Schlagwort: install instructions

  • Inspiring young people to code with the Astro Pi Challenge and astronaut Matthias Maurer

    Inspiring young people to code with the Astro Pi Challenge and astronaut Matthias Maurer

    Reading Time: 3 minutes

    The European Astro Pi Challenge offers young people the opportunity to write computer programs that run on Raspberry Pi computers on board the International Space Station (ISS). There are two free, annual missions to participate in: Mission Zero and Mission Space Lab.

    Sending your computer program to space is amazing already, and to inspire even more young people about this opportunity, we’re sharing some of the fascinating stories European Space Agency astronaut Matthias Maurer told last round’s Mission Space Lab team winners about his experiences on the ISS.

    Matthias on the ISS, catching Astro Pis in microgravity.
    ESA astronaut Matthias Maurer with the Astro Pi computer on board the ISS. Photo credit: ESA/NASA

    Last round’s winning Mission Space Lab teams were invited to a very special online session with Matthias, and he shared lots of thoughtful and surprising insights from his mission on the International Space Station. Here are three of the questions from the teams and what Matthias had to say:

    1. Working together

    Lots of the teams wanted to know about the practicalities of life on the ISS. Team Ad Astra from the UK asked “How did you and your crewmates ensure that you got on well together?” Matthias talked about how supporting each member of the team helps everyone work well together:

    2. Talking to family

    It was surprising to hear that the astronauts on the ISS have lots of opportunities to communicate with people on Earth. Matthias explained how the astronauts can keep in regular contact with their family while answering the question from Team Atlantes from Spain:

    3. Cutting-edge technology

    Team NanoKids asked Matthias about the technologies astronauts use on the ISS, and Matthias shared some fascinating glimpses into what tools help the astronauts in their surroundings:

    Thank you to all the teams for these great questions. And thank you to Matthias for offering young people a peek into what life is like in space!

    You can still get involved in this round of Astro Pi Mission Zero

    We hope Matthias’ stories inspire lots of young people to take part in the European Astro Pi Challenge. Registration for this round of Mission Space Lab is closed, so why not sign up for news about the next round?

    But it’s not too late for young people to get involved today and become part of space history. Astro Pi Mission Zero is still open for participation a little while longer — until 17 March.

    Mission Zero is a beginner’s coding activity, so it’s really easy to get involved: young people just need a grown-up to register for them, and a computer with a web browser to participate. In Mission Zero, young people up to age 19 in eligible countries have the chance to send their own simple computer program into space to display a colourful image for the astronauts to see on the ISS.

    The one-hour Mission Zero activity comes with step-by-step instructions for young people to follow. No special equipment or coding skills are needed, and all eligible young people who follow the guidelines will have their program run in space. Every Mission Zero participants receives a certificate to show the exact time and the location of the ISS during their programs run, so they’ll have something to remember their stellar achievement.


    The European Astro Pi Challenge is an ESA Education project run in collaboration with us here at the Raspberry Pi Foundation.

    Website: LINK

  • Supporting beginner programmers in primary school using TIPP&SEE

    Supporting beginner programmers in primary school using TIPP&SEE

    Reading Time: 5 minutes

    Every young learner needs a successful start to their learning journey in the primary computing classroom. One aspect of this for teachers is to introduce programming to their learners in a structured way. As computing education is introduced in more schools, the need for research-informed strategies and approaches to support beginner programmers is growing. Over recent years, researchers have proposed various strategies to guide teachers and students, such as the block model, PRIMM, and, in the case of this month’s seminar, TIPP&SEE.

    A young person smiles while using a laptop.
    We need to give all learners a successful start in the primary computing classroom.

    We are committed to make computing and creating with digital technologies accessible to all young people, including through our work with educators and researchers. In our current online research seminar series, we focus on computing education for primary-aged children (K–5, ages 5 to 11). In the series’ second seminar, we were delighted to welcome Dr Jean Salac, researcher in the Code & Cognition Lab at the University of Washington.

    Dr Jean Salac
    Dr Jean Salac

    Jean’s work sits across computing education and human-computer interaction, with an emphasis on justice-focused computing for youth. She talked to the seminar attendees about her work on developing strategies to support primary school students learning to program in Scratch. Specifically, Jean described an approach called TIPP&SEE and how teachers can use it to guide their learners through programming activities.

    What is TIPP&SEE?

    TIPP&SEE is a metacognitive approach for programming in Scratch. The purpose of metacognitive strategies is to help students become more aware of their own learning processes.

    The TIPP&SEE learning strategy is a sequence of steps named Title, Instructions, Purpose, Play, Sprites, Events, Explore.
    The stages of the TIPP&SEE approach

    TIPP&SEE scaffolds students as they learn from example Scratch projects: TIPP (Title, Instructions, Purpose, Play) is a scaffold to read and run a Scratch project, while SEE (Sprites, Events, Explore) is a scaffold to examine projects more deeply and begin to adapt them.

    Using, modifying and creating

    TIPP&SEE is inspired by the work of Irene Lee and colleagues who proposed a progressive three-stage approach called Use-Modify-Create. Following that approach, learners move from reading pre-existing programs (“not mine”) to adapting and creating their own programs (“mine”) and gradually increase ownership of their learning.

    A diagram of the Use-Create-Modify learning strategy for programming, which involves moving from exploring existing programs to writing your own.
    TIPP&SEE builds on the Use-Modify-Create progression.

