they will!), ask questions before giving answers. Try “Why do you think that didn’t work? or “Have you tried changing this bit of code?”
    • Pick tools that are accessible or familiar to the young person. If they like Scratch, then stick with it until they’re trying to do things so complicated that they need more advanced software.
    • If a young person is going to share their project online, you should remind them not to include personal information in it. Tip: Your child has probably learned about e-safety at school, so why not ask them about the rules they’ve learned in class?
    • Always ask the young person to show you what they have made, and show enthusiasm for their work. You may not have a clue what it is, or you might think it’s super simple, but they’ll be proud of it and encouraged if you are too!

    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!

    Website: LINK

  • How the Raspberry Pi Foundation is responding to the novel coronavirus (part 2)

    How the Raspberry Pi Foundation is responding to the novel coronavirus (part 2)

    Reading Time: 5 minutes

    It’s been a couple of weeks since I posted a blog about how the Raspberry Pi Foundation was responding to the novel coronavirus, and I thought it would be useful to share an update. Writing this has helped me reflect on just how much has changed in such a short space of time.

    Getting used to life in the lockdown

    Like most of the world, we’ve been getting used to life in the lockdown. As an organisation, we’re very lucky that the vast majority of our work can be done remotely. We’ve moved all of our meetings and lots of events online. Yesterday, we held the first-ever Cambridge Computing Education Research Symposium as an online event, bringing together 250 researchers and practitioners to learn from each other.

    Many of us have been figuring out how to combine working at home with additional daily caring responsibilities and homeschooling. Honestly, it’s a work in progress (in my house at least). We’ve introduced new flexible working policies, we’re working doubly hard to stay connected to each other, and we’re introducing initiatives to support well-being.

    I am so grateful and frankly proud of the way that the Raspberry Pi team and all of our partners have responded to the crisis: taking care of each other, supporting the community, and focusing on how we can make the biggest positive contribution and impact.

    Our mission has never been more vital

    Our educational mission has never been more vital. Right now, over 1.5 billion young people aren’t able to access learning through schools or clubs due to the restrictions needed to stop the spread of the virus. Teachers and parents are doing their best to provide meaningful learning experiences at home and online. We have a responsibility and the ability to help.

    We are taking four immediate actions to help millions of young people to learn at home during the crisis:

    1. Delivering direct-to-student learning experiences
    2. Supporting teachers to deliver remote lessons
    3. Helping volunteers run virtual and online coding clubs
    4. Getting computers into the hands of children who don’t have one at home

    Digital Making at Home

    Based on feedback from the community, we’ve launched a series of direct-to-student virtual and online learning experiences called Digital Making at Home. The idea is to inspire and support young people aged 7–17 who are learning at home, independently or with their parents, carers, or siblings. Taking our amazing library of free project resources (which are translated into up to 29 languages) as the starting point, we’re producing instructional videos that support different levels of skills. Each week we’re setting a theme that will inspire and engage young people to learn how to solve problems and express themselves creatively with technology.

    Please check it out and let us have your feedback. We’ve got loads of ideas, but we really want to respond to what you need, so let us know.

    Supporting teachers to deliver remote lessons

    We are working with partners in England (initially) to support teachers to deliver remote lessons on Computing and Computer Science. This work is part of the National Centre for Computing Education. We are adapting the teaching resources that we have developed so that they can be used by teachers who are delivering lessons and setting work remotely. We are designing a programme of online events to support learners using the Isaac Computer Science platform for post-16 students of Computer Science, including small-group mentoring support for both students and teachers.

    All of our teaching and learning resources are available for free for anyone to use anywhere in the world. We are interested in working with partners outside England to find additional ways to make them as useful as possible to the widest possible audience.

    Helping volunteers run virtual and online coding clubs

    We support the world’s largest network of free coding clubs, with over 10,000 Code Clubs and CoderDojos reaching more than 250,000 young people on a regular basis. We are supporting the clubs that are unable to meet in person during the pandemic to move to virtual and online approaches, and we’ve been blown away by the sheer number of volunteers who want to keep their clubs meeting despite the lockdown.

    We’re providing training and support to CoderDojo champions, Code Club organisers, educators, and volunteers, including providing free resources, support with handling issues such as safeguarding, and effective design and delivery of online learning experiences. We are also working with our network of 40 international partners to help them support the clubs in their regions.

    Access to hardware

    We know that a significant proportion of young people don’t have access to a computer for learning at home, and we’re working with incredibly generous donors and fantastic partners in the UK to get Raspberry Pi Desktop Kits distributed for free to children who need them. We’re also in discussions about extending the programme outside the UK.

    Get involved

    Everything we do is made possible thanks to an incredible network of partners and supporters. We have been overwhelmed (in a good way) by offers of help since the coronavirus pandemic took hold. Here are some of the ways that you can get involved right now:

    • Share what we’re doing. We need as many people as possible to know that we are offering free, meaningful learning experiences for millions of young people. Please help us spread the word. Why not start by sharing this blog with your networks or inside your company?
    • Share your expertise and time. We regularly mobilise tens of thousands of volunteers all over the world to run computing clubs and other activities for young people. We are supporting clubs to continue to run virtually and online. We also need more help with translation of our learning resources. If you have expertise and time to share, get in touch at [email protected].
    • Support us with funding. Now more than ever, we need financial support to enable us to continue to deliver meaningful educational experiences for millions of young people at home. You can donate to support our work here.

    Stay safe and take care of each other

    Wherever you are in the world, I hope that you and yours are safe and well. Please follow the local public health guidance. Stay safe and take care of each other.

    Philip Colligan

    CEO Raspberry Pi Foundation

    Website: LINK

  • Digital Making at Home: Making games

    Digital Making at Home: Making games

    Reading Time: 4 minutes

    When you’re part of the Raspberry Pi Foundation community, you’re a part of a global family of young creators who bring things to life with the power of digital making. We imagine that, given the current changes we’re all navigating, there are probably more of you who are interested in creating new and exciting things at home. And we want to help you! One of the best things we can do right now is to tap into what connects us as a community, and that’s digital making. So, welcome to Digital Making at Home from the Raspberry Pi Foundation!

    Welcome to Digital Making at Home from the Raspberry Pi Foundation

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    What is Digital Making at Home?

    Whether you wrote your first line of code years ago or minutes ago, or you’ve yet to get started, with Digital Making at Home we’re inviting you on a digital making adventure each week.

    Digital Making at Home from the Raspberry Pi Foundation V1

    At the start of each week, we will share a theme that’s designed to jumpstart your journey of creative expression and problem solving where you create a digital making project you’re proud of. Every week, we’ll have code-along videos led by people from our team. They will walk you through projects from our free projects collection, to give you a place to start and a friendly face to accompany you!

    a girl using Scratch on a laptop at home

    For those of you whose mother language isn’t English, our free project guides are available in up to 30 languages so far.