    Proponents of scaffolded approaches like Use-Modify-Create argue that engaging learners in cycles of using existing programs (e.g. worked examples) before they move to adapting and creating new programs encourages ownership and agency in learning. TIPP&SEE builds on this model by providing additional scaffolding measures to support learners.

    Impact of TIPP&SEE

    Jean presented some promising results from her research on the use of TIPP&SEE in classrooms. In one study, fourth-grade learners (age 9 to 10) were randomly assigned to one of two groups: (i) Use-Modify-Create only (the control group) or (ii) Use-Modify-Create with TIPP&SEE. Jean found that, compared to learners in the control group, learners in the TIPP&SEE group:

    • Were more thorough, and completed more tasks
    • Wrote longer scripts during open-ended tasks
    • Used more learned blocks during open-ended tasks
    A graph showing that learners using TIPP&SEE outperformed learners using only Use-Modify-Create in a research study.
    The TIPP&SEE group performed better than the control group in assessments

    In another study, Jean compared how learners in the TIPP&SEE and control groups performed on several cognitive tests. She found that, in the TIPP&SEE group, students with learning difficulties performed as well as students without learning difficulties. In other words, in the TIPP&SEE group the performance gap was much narrower than in the control group. In our seminar, Jean argued that this indicates the TIPP&SEE scaffolding provides much-needed support to diverse groups of students.

    Using TIPP&SEE in the classroom

    TIPP&SEE is a multi-step strategy where learners start by looking at the surface elements of a program, and then move on to examining the underlying code. In the TIPP phase, learners first read the title and instructions of a Scratch project, identify its purpose, and then play the project to see what it does.

    The TIPP&SEE learning strategy is a sequence of steps named Title, Instructions, Purpose, Play, Sprites, Events, Explore.

    In the second phase, SEE, learners look inside the Scratch project to click on sprites and predict what each script is doing. They then make changes to the Scratch code and see how the project’s output changes. By changing parameters, learners can observe which part of the output changes as a result and then reason how each block functions. This practice is called deliberate tinkering because it encourages learners to observe changes while executing programs multiple times with different parameters.

    The TIPP&SEE learning strategy is a sequence of steps named Title, Instructions, Purpose, Play, Sprites, Events, Explore.

    You can read more of Jean’s research on TIPP&SEE on her website. There’s also a video on how TIPP&SEE can be used, and free lesson resources based on TIPP&SEE are available in Elementary Computing for ALL and Scratch Encore.

    Learning about learning in computing education

    Jean’s talk highlighted the need for computing to be inclusive and to give equitable access to all learners. The field of computing education is still in its infancy, though our understanding of how young people learn about computing is growing. We ourselves work to deepen our understanding of how young people learn through computing and digital making experiences.

    In our own research, we have been investigating similar teaching approaches for programming, including the use of the PRIMM approach in the UK, so we were very interested to learn about different approaches and country contexts. We are grateful to Dr Jean Salac for sharing her work with researchers and teachers alike. Watch the recording of Jean’s seminar to hear more:

    Free support for teaching programming and more to primary school learners

    If you are looking for more free resources to help you structure your computing lessons:

    Join our next seminar

    In the next seminar of our online series on primary computing, I will be presenting my research on integrated computing and literacy activities. Sign up now to join us for this session on Tues 7 March:

    As always, the seminars will take place online on the first Tuesday of the month at 17:00–18:30 UK time. Hope to see you there!

    Website: LINK

  • Teach your learners with The Computing Curriculum

    Teach your learners with The Computing Curriculum

    Reading Time: 3 minutes

    Computing combines a very broad mixture of concepts and skills. We work to support any school to teach students about the whole of computing and how to create with digital technologies. A key part of this support is The Computing Curriculum.

    Two girls code at a desktop computer while a female mentor observes them.
    We help schools around the world teach their learners computing.

    The Computing Curriculum: Free and comprehensive

    The Computing Curriculum is our complete bank of free lesson plans and other resources that offer you everything you need to teach computing lessons to all school-aged learners. It helps you cover the full breadth of computing, including computing systems, programming, creating media, data and information, and societal impacts of digital technology.

    The 500 hours of free, downloadable resources within The Computing Curriculum include all the materials you need in your classroom: from lesson plans and slide decks to activity sheets, homework, and assessments. To our knowledge, this is the most comprehensive set of free teaching and learning materials for computing and digital skills in the world.

    Two learners and a teacher in a physical computing lesson.
    We continuously update The Computing Curriculum to reflect the latest research about this young subject.

    Our Curriculum’s resources are based on clear progression and content frameworks we’ve designed, and we continuously update them based on the latest research and feedback from practising teachers. Doing this is particularly important for computing education resources, because computing is a young subject where thoughts and understanding about the best teaching approaches are still evolving.

    Computing lesson plans that save time and engage your learners

    With The Computing Curriculum, we support educators of all levels of experience. Whether you specialise in computing, or you are a newcomer to the subject, the Curriculum will save you time and help you deliver engaging lessons.

    In our 2022 survey of teachers who have used The Computing Curriculum resources:

    • 91% said the Curriculum was effective or very effective at saving teachers time
    • 89% said it was effective or very effective at developing teachers’ subject knowledge
    • 81% said it was effective or very effective at engaging students

    The resources are organised as themed units, and they support your computing lesson planning, preparation, and delivery because they are comprehensive as well as adaptable. You are free to use the resources as they are, or adjust them to your context, access to hardware, and learners’ needs and experience level.

    A Kenyan child smiles at a computer.
    The Computing Curriculum will help you plan and deliver engaging lessons.

    One aspect of The Computing Curriculum that will facilitate your teaching is the progression framework on which the resources are based. In creating the resources, we have considered the learning objectives throughout each unit and year group, and throughout the entire schooling period. This progression is detailed in curriculum maps and learning graphs, and you’ll be able to use these documents to plan your lessons and to check your learners’ understanding.

    Start teaching with The Computing Curriculum

    You can download and use the resources for the year groups you teach computing right now. And please tell us of your experiences using The Computing Curriculum in your classroom, so that we can make the resources even better for educators around the world.

    If you are interested in curriculum resources tailored for your region, please contact us via this form. You can find out how we adapted resources from The Computing Curriculum for learners living in a refugee camp in Kenya if you’d like to learn about our approach to tailoring resources.

    Website: LINK

  • Code along with our Astro Pi Mission Zero video

    Code along with our Astro Pi Mission Zero video

    Reading Time: 2 minutes

    Today we’re sharing an Astro Pi Mission Zero codealong video to help even more young people send their code into space.

    In Mission Zero, young people write a simple program and display a colourful image on an Astro Pi computer on board the International Space Station (ISS). When the astronauts on mission on the ISS are working nearby, they can see the images young people have designed.

    No coding experience is needed for Mission Zero. It’s a free and inspiring beginners’ coding activity. All young people need is an hour to write the program, a web browser on any computer with internet access, and an adult mentor who can register online to access the Mission Hub (see below).

    Get inspired to code with Mission Zero

    In the codealong video, Rebecca from our team shows young people how to write their Mission Zero program step by step. We hope that it will open up this amazing coding activity to even more young people. (There’s also the written guide to creating your program, available in 20 languages.)

    A young person takes part in Astro Pi Mission Zero.

    Young people up to age 19 in ESA Member States are invited to take part, individually or as teams (see the eligibility details).

    Every participant will receive a piece of space science history to keep: a personalised certificate they can download, which shows their Mission Zero program’s exact start and end time, and the position of the ISS while their program ran.

    A young person holds up her Astro Pi Mission Zero certificate.

    The theme to inspire images for Mission Zero this year is ‘flora and fauna’, to remind the ISS astronauts of their home. The images can show anything from flowers and trees to birds, insects, and other animals. Young people could even create a series of images to show as an animation during the 30 seconds their program will run.

    Mission Zero 2022/23 is open until 17 March 2023.

    For all educators and parents

    If you’re an adult mentor supporting young people to take part, read the mission guidelines to find out all you need to know. You can also watch this short video showing you exactly how to register to access the Mission Hub and get the code to identify your young people’s programs.

    Logo of Mission Zero, part of the European Astro Pi Challenge.

    Website: LINK

  • Register your project for Coolest Projects 2023 now

    Register your project for Coolest Projects 2023 now

    Reading Time: 3 minutes

    Young creators, it’s time to share your ideas with the world! Registration for Coolest Projects is now open.

    Coolest Projects logo.

    Coolest Projects is an online showcase celebrating all young people who create with digital technology. From today, Monday 6 February, young people can register their projects on the Coolest Projects website. Registered projects will be part of the online showcase gallery, for people all over the world to see.

    By entering your digital tech creations into Coolest Projects, you’ll have the chance to get personalised feedback about your project, represent your country in the online showcase, and get fun, limited-edition swag. Your project could even be selected as a favourite by our very special VIP judges.

    What you need to know about Coolest Projects

    Coolest Projects is an online celebration of young digital tech creators worldwide, their skills, and their wonderful creative ideas. We welcome all kinds of projects, from big to small, beginner to advanced, and work in progress to completed creation.

    A young person creating a project at a laptop. An adult is sat next to them.

    Here’s what you need to know:

    • Coolest Projects is all online and completely free
    • All digital technology projects are welcome, from very first projects to advanced builds, and they don’t have to be complete
    • Young creators up to age 18 from anywhere in the world can take part individually or in teams of up to five friends
    • Projects can be registered in one of six categories: Scratch, games, web, mobile apps, hardware, and advanced programming
    • Registration is now open and closes on 26 April 2023
    • All creators, mentors, volunteers, teachers, parents, and supporters are invited to the special celebration livestream on 6 June 2023

    Five steps to taking part in Coolest Projects

    1. Imagine your idea for a project
    2. Choose your project category
    3. Gather a group of friends or work by yourself to make your project
    4. Register the project in a few clicks to share it in the showcase gallery
    5. Explore the other projects from around the world in the showcase gallery, and join the community at the special celebration livestream
    A group of young people plan their projects on laptops.

    If you’d like help with your idea or project, take a look at our free, step-by-step Coolest Projects workbook and coding project guides. You can also get inspired by all the creations in the 2022 showcase gallery.

    You are also very welcome to register a tech project you’ve already made and want to share with the world this year.

    We offer free resources to help mentors and parents support young people through the process of taking part in Coolest Projects, from imagining ideas, to creating projects, to registration.

    A parent and young person work on a digital making project at home.

    There are loads more announcements to come, so make sure to subscribe to the Coolest Projects newsletter to be the first to find out about this year’s VIP judges, limited-edition digital swag, and much more.

    Website: LINK

  • Code to the beat of your own drum during Black History Month 2023

    Code to the beat of your own drum during Black History Month 2023

    Reading Time: 5 minutes

    When we think about a celebration, we also think about how important it is to be intentional about sound. And with this month of February being a celebration of Black history in the USA, we want to help you make some noise to amplify the voices, experiences, and achievements of the Black community.