    Share your digital making project with us!

    Each week, when you’ve made something you love using digital making, you can share it with us! Just make sure you have your parent’s or guardian’s permissions first. Then share your project by filling out this form. You might find one of your projects featured in a future blog post for the whole community to see, but no matter what, we want to see what you created!

    Just because we’re all at home, that doesn’t mean we can’t create together, so let’s kick off Digital Making at Home with this week’s theme:

    This week, we’re making games

    Playing a game is a fun way to pass the time, but why not take it to the next level and make your own game? This week, we invite you to create a game that you can play with your friends and family!

    Let your imagination run free, and if you’re not sure where to start, here are three code-along videos to help you.

    Beginner level

    If you’re new to coding, we want to introduce you to Scratch, a block-based coding language that is perfect to start with.

    Try out Archery, led by Mr C and his sidekick Xavier:

    Digital Making at Home – [Archery] (beginner)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free Archery project guide (also available in Polish).

    Intermediate level

    If you’re looking to go beyond the Scratch surface, dive a little deeper into the coding language with.

    Try out CATS!, led by Christina:

    Digital Making at Home – [Cats] (intermediate)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free CATS! project guide (available in 30 languages).

    Advanced level

    If you’re all Scratched out, move on to Python, a text-based coding language, to take things up a notch.

    Try out Turtle Race, led by Marc:

    Digital Making at Home – [Turtle Race] (advanced)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free Turtle Race project guide (available in 16 languages).

    More inspiration for making games

    If you’re creating a game in Scratch, check out the extra videos from Mr C in the ‘Digital Making at Home: Making games’ playlist. These will show you how to add a timer, or a score, or a game over message, or a cool starter screen to any Scratch game!

    A girl with her Scratch project

    And if you’re into Python coding and hungry for more creative inspiration, we’ve got you covered. Our own Wireframe magazine, which you can download for free, has a ton of resources about making games. The magazine’s Source Code series shows you how to recreate an aspect of a classic game with a snippet of Python code, and you can read articles from that series on the Raspberry Pi blog. And if that’s still not enough, take a look at our Code the Classics book, which you can also download for free!

    Alright friends, you’ve got all you need, so let’s get digital making!

    Share your feedback

    We’d love to know what you think of Digital Making at Home, so that we can make it better for you! Let us know your thoughts by filling in this form.

    Website: LINK

  • Using Raspberry Pi for deeper learning in education

    Using Raspberry Pi for deeper learning in education

    Reading Time: 7 minutes

    Using deeper learning as a framework for transformative educational experiences, Brent Richardson outlines the case for a pedagogical approach that challenges students using a Raspberry Pi. From the latest issue of Hello World magazine — out today!

    A benefit of completing school and entering the workforce is being able to kiss standardised tests goodbye. That is, if you don’t count those occasional ‘prove you watched the webinar’ quizzes some supervisors require.

    In the real world, assessments often happen on the fly and are based on each employee’s ability to successfully complete tasks and solve problems. It is often obvious to an employer when their staff members are unprepared.

    Formal education continues to focus on accountability tools that measure base-level proficiencies instead of more complex skills like problem-solving and communication.

    One of the main reasons the U.S. education system is criticised for its reliance on standardised tests is that this method of assessing a student’s comprehension of a subject can hinder their ability to transfer knowledge from an existing situation to a new situation. The effect leaves students ill-prepared for higher education and the workforce.

    A study conducted by the National Association of Colleges and Employers found a significant gap between how students felt about their abilities and their employer’s observations. In seven out of eight categories, students rated their skills much higher than their prospective employers had.

    Some people believe that this gap continues to widen because teaching within the confines of a standardised test encourages teachers to narrow their instruction. The focus becomes preparing students with a limited scope of learning that is beneficial for testing.

    With this approach to learning, it is possible that students can excel at test-taking and still struggle with applying knowledge in new ways. Educators need to have the support to not only prepare students for tests but also to develop ways that will help their students connect to the material in a meaningful manner.

    In an effort to boost the U.S. education system’s ability to increase the knowledge and skills of students, many private corporations and nonprofits directly support public education. In 2010, the Hewlett Foundation went so far as to develop a framework called ‘deeper learning’ to help guide its education partners in preparing learners for success.

    The principles of deeper learning

    Deeper learning focuses on six key competencies:

      1. Master core academic content
      2. Think critically and solve
        complex problems
      3. Work collaboratively
      4. Communicate effectively
      5. Learn how to learn
      6. Develop academic mindsets

    This framework ensures that learners are active participants in their education. Students are immersed in a challenging curriculum that requires them to seek out and acquire new information, apply what they have learned, and build upon that to create new knowledge.

    While deeper learning experiences are important for all students, research shows that schools that engage students from low-income families and students of colour in deeper learning have stronger academic outcomes, better attendance and behaviour, and lower dropout rates. This results in higher graduation rates, and higher rates
    of college attendance and perseverance than comparison schools serving similar students. This pedagogical approach is one we strive to embed in all our work at Fab Lab Houston.

    A deeper learning timelapse project

    The importance of deeper learning was undeniable when a group of students I worked with in Houston built a solar-powered time-lapse camera. Through this collaborative project, we quickly found ourselves moving beyond classroom pedagogy to a ‘hero’s journey’ — where students’ learning paths echo a centuries-old narrative arc in which a protagonist goes on an adventure, makes new friends, encounters roadblocks, overcomes adversity, and returns home a changed person.

    In this spirit, we challenged the students with a simple objective: ‘Make a device to document the construction of Fab Lab Houston’. In just one sentence, participants understood enough to know where the finish line was without being told exactly how to get there. This shift in approach pushed students to ask questions as they attempted to understand constraints and potential approaches.

    Students shared ideas ranging from drone video to photography robots. Together everyone began to break down these big ideas into smaller parts and better define the project we would tackle together. To my surprise, even the students that typically refused to do most things were excited to poke holes in unrealistic ideas. It was decided, among other things, that drones would be too expensive, robots might not be waterproof, and time was always a concern.

    The decision was made to move forward with the stationary time-lapse camera, because although the students didn’t know how to accomplish all the aspects of the project, they could at least understand the project enough to break it down into doable parts and develop a ballpark budget. Students formed three teams and picked one aspect of the project to tackle. The three subgroups focused on taking photos and converting them to video, developing a remote power solution, and building weatherproof housing.

    A group of students found sample code for Raspberry Pi that could be repurposed to take photos and store them sequentially on a USB drive. After quick success, a few ambitious learners started working to automate the image post-processing into video. Eventually, after attempting multiple ways to program the computer to dynamically turn images into video, one team member discovered a new approach: since the photos were stored with a sequential numbering system, thousands of photos could be loaded into Adobe Premiere Pro straight off the USB with the ‘Automate to Sequence’ tool in Premiere.