    Two young people using laptops at a Code Club session.

    From the past and present, to those still to come in the future, countless remarkable achievements have been made by Black individuals who have chosen to move to the beat of their own drum. Music and sound can be tools to tell stories, to express ourselves, to promote change, to celebrate, and so much more. So take some time this month to make your own music with your young coders and start dancing.                

    Of course, choosing to dance is not the same as choosing to devote your life to the equality and freedom of all people. But it reminds us that you can incite change by choosing to do what is right, even when you feel like you’re the only one moving to the music. It won’t be long before you see change and meet people you resonate with, and a new sound will develop in which everyone can find their rhythm.

    So join us this month as we explore the power of code and music to celebrate Black History Month.

    Projects to help you find your rhythm

    We’ve selected three of our favourite music-related projects to help you bring a joyful atmosphere to your coding sessions this month. All of the projects are in Scratch, a programming language that uses blocks to help young people develop their confidence in computer programming while they experiment with colours and sounds to make their own projects.  

    Drum star | Scratch

    Find your rhythm with this clicker game where you earn points by playing the drums in different venues. The project is one of our Explore projects and it includes step-by-step instructions to help young creators develop their skills, confidence, and interest in programming. This makes it a great option for beginners who want to get started with Scratch and programming.

    alt=""

    Music maker | Scratch

    Code to the beat of your own drum — or any instrument you like. Use this project to create your own virtual musical instrument and celebrate a Black musician you admire. For young people who have some experience with Scratch, they may enjoy expressing themselves with this Design project. Our Design projects give young people support to build on their experience to gain more independence coding their own ideas.

    alt=""

    Binary hero | Scratch

    Can you keep up with the beat? Prove it in this game where you play the notes of a song while they scroll down the screen. You could choose to include a song associated with a moment in Black history that is meaningful to you. This project is a great opportunity for young people to expand their programming knowledge to create lists, while they also test their reaction skills with a fun game.

    alt=""

    For young creators who want to create projects that don’t involve music or sound, check out these projects which can help you to:

    Let us know how you’re celebrating Black History Month in your community on Twitter, LinkedIn, Facebook, or Instagram all month long!

    Black stories to inspire you to move

    Learn about our partnership with Team4Tech and Kenya Connect, with whom we are empowering educators and students in rural Kenya to use the power of coding and computing to benefit their communities.

    A young person uses a computer.
    • I Belong in Computer Science: Salome Tirado Okeze

    Meet Salome, a computer science student from the UK who shares her experiences and advice for young people interested in finding out where computer science can lead them. Salome was one of the first people we interviewed for our ‘I belong’ campaign to celebrate young role models in computer science.

    alt=""

    Research to help set the tone  

    We believe that creating inclusive and equitable learning environments is essential to supporting all young people to see computer science as an opportunity for them. To help engage young people, especially those who are underrepresented in computer science classrooms, we are carrying out research with teachers to make computing culturally relevant. Our work promoting culturally relevant pedagogy in educational settings in England has been impacted by projects of many US researchers who have already contributed heavily to this area. You can learn about two of these projects in this blog post.

    Educators who want to find out how they can use culturally relevant pedagogy with their learners can download our free guidelines today.

    An educator explains a computing concept to a learner.

    We would also like to invite you to our monthly research seminar on 7 February 2023, when we will be joined by Dr Jean Salac who will be sharing their research on Moving from equity to justice in computing instruction for youth. Dr Salac’s session is part of our current series of seminars that centres on primary school (K–5) teaching and learning of computing. The seminars are free and open to everyone interested in computing education. We hope to see you there! 

    Website: LINK

  • Computing curriculum fundamentals | Hello World #20

    Computing curriculum fundamentals | Hello World #20

    Reading Time: 5 minutes

    Why are computing systems at the heart of our computing curriculum design? Senior Learning Manager Sway Grantham from the Foundation team explains in her article from the brand-new issue of Hello World, our free magazine for computing educators, out today.

    Cover of Hello World issue 20.

    Whether you plan lessons on a Computing topic, develop curriculum content, or even write curriculum policy, you have to make choices. What are you going to include and what is less of a priority? You have to consider time constraints and access to resources, prior learning and maybe even pupil interests. You probably also have to consider the wider curriculum context. Well, here is my first principle to help you: computing systems should be the foundation of your Computing curriculum.

    A computing systems epiphany

    As a primary teacher, when I first began writing Computing lesson plans for children aged 9 to 10, I started with programming. This was a very visual entry into Computing, and children were excited to create projects that were familiar to them, such as games and animations. However, as my understanding of Computing grew, I realised that something was missing.

    Two learners do physical computing in the primary school classroom.

    My learners could explain what an algorithm is, as well as explaining that a program is ‘a set of instructions that runs on a computer to tell it what to do’. Both of these met the curriculum needs, but I wasn’t convinced that they could link these two concepts together. Could they connect what they were doing on a floor robot to the computing systems around them? Did they understand what a computer was? Well… I asked them to see what they’d say!

    According to my class, a computer was:

    • A piece of technology
    • A keyboard and a screen
    • A search engine
    • A machine used for work
    • A metal brain
    • A machine with a keyboard
    • An information device
    • Electric

    This very simple question highlighted a wealth of alternate conceptions about programming and computing systems. The other commonality of my learners’ definitions was that they described the computer’s function, as if, in order to define what a computer is, we just need to know what it does. This view of a definition greatly limits learners’ ability to understand what potential computers have beyond personal use.