    A great deal of time was spent measuring power consumption and calculating solar panel and battery size. Since the project would be placed on a pole in the middle of a construction site for six months, the students were challenged with making their solar-powered time-lapse camera as efficient as possible.

    Waking the device after it was put into sleep mode proved to be more difficult than anticipated, so a hardware solution was tested. The Raspberry Pi computer was programmed to boot up when receiving power, take a picture, and then shut itself down. With the Raspberry Pi safely shut down, a timer relay cut power for ten minutes before returning power and starting the cycle again.

    Finally, a waterproof container had to be built to house the electronics and battery. To avoid overcomplicating the process, the group sourced a plastic weatherproof ammunition storage box to modify. Students operated a 3D printer to create custom parts for the box.

    After cutting a hole for the camera, a small piece of glass was attached to a 3D-printed hood, ensuring no water entered the box. On the rear of the box, they printed a part to hold and seal the cable from the solar panel where it entered the box. It only took a few sessions before the group produced a functioning prototype. The project was then placed outside for a day to test the capability of the device.

    The test appeared successful when the students checked the USB drive. The drive was full of high-quality images captured every ten minutes. When the drive was connected back to Raspberry Pi, a student noticed that all the parts inside the case moved. The high temperature on the day of the test had melted the glue used to attach everything. This unexpected problem challenged students to research a better alternative and reattach the pieces.

    Once the students felt confident in their device’s functionality, it was handed over to the construction crew, who installed the camera on a twenty-foot pole. The installation went smoothly and the students anxiously waited to see the results.

    Less than a week after the camera went up, Houston was hit hard with the rains brought on by hurricane Harvey. The group was nervous to see whether the project they had constructed would survive. However, when they saw that their camera had survived and was working, they felt a great sense of pride.

    They recognised that it was the collaborative effort of the group to problem-solve possible challenges that allowed their camera to not only survive but to capture a spectacular series of photos showing the impact of the hurricane in the location it was placed.

    BakerRipleyTimeLapse2

    This is “BakerRipleyTimeLapse2” by Brent Richardson on Vimeo, the home for high quality videos and the people who love them.

    A worthwhile risk

    Overcoming many hiccups throughout the project was a great illustration of how the students learned how to learn and
    to develop an academic mindset; a setback that at the beginning of the project might have seemed insurmountable was laughable in the end.

    Throughout my experience as a classroom teacher, a museum educator, and now a director of a digital makerspace, I’ve seen countless students struggle to understand the relevance of learning, and this has led me to develop a strong desire to expand the use of deeper learning.

    Sometimes it feels like a risk to facilitate learning rather than impart knowledge, but seeing a student’s development into a changed person, ready to help someone else learn, makes it worth the effort. Let’s challenge ourselves as educators to help students acquire knowledge and use it.

    Get your FREE copy of Hello World today

    Issue 12 of Hello World is available now as a FREE PDF download. UK-based educators can also subscribe to receive Hello World directly to their door in all its shiny printed goodness. Visit the Hello World website for more information.

    Website: LINK

  • Activities you can do at home this week!

    Activities you can do at home this week!

    Reading Time: 3 minutes

    At the Raspberry Pi Foundation, our mission is to put the power of computing and digital making into the hands of people all over the world. We know that a lot of families around the globe are navigating school closures and practicing social distancing right now to keep their communities healthy and safe.

    So in today’s post, we put together a list for you with some of our free online projects and resources that digital makers of all ages and experience levels can explore at home.

    A family of digital makers (illustration)

    For most of these projects, you don’t need any new software or hardware. And many of our online resources are available in multiple languages, so young learners can use them even if their mother language isn’t English!

    Free activities for you at home

    Beginner level:

    • Rock band: This activity is a great introduction to Scratch, a block-based coding language. You’ll learn how to get started with Scratch and start your dream music group. Rock on!
    • Pixel art: This is a great activity for anyone just getting started with programming. Grab some crayons or colored pencils and create your masterpiece!
    • Web page stickers: In this activity, you’ll learn the basics of HTML and create some stickers. We can’t wait to see what you make!

    pixel art (illustration)

    Intermediate level

    • Storytime with Python (the language not the snake!): Let your imagination run wild with this activity! You will use Python to create a program that generates a random story, based on what the user types in.
    • Meme generator: In this activity you will make a meme generator with HTML, CSS, and Javascript! Using an image of your choice (bonus points if the image is of your pet), you can create your own memes.

    example of a meme

    Advanced level

    • Getting started with GUIs: In this activity, you will create two simple GUIs (graphical user interfaces) in Python. This is where you can get fancy with buttons, menus, and even a text box!
    • Pride and Prejudice for zombies: Learn how to use Python web requests and regular expressions while creating a version of Pride and Prejudice that’s more appealing to zombies.

    Not just for young learners

    • Build a web server with Flask: This is a great how-to project if you’d like to learn how to set up a web server and create a simple website using Flask, Python, and HTML/CSS. Be aware though, the guide may not always work smoothly, because of external updates.
    • Sign up for one of our free online courses. From programming to physical computing and running coding clubs, we’ve got something that will inspire you.
    • Check out The MagPi magazine! Download the free PDF of this month’s MagPi and read about the #MonthOfMaking, getting started with electronics, fancy ways to wear your Raspberry Pi, and more.

    People creating a robot (illustration)

    We are here to support you!

    Our team is working hard to bring you more online learning experiences to support you, your children, and everyone in the community at this time. You can read our CEO Philip Colligan’s message about how we are responding to the novel coronavirus.

    We want to make sure digital makers of all ages have the resources they need to explore and create with code. What do you think of these activities, and what else would you like to see? Tell us in the comments below!

    Website: LINK

  • Our approach to developing progression for teaching computing

    Our approach to developing progression for teaching computing

    Reading Time: 4 minutes

    Part of our work in the consortium behind the National Centre for Computing Education (NCCE) is to produce free classroom resources for teachers to deliver the Computing curriculum to students aged 5–16 in England. Our Director of Educator Support Carrie Anne Philbin describes how we define and represent progression in these resources.

    For our work to develop a complete bank of free teaching resources that help teachers deliver the Computing curriculum in England, we knew that a strong progression framework is absolutely crucial. A progression framework is the backbone of any subject curriculum: it defines the sequence in which students learn, noting where core understanding of a topic is established in order to progress.

    What’s the best approach to present progression?

    We studied a lot of progression frameworks, examination specifications, and even some research papers. What we found is that there are two quite different ways of presenting progression that show what should be taught and when it should be taught, as well as information on how or why concepts should be taught.

    Listing is one option

    Firstly, there is the approach of creating a categorisation of skills and concepts into a list or table. Sequencing is shown by having objectives listed by Key Stage, year group, or even by learners’ age. Examples of this approach include the CAS computing progression pathways and the Massachusetts Digital Literacy and Computer Science Curriculum Framework. They are essentially lists of required knowledge that’s bundled by theme.

    Mapping trajectories is another approach

    Another approach is to use a map of possible trajectories through learning waypoints and importantly how they connect to each other. This approach highlights where prerequisite knowledge needs to be mastered before students can move on, as well as the dependent knowledge contained in other nodes that need to be mastered in order to progress.

    Cambridge Mathematics are leading the way in “developing a flexible and interconnected digital Framework to help reimagine mathematics education 3-19”. We’ve been lucky enough to learn from their work, which has helped us to create learning graphs.

    We develop learning graphs

    For our free classroom resources, we organise computing content (concepts, knowledge, skills, and objectives) into interconnected networks we call learning graphs. We found that nodes often form clusters corresponding to specific themes, and we can connect them if they represent two adjacent waypoints in the learning process. Depending on the level of abstraction, the nodes in a learning graph contain anything ranging from the contents of a curriculum strand across an entire Key Stage, to the learning objectives of a six-lesson unit.

    The learning graph for the Year 9 unit Representations: going audiovisual

    The learning graph for the Year 9 unit ‘Representations: going audiovisual’. Click to embiggen.

    Initially, the graphs we produce are in a fluid state: they uncover the structure of the content and the possible journeys through it, without being bound to a specific teaching pathway. As we develop the content further, the graphs eventually reach a solid state, where the nodes are arranged to reflect our suggestions on the order in which teachers could actually deliver the content.

    Learning graphs are doubly useful

    We believe that learning graphs are useful to teachers on a whole new level: they directly inform lesson planning, but they also add value by showing opportunities to assess understanding at landmark waypoints in a lesson or unit. By checking that students are grasping the concepts, teachers are able to think more about how they are teaching and can revisit knowledge that perhaps didn’t land with learners the first time.
    Woman teacher and female students at a computer

    We need teachers’ feedback

    All progression frameworks are subjective, and because so far there’s only little research into computing education, we rely on teachers’ experience of combining the ‘what’ we teach and ‘how’ to teach it in order to help inform this work. If you’ve not taken a look at our learning graphs for the NCCE Resource Repository, access them via teachcomputing.org/resources and let us know your thoughts via [email protected].

    A version of this article will be part of the upcoming issue of Hello World, our free magazine for computing educators, launching on 23 March. Follow Hello World on Twitter for updates!

    Website: LINK

  • Attend our Cambridge Computing Education Research Symposium

    Attend our Cambridge Computing Education Research Symposium

    Reading Time: 3 minutes

    Are you an academic, researcher, student, or educator who is interested in computing education research? Then come and join us in Cambridge, UK on 1 April 2020 for discussion and networking at our first-ever research symposium.

    Dr Natalie Rusk from the MIT Media Lab is our keynote speaker

    Dr Natalie Rusk from the MIT Media Lab is our keynote speaker

    Join our symposium

    At the Raspberry Pi Foundation, we carry out research that deepens our understanding of how young people learn about computing and digital making and helps to increase the impact of our work and advance the field of computing education.

    As part of our research work, we are launching the Cambridge Computing Education Research Symposium, a new one-day symposium hosted jointly by us and the University of Cambridge.

    The theme of the symposium is school-level computing education, both formal and non-formal. The symposium will offer an opportunity for researchers and educators to share their work, meet others with similar interests, and build collaborative projects and networks.

    University of Cambridge Computer Laboratory

    The William Gates Building in Cambridge houses the Department of Computer Science and Technology (Computer Laboratory) and will be the symposium venue

    The symposium will take place on 1 April 2020 at the Department of Computer Science and Technology. The day will include a range of talks and a poster session, as well as a keynote speech from Dr Natalie Rusk, Research Scientist at the MIT Media Laboratory and one of the creators of the Scratch programming language.

    Registration for the symposium is now open: book your place today!

    Pre-symposium workshops and networking

    When you register to attend, you’ll also have the chance to sign up for one of two parallel workshops taking place on 31 March 2020 at the Raspberry Pi Foundation office in Cambridge.

    Workshop 1 concerns the topic of gender balance in computing, while in workshop 2, we’ll consider what research-in-practice looks like in the computing classroom.

    The workshops will draw on the experiences of everyone who is participating, and they’ll provide a forum for innovative ideas and new opportunities for collaboration to emerge.

    You’re also invited to join us on the evening of 31 March for an informal networking event over food and drink at the Raspberry Pi Foundation office — a great chance to meet, mingle, and make connections ahead of the symposium day.

    Register for the symposium to secure your place at these events! We look forward to meeting you there.

    Website: LINK

  • Is upgrade culture out of date?

    Is upgrade culture out of date?

    Reading Time: 8 minutes

    At Raspberry Pi, we’re interested in all things to do with technology, from building new tools and helping people teach computing, to researching how young people learn to create with technology and thinking about the role tech plays in our lives and society. Today, I’m writing about our habit of replacing devices with newer versions just for the sake of it.

    Technology is involved in more of our lives than ever before: most of us carry a computer in our pocket everywhere we go. On the other hand, the length of time for which we use each individual piece of technology has grown very short. This is what’s referred to as upgrade culture, a cycle which sees most of us replacing our most trusted devices every two years with the latest products offered by tech giants like Apple and Samsung.

    An illustration of four people using smartphones

    How we got to this point is hard to determine, and there does not seem to be a single root cause for upgrade culture. This is why I want to start a conversation about it, so we can challenge our current perspectives and establish fact-based attitudes. I think it’s time that we, as individuals and as a collective, examine our relationship with new technology.

    What is the natural lifespan of a device?

    Digital technology is still so new that there is really no benchmark for how long digital devices should last. This means that the decision power has by default landed in the hands of device manufacturers and mobile network carriers, and for their profit margins, a two-year lifecycle of devices is beneficial.

    Where do you see your role in this process as a consumer? Is it wrong to want to upgrade your phone after two years of constant use? Should phone companies slow their development, and would this hinder innovation? And, if you really need to upgrade, is there a better use for your old device than living in a drawer? These questions defy simple answers, and I want to hear what you think.

    How does this affect the environment?

    As with all our behaviours as consumers, the impact that upgrade culture has on the environment is an important concern. Environmental issues and climate change aren’t anything new, but they’re currently at the forefront of the global conversation, and for good reason.

    Mobile devices are of course made in factories, and the concerns this raises have been covered well in many other places. The same goes for the energy needed to build technology. This energy could, at least in theory, be produced from renewable sources. Here I would like to focus on another aspect of the environmental impact device production has, which relates to the materials necessary to create the tiny components that form our technological best friends.

    Some components of your phone cannot be created without extremely rare metals and other elements, such as silicon and lithium. (In fact, there are 83 stable non-radioactive elements in the periodic table, and 70 of them are used in some capacity in your phone.) Upgrade culture means there is high demand for these materials, and deposits are becoming more and more depleted. If you’re hoping there are renewable alternatives, you’ll be disappointed: a study by researchers working at Yale University found that there are currently no alternative materials that are as effective.