    My learners had two discrete chunks of knowledge: how to program a floor robot, and that laptops were computers. However, without a bridge to connect them, this learning was disjointed. Learners needed to have a concrete, conceptual understanding of ‘what a computer is’ before they could start to comprehend the more abstract role of a program in that system.

    Knowledge of computing systems empowers people to take control of technology and not just consume it.

    Beyond the experiences of my young learners, we see examples of a lack of understanding about computing systems all the time in society. Many competent users of software are able to regularly complete the tasks that they need, but if one day something doesn’t work, they do not know how to find a solution. Equally, many people enjoy exploring digital making projects, yet if they want to personalise the project, they don’t know what they can or can’t change to do this. Knowledge of computing systems empowers people to take control of technology and not just consume it.

    Planning computing content today

    Both of these examples highlight the importance of introducing computing systems as both life skills and as support for developing other areas of computing. More recently, the Raspberry Pi Foundation has been creating 100 hours of curriculum content in partnership with non-profit organisation Amala Education. Through this content we aim to give refugee learners who may never have used technology enough understanding to build a website that encourages social change.

    Whilst we know that the material needs to include some foundational knowledge of computing systems, we must first consider the core content that learners must understand to achieve the end goal, such as:

    • Webpage creation 
    • HTML/CSS/JavaScript
    • Project management 
    • Project development

    These areas of learning are a great place to start as, undeniably, learners aren’t going to be able to build a website without knowing the process of creating a website, the languages used to create web pages, or the project management skills to see a project from start to finish.

    This could be the entirety of the content, but instead, I encourage you to think back to those children who could program but didn’t know on what devices programs could run. We need to connect the core content to that foundational content: how is building a website related to computing systems?

    Prior knowledge

    All learning is built on prior knowledge, even if that prior knowledge has been gained through life experience and not formal education. To build a website, we need to know how to type and use a mouse. We need to know what a website is, why people use websites, and what sort of media is found on them. Beyond that, we need to know how the files that we are creating are being shared with other people. We need to understand that a computer can communicate with another computer and what the process is to make that happen. None of this learning is the core content of building a website, but if you tried to build a website without understanding these things, it would be difficult to do.

    All learning is built on prior knowledge, even if that prior knowledge has been gained through life experience and not formal education.

    As the learners we support together with Amala Education might have no prior experience of using technology, we needed to ensure that enough foundational computing systems content was built into the learning sequence — things such as:

    • Recognising digital devices
    • Decomposing computing systems
    • Digital painting (mouse skills)
    • Combining text and images (desktop publishing)
    • Networks and the internet
    • Internet searching

    By incorporating this content into the learning sequence, we ensure that learners do not just learn a process for creating a website. They understand the impact of the choices they make when building a website, they have the skills to implement their ideas, and they can connect their understanding to solve any unexpected challenges they find along the way. This more holistic approach should support learners’ knowledge transfer and offer them a much broader range of opportunities. 

    This more holistic approach should support learners’ knowledge transfer and offer them a much broader range of opportunities.

    Whatever your curriculum requires, you will have the core content you need to teach. This could be the requirements of your standardised curriculum, it could be the specific project you’re trying to build, or it could be the aspirations that you have for your students. However, rather than stopping at that part of your learning sequence, take a step back and consider the prior knowledge you’re connecting to. I expect you will find that computing systems is what you need to ensure learners’ new knowledge has a solid foundation.

    Read the new Hello World issue today

    Computing systems and networks is one of those computer science topics in which misconceptions abound. Hello World issue 20 focuses on how you can support your learners to grasp even the tricky ideas within this topic, giving you practical ideas, activities, and insights from practicing educators. Download your free PDF copy now, and subscribe to never miss an issue.

    Website: LINK

  • Combining computing and maths to teach primary learners about variables

    Combining computing and maths to teach primary learners about variables

    Reading Time: 5 minutes

    In our first seminar of 2023, we were delighted to welcome Dr Katie Rich and Carla Strickland. They spoke to us about teaching the programming construct of variables in Grade 3 and 4 (age 8 to 10).

    We are hearing from a diverse range of speakers in our current series of monthly online research seminars focused on primary (K-5) computing education. Many of them work closely with educators to translate research findings into classroom practice to make sure that all our younger learners have positive first experiences of learning computing. An important goal of their research is to impact the development of pedagogy, resources, and professional development to support educators to deliver computing concepts with confidence.

    Variables in computing and mathematics

    Dr Katie Rich (American Institutes of Research) and Carla Strickland (UChicago STEM Education) are both part of a team that worked on a research project called Everyday Computing, which aims to integrate computational thinking into primary mathematics lessons. A key part of the Everyday Computing project was to develop coherent learning resources across a number of school years. During the seminar, Katie and Carla presented on a study in the project that revolved around teaching variables in Grade 3 and 4 (age 8 to 10) by linking this computing concept to mathematical concepts such as area, perimeter, and fractions.

    Young person using Scratch.

    Variables are used in both mathematics and computing, but in significantly different ways. In mathematics, a variable, often represented by a single letter such as x or y, corresponds to a quantity that stays the same for a given problem. However, in computing, a variable is an identifier used to label data that may change as a computer program is executed. A variable is one of the programming constructs that can be used to generalise programs to make them work for a range of inputs. Katie highlighted that the research team was keen to explore the synergies and tensions that arise when curriculum subjects share terms, as is the case for ‘variable’. 