    Then there’s the issue of how the materials are mined. The market trading these materials is highly competitive, and more often than not manufacturers buy from the companies offer the lowest prices. To maintain their profit margin, these companies have to extract as much material as possible as cheaply as they can. As you can imagine, this leads to mining practices that are less than ethical or environmentally friendly. As many of the mines are located in distant areas of developing countries, these problems may feel remote to you, but they affect a lot of people and are a direct result of the market we are creating by upgrading our devices every two years.

    "Two smartphones, blank screen" by Artem Beliaikin is licensed under CC0 1.0

    Many of us agree that we need to do what we can to counteract climate change, and that, to achieve anything meaningful, we have to start looking at the way we live our lives. This includes questioning how we use technology. It will be through discussion and opinion gathering that we can start to make more informed decisions — as individuals and as a society.

    The obsolescence question

    You probably also have that one friend/colleague/family member who swears by their five year old mobile phone and scoffs at the prices of the newest models. These people are often labeled as sticklers who are afraid to join the modern age, but is there another way to see them? The truth is, if you’ve bought a phone in the last five years, then — barring major accidents — it will most likely still function and be just as effective as it was when it came out of the box. So why are so many consumers upgrading to new devices every two years?

    "Nextbit Robin Smartphone" by Bhavesh Sondagar is licensed under CC0 1.0

    Again there isn’t a single reason, but I think marketing departments should shoulder much of the responsibility. Using marketing strategies, device manufacturers and mobile network carriers purposefully make us see the phones we currently own in a negative light. A common trope of mobile phone adverts is the overwrought comparison of your current device with a newly launched version. Thus, each passing day after a new model is released, our opinion of our current device worsens, even if it’s just on a subconscious level.

    This marketing strategy is related to a business practice called planned obsolescence, which sees manufacturers purposefully limit the durability of their products in order to sell more units. An early example of planned obsolescence is the lightbulb, invented at the Edison company: it was relatively simple for the company to create a lightbulb that lasted 2500 hours, but it took years and a coalition of manufacturers to make a version that reliably broke after 1000 hours. We’re all aware that the lightbulb revolutionised many aspects of life, but it turns out it also had a big influence on consumer habits and what we see as acceptable practices of technology companies.

    The widening digital divide

    The final aspect of the impact of upgrade culture that I want to examine relates to the digital divide. This term describes the societal gap between the people with access to, and competence with, the latest technology, and the people without these privileges. To be able to upgrade, say, your mobile phone to the latest model every two years, you either need a great degree of financial freedom, or you need to tie yourself to a 24-month contract that may not be easily within your means. As a society, we revere the latest technology and hold people with access to it in high regard. What does this say to people who do not have this access?

    "DeathtoStock_Creative Community5" by Denis Labrecque is licensed under CC0 1.0

    Inadvertently, we are widening the digital divide by placing more value on new technology than is warranted. Innovation is exciting, and commercial success is celebrated — but do you ever stop and ask who really benefits from this? Is your new phone really that much better than the old one, or could it be that you’re mostly just basking in feeling the social rewards of having the newest bit of kit?

    What about Raspberry Pi technology?

    Obviously, this blog post wouldn’t be complete if we didn’t share our perspective as a technology company as well. So here’s Raspberry Pi Trading CEO Eben Upton:

    On our hardware and software

    “Raspberry Pi tries very hard to avoid obsoleting older products. Obviously the latest Raspberry Pi 4 runs much faster than a Raspberry Pi 1 (something like forty times faster), but a Raspbian image we release today will run on the very earliest Raspberry Pi prototypes from the summer of 2011. Cutting customers off from software support after a couple of years is unethical, and bad for business in the long term: fool me once, shame on you; fool me twice, shame on me. The best companies respect their customers’ investment in their platforms, even if that investment happened far in the past.”

    “What’s even more unusual about Raspberry Pi is that we aim to keep our products available for a long period of time. So you can’t just run a 2020 software build on a 2014 Raspberry Pi 1B+: you can actually buy a brand-new 1B+ to run it on.”

    On the environmental impact of our hardware

    “We’re constantly working to reduce the environmental footprint of Raspberry Pi. If you look next to the USB connectors on Raspberry Pi 4, you’ll see a chunky black component. This is the reservoir capacitor, which prevents the 5V rail from dropping too far when a new USB device is plugged in. By using a polymer electrolytic capacitor, from our friends at Panasonic, we’ve been able to avoid the use of tantalum.”

    “When we launched the official USB-C power supply for Raspberry Pi 4, one or two people on Twitter asked if we could eliminate the single-use plastic bag which surrounded the cable and plug assembly inside the box. Working with our partners at Kuantech, we found that we could easily do this for the white supplies, but not for the black ones. Why? Because when the box vibrates in transit, the plug scuffs against the case; this is visible on the black plastic, but not on the white.”

    Raspberry Pi power supply with scuff marks

    Raspberry Pi power supply with scuff mark

    “So for now, if you want to eliminate single-use plastic, buy a white supply. In the meantime, we’ll be working to find a way (probably involving cunning origami) to eliminate plastic from the black supply.”

    What do you think?

    Time for you to discuss! I want to hear from you about upgrade culture.

    • When was the last time you upgraded?
    • What were your reasons at the time?
    • Do you think upgrade culture should be addressed by mobile phone manufacturers and providers, or is it caused by our own consumption habits?
    • How might we address upgrade culture? Is it a problem that needs addressing?

    Share your thoughts in the comments!

    Upgrade culture is one of the topics for which we offer you a discussion forum on our free online course Impact of Technology. For educators, the course also covers how to facilitate classroom discussions about these topics, and a new course run has just begun — sign up today to take part for free!

    The Impact of Technology online course is one of many courses developed by us with support from Google.

    Website: LINK

  • Arduino Education launches four new STEAM products at Bett 2020

    Arduino Education launches four new STEAM products at Bett 2020

    Reading Time: 4 minutes

    During Bett Show 2020, Arduino will launch the Arduino Education learning evolution: four new STEAM products for students in lower secondary school through to university. Arduino Education will also announce a partnership with the Fraunhofer Initiative: “Roberta – Learning with Robots” in Germany.

    Arduino Education‘s latest products — CTC GO! Motions Expansion Pack, Engineering Kit Rev2, Arduino Education Starter Kit, and IoT Starter Kit — will be unveiled at Bett and available in Q1. These new products complement the existing portfolio, which includes the Science Kit, CTC GO!, CTC 101, Arduino Starter Kit, and Certification program.

    Arduino CEO Fabio Violante comments: “We are delighted to announce four new products which will expand STEAM learning for lower secondary to university students. Our technology, programming, and curriculum content are creative tools just like brushes and paint that students can use as they become part of our next generation of scientists and artists.”