    Defining a learning trajectory

    At the start of the project, in order to be able to develop coherent learning resources across school years, the team reviewed research papers related to teaching the programming construct of variables. In the papers, they found a variety of learning goals that related to facts (what learners need to know) and skills (what learners need to be able to do). They grouped these learning goals and arranged the groups into ‘levels of thinking’, which were then mapped onto a learning trajectory to show progression pathways for learning.

    Four of the five levels of thinking identified in the study: Data storer, data user, variable user, variable creator.
    Four of the five levels of thinking identified in the study: Data Storer, Data User, Variable User, Variable Creator. Click to enlarge.

    Learning materials about variables

    Carla then shared three practical examples of learning resources their research team created that integrated the programming construct of variables into a maths curriculum. The three activities, described below, form part of a series of lessons called Action Fractions. You can read more about the series of lessons in this research paper.

    Robot Boxes is an unplugged activity that is positioned at the Data User level of thinking. It relates to creating instructions for a fictional robot. Learners have to pay attention to different data the robot needs in order to draw a box, such as the length and width, and also to the value that the robot calculates as area of the box. The lesson uses boxes on paper as concrete representations of variables to which learners can physically add values.

    ""

    Ambling Animals is set at the ‘Data Storer’ and ‘Variable Interpreter’ levels of thinking. It includes a Scratch project to help students to locate and compare fractions on number lines. During this lesson, find a variable that holds the value of the animal that represents the larger of two fractions.

    ""

    Adding Fractions draws on facts and skills from the ‘Variable Interpreter’ and ‘Variable Implementer’ levels of thinking and also includes a Scratch project. The Scratch project visualises adding fractions with the same denominator on a number line. The lesson starts to explain why variables are so important in computer programs by demonstrating how using a variable can make code more efficient. 

    Takeaways: Cross-curricular teaching, collaborative research

    Teaching about the programming construct of variables can be challenging, as it requires young learners to understand abstract ideas. The research Katie and Carla presented shows how integrating these concepts into a mathematics curriculum is one way to highlight tangible uses of variables in everyday problems. The levels of thinking in the learning trajectory provide a structure helping teachers to support learners to develop their understanding and skills; the same levels of thinking could be used to introduce variables in other contexts and curricula.

    A learner does physical computing in the primary school classroom.

    Many primary teachers use cross-curricular learning to increase children’s engagement and highlight real-world examples. The seminar showed how important it is for teachers to pay attention to terms used across subjects, such as the word ‘variable’, and to explicitly explain a term’s different meanings. Katie and Carla shared a practical example of this when they suggested that computing teachers need to do more to stress the difference between equations such as xy = 45 in maths and assignment statements such as length = 45 in computing.

    The Everyday Computing project resources were created by a team of researchers and educators who worked together to translate research findings into curriculum materials. This type of collaboration can be really valuable in driving a research agenda to directly improve learning outcomes for young people in classrooms. 

    How can this research influence your classroom practice or other activities as an educator? Let us know your thoughts in the comments. We’ll be continuing to reflect on this question throughout the seminar series.

    You can watch Katie’s and Carla’s full presentation here:

    Join our seminar series on primary computing education

    Our monthly seminar series on primary (K–5) teaching and learning is of interest to a global audience of educators, including those who want to understand the prior learning experiences of older learners.

    We continue on Tuesday 7 February at 17.00 UK time, when we will hear from Dr Jean Salac, University of Washington. Jean will present her work in identifying inequities in elementary computing instruction and in developing a learning strategy, TIPP&SEE, to address these inequities. Sign up now, and we will send you a joining link for the session.

    Website: LINK

  • Celebrating the community: Adarsh

    Celebrating the community: Adarsh

    Reading Time: 4 minutes

    In our work, we get to meet so many super inspiring young people who make things with technology. Our series of community stories is one way we share their journeys and enthusiasm for digital making with you.

    Today we’re introducing you to Adarsh from California, USA.

    Young tech creator Adarsh with his Raspberry Pi projects.

    Meet Adarsh

    Help us celebrate Adarsh and inspire other young people by sharing his story on Twitter, LinkedIn, Facebook, or Instagram.

    We first met Adarsh at the Coolest Projects USA showcase in 2019, when he was 15 years old. Adarsh was chosen as the Coolest Projects judges’ favourite in the showcase’s Hardware category for making a Smart Sprinkler System, which can serve an entire community. He was inspired to create this project by the need he saw in California to manage water during a drought. Using a Raspberry Pi computer, he built a moisture sensor–based sprinkler system that integrates real-time weather forecast data and Twitter feeds to dispense only optimum amounts of water, in compliance with city water regulations. Adarsh says:

    “The world around us right now has a lot of different problems that need to be solved and so the way that I get inspired is by looking outwards.”

    In 2020, Coolest Projects Global went online with young people across the world sharing their tech projects, and Adarsh created a project for the showcase to solve another real-life problem he had witnessed. When Adarsh had been in middle school, his mother had to be rushed to hospital with a sudden heart problem. The experience of seeing her hooked up to lots of vital sign monitors, with the wires hindering her movement, stayed in his memory. It led Adarsh to create another tech project: the Contactless Vital Signs Monitor. This low-cost device can be used to monitor a person’s skin temperature, heart rate, respiratory rate, blood pressure, and oxygen saturation without needing to be in direct contact with them. Adarsh’s contactless monitor lets patients rest more comfortably and also keeps healthcare staff safer from infections.