    CTC GO! Motions Expansion Pack (Age: 14+)

    Build on your secondary school students’ STEAM knowledge with more complex programming concepts that develop computational thinking and 21st-century skills.

    For educators who have taken their students through the CTC GO! – Core Module, the Motions Expansion Pack builds on what they have already learned about how to use technology as a tool and how to apply that knowledge in the real world. The Motions Expansion Pack challenges students to go a step further in computing and design while introducing them to motors and transmission mechanisms such as pulleys and gear concepts that develop their logical reasoning, hands-on building skills, and problem-solving skills. Educators get all the teaching support they need with webinars, videos, guides, and direct contact with an expert.

    Engineering Kit Rev2 (Age: 17+)

    Challenge upper secondary school and university students and help them develop hands-on engineering skills.

    Educators can challenge engineering students and help them develop physical engineering skills with the Arduino Engineering Kit Rev2. Featuring cutting-edge technology, the kit is a practical, hands-on tool that demonstrates key concepts, core aspects of mechatronics, and MATLAB and Simulink programming. Developed in partnership with MathWorks, The Engineering Kit Rev2 is ideal for advanced high school and college students, the three projects teach the basics of engineering — plus they’re fun to do! 

    Education Starter Kit (Age: 11+)

    Learn electronics and get started with programming in your classroom step-by-step — no experience necessary!

    Educators can teach lower secondary school students the basics of programming, coding, and electronics. No prior knowledge or experience is necessary as the kits guide educators through step-by-step, they are well-supported with teacher guides, and lessons can be paced according to students’ abilities. The kit can be integrated throughout the curriculum, giving students the opportunity to become confident in programming and electronics with guided sessions and open experimentation. They’ll also learn vital 21st-century skills such as collaboration and problem-solving.

    IoT Starter Kit (Age: 14+)

    The first step into the world of connected objects has never been easier. 

    Advanced secondary school and university students can get started with the Internet of Things quickly and easily. They’ll learn about using sensors; automation; logging, graphing and analyzing sensor data, and triggering events with serious technology made simple. The kit contains step-by-step tutorials for ten different projects – fun, creative experiments using real-life sensors.

    In partnership with the Fraunhofer Initiative: “Roberta – Learning with Robots”

    [youtube https://www.youtube.com/watch?v=M_ya3daY3GE?feature=oembed&w=500&h=281]

    The dream team for classrooms worldwide: Arduino Education has officially partnered up with the Fraunhofer Initiative “Roberta – Learning with Robots.” The Arduino Uno WiFi Rev2 board, part of Arduino CTC GO!, joined the Open Roberta Lab, the biggest open-source coding platform developed in Europe.

    The Arduino Uno WiFi Rev2 is the fourth Arduino board to be integrated into the Open Roberta Lab, which currently supports 13 robots and microcontrollers that enable children worldwide to adopt a playful approach to coding. The lab is the technological component of the Roberta Initiative, which was started by Fraunhofer IAIS in 2002. Eighteen years’ experience in STEM education, training teachers, and developing materials as well as launching the Open Roberta Lab in 2014 make Roberta a one-of-a-kind initiative in Germany and beyond, and the perfect partner for Arduino Education.

    “Fraunhofer offers guaranteed quality, both on the technical level as well as for community support,” says Arduino CTO David Cuartielles. “There are a lot of synergies in our cooperation. Roberta is really meant for teachers to learn how to teach technology, and that’s also a key part of Arduino Education’s mission.”

    “Open Roberta is developed as an open source platform to engage a community worldwide to join our mission. As a popular open source electronics platform, Arduino is the perfect match for us as it also motivates people all over the world to develop their own ideas and move from using to creating technology,” adds Thorsten Leimbach, head of business unit “Smart Coding and Learning” and Roberta manager at Fraunhofer IAIS.

    Website: LINK

  • Arduino Education launches four new STEAM products at Bett 2020

    Arduino Education launches four new STEAM products at Bett 2020

    Reading Time: 4 minutes

    During Bett Show 2020, Arduino will launch the Arduino Education learning evolution: four new STEAM products for students in lower secondary school through to university. Arduino Education will also announce a partnership with the Fraunhofer Initiative: “Roberta – Learning with Robots” in Germany.

    Arduino Education‘s latest products — CTC GO! Motions Expansion Pack, Engineering Kit Rev2, Arduino Education Starter Kit, and IoT Starter Kit — will be unveiled at Bett and available in Q1. These new products complement the existing portfolio, which includes the Science Kit, CTC GO!, CTC 101, Arduino Starter Kit, and Certification program.

    Arduino CEO Fabio Violante comments: “We are delighted to announce four new products which will expand STEAM learning for lower secondary to university students. Our technology, programming, and curriculum content are creative tools just like brushes and paint that students can use as they become part of our next generation of scientists and artists.”

    CTC GO! Motions Expansion Pack (Age: 14+)

    Build on your secondary school students’ STEAM knowledge with more complex programming concepts that develop computational thinking and 21st-century skills.

    For educators who have taken their students through the CTC GO! – Core Module, the Motions Expansion Pack builds on what they have already learned about how to use technology as a tool and how to apply that knowledge in the real world. The Motions Expansion Pack challenges students to go a step further in computing and design while introducing them to motors and transmission mechanisms such as pulleys and gear concepts that develop their logical reasoning, hands-on building skills, and problem-solving skills. Educators get all the teaching support they need with webinars, videos, guides, and direct contact with an expert.

    Engineering Kit Rev2 (Age: 17+)

    Challenge upper secondary school and university students and help them develop hands-on engineering skills.

    Educators can challenge engineering students and help them develop physical engineering skills with the Arduino Engineering Kit Rev2. Featuring cutting-edge technology, the kit is a practical, hands-on tool that demonstrates key concepts, core aspects of mechatronics, and MATLAB and Simulink programming. Developed in partnership with MathWorks, The Engineering Kit Rev2 is ideal for advanced high school and college students, the three projects teach the basics of engineering — plus they’re fun to do! 

    Education Starter Kit (Age: 11+)

    Learn electronics and get started with programming in your classroom step-by-step — no experience necessary!

    Educators can teach lower secondary school students the basics of programming, coding, and electronics. No prior knowledge or experience is necessary as the kits guide educators through step-by-step, they are well-supported with teacher guides, and lessons can be paced according to students’ abilities. The kit can be integrated throughout the curriculum, giving students the opportunity to become confident in programming and electronics with guided sessions and open experimentation. They’ll also learn vital 21st-century skills such as collaboration and problem-solving.

    IoT Starter Kit (Age: 14+)

    The first step into the world of connected objects has never been easier. 

    Advanced secondary school and university students can get started with the Internet of Things quickly and easily. They’ll learn about using sensors; automation; logging, graphing and analyzing sensor data, and triggering events with serious technology made simple. The kit contains step-by-step tutorials for ten different projects – fun, creative experiments using real-life sensors.