    Tech creator Adarsh and his mother on a walk in their California neighbourhood.
    Adarsh and his mother on a walk in their California neighbourhood.

    Adarsh entered his Contactless Vital Signs Monitor in the Davidson Fellows Scholarship programme, which recognises students who have completed significant projects that have the potential to benefit society.

    Adarsh has this message for other young people who think they might like to try creating things with tech:

    “None of these projects, to get to the stage where they are today, were without frustration or difficulties. That’s part of the process. You should expect that. Because of all the struggles I had, the fact that I was able to build all of this is so much more rewarding to me.”

    Helping each other solve problems

    A big part of coding and digital making is problem-solving and collaboration. Adarsh told us that he had a really great mentor, Johan, who introduced him to coding and Raspberry Pi hardware, and showed him where Adarsh could ask for help online.

    “[The Raspberry Pi community] is such a large and inclusive community. It welcomes young students — even older adults who are first starting to develop their interest in computer science — and we all are developing our own skills, our own projects, and our own passions together, and while doing so, we’re helping each other out.”

    Tech creator Adarsh and his mentor Johan.
    Adarsh with his mentor Johan.

    The future for Adarsh

    Now a freshman at Stanford University, Adarsh is currently doing an epidemiology-related research project about the relationship between COVID-19 mutations and environmental, health, and demographic statistics. He wants to focus either on biomedical engineering or environmental engineering in his studies.

    “Really [what I’m studying at university] is going to involve engineering or computer science largely due to the Raspberry Pi and the early influence it has had on my life.”

    Thanks for inspiring us, Adarsh, and for letting us share your story with the community!

    Help us celebrate Adarsh and inspire other young people to discover coding and digital making as a passion, by sharing his story on Twitter, LinkedIn, Facebook, or Instagram.

    Website: LINK

  • Gender Balance in Computing — the big picture

    Gender Balance in Computing — the big picture

    Reading Time: 7 minutes

    Improving gender balance in computing is part of our work to ensure equitable learning opportunities for all young people. Our Gender Balance in Computing (GBIC) research programme has been the largest effort to date to explore ways to encourage more girls and young women to engage with Computing.

    A girl in a university computing classroom.

    Commissioned by the Department for Education in England and led by the Raspberry Pi Foundation as part of our National Centre for Computing Education work, the GBIC programme was a collaborative effort involving the Behavioural Insights Team, Apps for Good, and the WISE Campaign.

    Gender Balance in Computing ran from 2019 to 2022 and comprised seven studies relating to five different research areas:

    • Teaching Approach:
    • Belonging: Supporting learners to feel that they “belong” in computer science
    • Non-formal Learning: Establishing the connections between in-school and out-of-school computing
    • Relevance: Making computing relatable to everyday life
    • Subject Choice: How computer science is presented to young people as a subject choice 

    In December we published the last of seven reports describing the results of the programme. In this blog post I summarise our overall findings and reflect on what we’ve learned through doing this research.

    Gender balance in computing is not a new problem

    I was fascinated to read a paper by Deborah Butler from 2000 which starts by summarising themes from research into gender balance in computing from the 1980s and 1990s, for example that boys may have access to more role models in computing and may receive more encouragement to pursue the subject, and that software may be developed with a bias towards interests traditionally considered to be male. Butler’s paper summarises research from at least two decades ago — have we really made progress?

    A computing classroom filled with learners.

    In England, it’s true that making Computing a mandatory subject from age 5 means we have taken great strides forward; the need for young people to make a choice about studying the subject only arises at age 14. However, statistics for England’s externally assessed high-stakes Computer Science courses taken at ages 14–16 (GCSE) and 16–18 (A level) clearly show that, although there is a small upwards trend in the proportion of female students, particularly for A level, gender balance among the students achieving GCSE/A level qualifications remains an issue:

    Computer Science qualification (England): In 2018: In 2021: In 2022:
    GCSE (age 16) 20.41% 20.77% 21.37%
    A level (age 18) 11.74% 14.71% 15.17%
    Percentage of girls among the students achieving Computer Science qualifications in England’s secondary schools

    What did we do in the Gender Balance in Computing programme?

    In GBIC, we carried out a range of research studies involving more than 14,500 pupils and 725 teachers in England. Implementation teams came from the Foundation, Apps For Good, the WISE Campaign, and the Behavioural Insights Team (BIT). A separate team at BIT acted as the independent evaluators of all the studies.

    In total we conducted the following studies:

    • Two feasibility studies: Storytelling; Relevance, which led to a full randomised controlled trial (RCT)
    • Five RCTs: Belonging; Peer Instruction; Pair Programming; Relevance, which was preceded by a feasibility study; Non-formal Learning (primary)
    • One quasi-experimental study: Non-formal Learning (secondary)
    • One exploratory research study: Subject Choice (Subject choice evenings and option booklets)

    Each study (apart from the exploratory research study) involved a 12-week intervention in schools. Bespoke materials were developed for all the studies, and teachers received training on how to deliver the intervention they were a part of. For the RCTs, randomisation was done at school level: schools were randomly divided into treatment and control groups. The independent evaluators collected both quantitative and qualitative data to ensure that we gained comprehensive insights from the schools’ experiences of the interventions. The evaluators’ reports and our associated blog posts give full details of each study.

    The impact of the pandemic

    The research programme ran from 2019 to 2022, and as it was based in schools, we faced a lot of challenges due to the coronavirus pandemic. Many research programmes meant to take place in school were cancelled as soon as schools shut during the pandemic.