    In partnership with the Fraunhofer Initiative: “Roberta – Learning with Robots”

    [youtube https://www.youtube.com/watch?v=M_ya3daY3GE?feature=oembed&w=500&h=281]

    The dream team for classrooms worldwide: Arduino Education has officially partnered up with the Fraunhofer Initiative “Roberta – Learning with Robots.” The Arduino Uno WiFi Rev2 board, part of Arduino CTC GO!, joined the Open Roberta Lab, the biggest open-source coding platform developed in Europe.

    The Arduino Uno WiFi Rev2 is the fourth Arduino board to be integrated into the Open Roberta Lab, which currently supports 13 robots and microcontrollers that enable children worldwide to adopt a playful approach to coding. The lab is the technological component of the Roberta Initiative, which was started by Fraunhofer IAIS in 2002. Eighteen years’ experience in STEM education, training teachers, and developing materials as well as launching the Open Roberta Lab in 2014 make Roberta a one-of-a-kind initiative in Germany and beyond, and the perfect partner for Arduino Education.

    “Fraunhofer offers guaranteed quality, both on the technical level as well as for community support,” says Arduino CTO David Cuartielles. “There are a lot of synergies in our cooperation. Roberta is really meant for teachers to learn how to teach technology, and that’s also a key part of Arduino Education’s mission.”

    “Open Roberta is developed as an open source platform to engage a community worldwide to join our mission. As a popular open source electronics platform, Arduino is the perfect match for us as it also motivates people all over the world to develop their own ideas and move from using to creating technology,” adds Thorsten Leimbach, head of business unit “Smart Coding and Learning” and Roberta manager at Fraunhofer IAIS.

    Website: LINK

  • Open source power for classrooms: Arduino Uno WiFi Rev2 for CTC GO! joins Open Roberta

    Open source power for classrooms: Arduino Uno WiFi Rev2 for CTC GO! joins Open Roberta

    Reading Time: 2 minutes

    Open source power for classrooms: Arduino Uno WiFi Rev2 for CTC GO! joins Open Roberta

    Arduino TeamJanuary 21st, 2020

    [youtube https://www.youtube.com/watch?v=M_ya3daY3GE?feature=oembed&w=500&h=281]

    Dream team for classrooms worldwide: Arduino Uno WiFi Rev2 for CTC GO! joins Open Roberta Lab, the biggest open source coding platform made in Europe.

    The Arduino Uno WiFi Rev2 is the fourth Arduino board to be integrated into the Open Roberta Lab, which is currently supporting a total of 13 robots and microcontrollers to enable children worldwide to adopt a playful approach to coding. By “dragging and dropping” the colorful programming blocks called “NEPO” hundreds of thousands of users worldwide from more than 100 countries per year create their own programs to make their hardware come to life.

    “Fraunhofer offers guaranteed quality, both on the technical level as well as for community support,” says Arduino CTO David Cuartielles. “There are a lot of synergies in our cooperation. Roberta is really meant for teachers to learn how to teach technology which is a key part of the Arduino Education’s mission.”

    The CTC GO! – Core Module containing eight Arduino Uno WiFi Rev2 is supporting the joint mission of Open Roberta and Arduino in providing teachers with a getting started program including eight lessons, eight guided projects, and six self-guided projects that teach students how to use electronics and introduces them to programming and coding. The lessons increase in difficulty from the very basics all the way through to learning different programming capabilities and building circuits for different sensors and actuators. During the self-guided projects, students practice building structures and applying the knowledge acquired in the hands-on lessons to develop their critical thinking, creativity and problem solving skills in a collaborative manner.”

    Arduino first joined Open Roberta in 2018, when the microcontrollers Arduino Uno, Nano, and Mega were integrated into the Open Roberta Lab. The lab is the technological component of the Roberta initiative, which was started by Fraunhofer IAIS in 2002. 18 years of experience in STEM education, training teachers and developing materials as well as launching the Open Roberta Lab in 2014 make Roberta a one of a kind initiative in Germany and beyond.

    Website: LINK

  • Arduino Education nominated for Bett Award

    Arduino Education nominated for Bett Award

    Reading Time: 2 minutes

    Arduino Education nominated for Bett Award

    Arduino TeamJanuary 20th, 2020

    The Arduino Engineering Kit has been nominated as a BETT Awards 2020 finalist in the “Higher Education or Further Education Digital Services” category. 

    About the Bett Awards

    The Bett Awards are a celebration of the inspiring creativity and innovation that can be found throughout technology for education. The awards form an integral part of Bett each year, the world’s leading showcase of education technology solutions. The winners are seen to have excelled in ICT provision and support for nurseries, schools, colleges and special schools alike with a clear focus on what works in the classroom.

    About the Nomination

    The Arduino Engineering Kit, developed in partnership with MathWorks, is aimed at higher education engineering students. It features hands-on projects that will cover system modeling, controls, robotics, mechatronics, and other important engineering concepts.

    Despite Arduino and MathWorks being some of the most widely used products in the engineering field all over the world, there wasn’t any product that was teaching how to integrate MATLAB and Simulink software with Arduino hardware. Thus, Arduino together with MathWorks saw this as an opportunity to join forces to develop a learn-by-doing kit that provided real world example usage scenarios to teach both the software and engineering fundamentals of the following:

    • Robotics
    • Mechatronics
    • Control systems
    • Image and video processing
    • Physics and mathematics

    The kit is built on its own Education Learning Management System (LMS) with step-by-step instructions and lessons. It comes in a stackable toolbox for storage and years of reuse. The student will have access to a dedicated e-learning platform and other learning materials, including a one-year individual license for MATLAB and Simulink.

    Arduino at Bett:

    Arduino CEO Fabio Violante says: “We are delighted to feature a series of new Arduino Education programs at BETT 2020 which will expand STEAM learning for lower secondary to university students. Our technology, programming, and curriculum content are creative tools just like brushes and paint that students can use as they become part of our next generation of scientists and artists.

    Website: LINK

  • An educator’s summer dream – to add more robotics into their classroom

    An educator’s summer dream – to add more robotics into their classroom

    Reading Time: 3 minutes

    How Arduino Education helped educator James Jones boost students’ 21st century skills and robotics knowledge across 23 middle schools in Orlando, Florida. 

    More and more teachers face the difficulty of instilling the right skills and knowledge, as well as a flexible mindset, that better prepare their students for future career opportunities.

    Today, students need to be thinking about careers in middle school,” Jones said. “If students wait until they are juniors or seniors in high school to decide, their options are already getting slim. Finding a direction in middle school allows for research, job shadowing, and internships in high school. This will translate into more jobs that require more of these skills as part of the daily workplace. This way they know what a career really looks like, instead of jumping into a job and finding out that they are miserable.”

    The challenge: learning about careers you love at a young age

    Many countries have recently approved changes in their curricula and education systems to allow earlier access to technology in the classroom. In Finland, technology education is not a separate subject but a cross-curricular, interdisciplinary topic studied within various classes. In Florida, the Workforce Education law requires that students explore their career options during grades 6-8, at ages 12 to 14.

    How Arduino Education helped

    Jones spent last summer looking for a solution to assist him the following semester. He wanted to think big and reach as many schools as possible in Orange County, so he applied for and won the Title IV grant through the Every Student Succeeds Act (ESSA) program. He used the grant to fund 23 middle schools and chose Arduino Education’s products, CTC GO! Core Module and the Arduino Starter Kit, to improve students’ robotics, programming, and coding skills.

    This past summer we ran two weeks of camps for rising eighth-graders. It was a transition camp at our feeder high school,” Jones said. As an educator, he believes his students should not leave school with only basic knowledge of robotics and STEAM but a deeper and more concrete experience of real-world problem-solving. “More and more personal electronics have fewer buttons and more programming,” Jones said.

    Jones asked  Pitsco Education — an official Arduino Education Partner — for extra support during his teaching experience. Pitsco “teaches both coding and circuitry concepts in a real-world manner. Along the way, students encounter numerous careers which might spark their interest in pursuing an occupation they hadn’t considered before. A few of the endless possibilities open to students include engineering and design in any field (computer science, electricity, chemistry, mechanics), programming, and even costuming and music production.”

    Do you have an Arduino Education success story? We would love to hear it! your success story with Arduino Education! Find out more about Arduino Education at arduino.cc/education.

    Website: LINK

  • Can algorithms be unethical?

    Can algorithms be unethical?

    Reading Time: 5 minutes

    At Raspberry Pi, we’re interested in all things to do with technology, from building new tools and helping people teach computing, to researching how young people learn to create with technology and thinking about the role tech plays in our lives and society. One of the aspects of technology I myself have been thinking about recently is algorithms.

    An illustration of a desktop computer above which 5 icons are shown for privacy, culture, law, environment, and ethics

    Technology impacts our lives at the level of privacy, culture, law, environment, and ethics.

    All kinds of algorithms — set series of repeatable steps that computers follow to perform a task — are running in the background of our lives. Some we recognise and interact with every day, such as online search engines or navigation systems; others operate unseen and are rarely directly experienced. We let algorithms make decisions that impact our lives in both large and small ways. As such, I think we need to consider the ethics behind them.

    We need to talk about ethics

    Ethics are rules of conduct that are recognised as acceptable or good by society. It’s easier to discuss the ethics of a specific algorithm than to talk about ethics of algorithms as a whole. Nevertheless, it is important that we have these conversations, especially because people often see computers as ‘magic boxes’: you push a button and something magically comes out of the box, without any possibility of human influence over what that output is. This view puts power solely in the hands of the creators of the computing technology you’re using, and it isn’t guaranteed that these people have your best interests at heart or are motivated to behave ethically when designing the technology.

    An icon with the word 'stakeholders' below it

    Who creates the algorithms you use, and what are their motivations?

    You should be critical of the output algorithms deliver to you, and if you have questions about possible flaws in an algorithm, you should not discount these as mere worries. Such questions could include:

    • Algorithms that make decisions have to use data to inform their choices. Are the data sets they use to make these decisions ethical and reliable?
    • Running an algorithm time and time again means applying the same approach time and time again. When dealing with societal problems, is there a single approach that will work successfully every time?

    Below, I give two concrete examples to show where ethics come into the creation and use of algorithms. If you know other examples (or counter-examples, feel free to disagree with me), please share them in the comments.

    Algorithms can be biased

    Part of the ‘magic box’ mental model is the idea that computers are cold instructions followers that cannot think for themselves — so how can they be biased?

    Humans aren’t born biased: we learn biases alongside everything else, as we watch the way our family and other people close to us interact with the world. Algorithms acquire biases in the same way: the developers who create them might inadvertently add their own biases.

    An illustration of four people using smartphones

    Humans can be biased, and therefore the algorithms they create can be biased too.

    An example of this is a gang violence data analysis tool that the Met Police in London launched in 2012. Called the gang matrix, the tool held the personal information of over 300 individuals. 72% of the individuals on the matrix were non-white, and some had never committed a violent crime. In response to this, Amnesty International filed a complaint stating that the makeup of the gang matrix was influenced by police officers disproportionately labelling crimes committed by non-white individuals as gang-related.

    Who curates the content we consume?

    We live in a content-rich society: there is much, much more online content than one person could possibly take in. Almost every piece of content we consume is selected by algorithms; the music you listen to, the videos you watch, the articles you read, and even the products you buy.

    An illustration of a phone screen showing an invented tweet asking where people get their news from

    Some of you may have experienced a week in January of 2012 in which you saw a lot of either cute kittens or sad images on Facebook; if so, you may have been involved in a global social experiment that Facebook engineers performed on 600,000 of its users without their consent. Some of these users were shown overwhelmingly positive content, and others overwhelmingly negative content. The Facebook engineers monitored the users’ actions to gage how they responded. Was this experiment ethical?

    In order to select content that is attractive to you, content algorithms observe the choices you make and the content you consume. The most effective algorithms give you more of the same content, with slight variation. How does this impact our beliefs and views? How do we broaden our horizons?

    Why trust algorithms at all then?

    People generally don’t like making decisions; almost everyone knows the discomfort of indecision. In addition, emotions have a huge effect on the decisions humans make moment to moment. Algorithms on the other hand aren’t impacted by emotions, and they can’t be indecisive.

    While algorithms are not immune to bias, in general they are way less susceptible to it than humans. And if a bias is identified in an algorithm, an engineer can remove the bias by editing the algorithm or changing the dataset the algorithm uses. The same cannot be said for human biases, which are often deeply ingrained and widespread in society.

    An icon showing a phone screen with an internet browser symbol

    As is true for all technology, algorithms can create new problems as well as solve existing problems.

    That’s why there are more and less appropriate areas for algorithms to operate in. For example, using algorithms in policing is almost always a bad idea, as the data involved is recorded by humans and is very subjective. In objective, data-driven fields, on the other hand, algorithms have been employed very successfully, such as diagnostic algorithms in medicine.

    Algorithms in your life

    I would love to hear what you think: this conversation requires as many views as possible to be productive. Share your thoughts on the topic in the comments! Here are some more questions to get you thinking:

    • What algorithms do you interact with every day?
    • How large are the decisions you allow algorithms to make?
    • Are there algorithms you absolutely do not trust?
    • What do you think would happen if we let algorithms decide everything?

    Feel free to respond to other people’s comments and discuss the points they raise.

    The ethics of algorithms is one of the topics for which we offer you a discussion forum on our free online course Impact of Technology. The course also covers how to facilitate classroom discussions about technology — if you’re an educator teaching computing or computer science, it is a great resource for you!

    The Impact of Technology online course is one of many courses developed by us with support from Google.

    Website: LINK