    A learner and a teacher in a computing classroom.

    Although we were fortunate that GBIC was allowed to continue, we were not allowed to extend the end date of the programme. Thus our studies were compressed into the period after schools reopened and primarily delivered in the academic year 2021/2022. When schools were open again, the implementation of the studies was affected by teacher and pupil absences, and by schools necessarily focusing on making up some of the lost time for learning.

    The overall results of Gender Balance in Computing

    Quantitatively, none of the RCTs showed a statistically significant impact on the primary outcome measured, which was different in different trials but related to either learners’ attitudes to computer science or their intention to study computer science. Most of the RCTs showed a positive impact that fell just short of statistical significance. The evaluators went to great lengths to control for pandemic-related attrition, and the implementation teams worked hard to support teachers in still delivering the interventions as designed, but attrition and disruptions due to the pandemic may have played a part in the results.

    Woman teacher and female students at a computer

    The qualitative research results were more encouraging. Teachers were enthusiastic about the approaches we had chosen in order to address known barriers to gender balance, and the qualitative data indicated that pupils reacted positively to the interventions. One key theme across the Teaching Approach (and other) studies was that girls valued collaboration and teamwork. The data also offered insights that enable us to improve on the interventions.

    We designed the studies so they could act as pilots that may be rolled out at a national scale. While we have gained sufficient understanding of what works to be able to run the interventions at a larger scale, two particular learnings shape our view of what a large-scale study should look like:

    1. A single intervention may not be enough to have an impact

    The GBIC results highlight that there is no quick fix and suggest that we should combine some of the approaches we’ve been trialling to provide a more holistic approach to teaching Computing in an equitable way. We would recommend that schools adopt several of the approaches we’ve tested; the materials associated with each intervention are freely available (see our blog posts for links).

    2. Age matters

    One of the very interesting overall findings from this research programme was the difference in intent to study Computing between primary school and secondary school learners; fewer secondary school learners reported intent to study the subject further. This difference was observed for both girls and boys, but was more marked for girls, as shown in the graph below. This suggests that we need to double down on supporting children, especially girls, to maintain their interest in Computing as they enter secondary school at age 11. It also points to a need for more longitudinal research to understand more about the transition period from primary to secondary school and how it impacts children’s engagement with computer science and technology in general.

    Bar graph showing that in the Gender Balance in Computing research programme, learners intent to continue studying computing was lower in secondary school than primary school, and that this difference is more pronounced for girls.
    Compared to primary school age girls, girls aged 12 to 13 show dramatically reduced intent to continue studying computing.

    What’s next?

    We think that more time (in excess of 12 weeks) is needed to both deliver the interventions and measure their outcome, as the change in learners’ attitudes may be slow to appear, and we’re hoping to engage in more longitudinal research moving forward.

    In a computing classroom, a girl looks at a computer screen.

    We know that an understanding of computer science can improve young people’s access to highly skilled jobs involving technology and their understanding of societal issues, and we need that to be available to all. However, gender balance relating to computing and technology is a deeply structural issue that has existed for decades throughout the computing education and workplace ecosystem. That’s why we intend to pursue more work around a holistic approach to improving gender balance, aligning with our ongoing research into making computing education culturally relevant.

    Stay in touch

    We are very keen to continue to build on our research on gender balance in computing. If you’d like to support us in any way, we’d love to hear from you. To explore the research projects we’re currently involved in, check out our research pages and visit the website of the Raspberry Pi Computing Education Research Centre at the University of Cambridge.

    Website: LINK

  • Combining research and practice to evaluate and improve computing education in non-formal settings

    Combining research and practice to evaluate and improve computing education in non-formal settings

    Reading Time: 7 minutes

    In the final seminar in our series on cross-disciplinary computing, Dr Tracy Gardner and Rebecca Franks, who work here at the Foundation, described the framework underpinning the Foundation’s non-formal learning pathways. They also shared insights from our recently published literature review about the impact that non-formal computing education has on learners.

    Tracy and Rebecca both have extensive experience in teaching computing, and they are passionate about inspiring young learners and broadening access to computing education. In their work here, they create resources and content for learners in coding clubs and young people at home.

    How non-formal learning creates opportunities for computing education

    UNESCO defines non-formal learning as “institutionalised, intentional, and planned… an addition, alternative, and/or complement to formal education within the process of life-long learning of individuals”. In terms of computing education, this kind of learning happens in after-school programmes or children’s homes as they engage with materials that have been carefully designed by education providers.

    At the Raspberry Pi Foundation, we support two global networks of free, volunteer-led coding clubs where regular non-formal learning takes place: Code Club, teacher- and volunteer-led coding clubs for 9- to 13-year-olds taking place in schools in more than160 countries; and CoderDojo, volunteer-led programming clubs for young people aged 7–17 taking place in community venues and offices in 100 countries. Through free learning resources and other support, we enable volunteers to run their club sessions, offering versatile opportunities and creative, inclusive spaces for young people to learn about computing outside of the school curriculum. Volunteers who run Code Clubs or CoderDojos report that participating in the club sessions positively impacts participants’ programming skills and confidence.

    Rebecca and Tracy are part of the team here that writes the learning resources young people in Code Clubs and CoderDojos (and beyond) use to learn to code and create technology. 

    Helping learners make things that matter to them

    Rebecca started the seminar by describing how the team reviewed existing computing pedagogy research into non-formal learning, as well as large amounts of website visitor data and feedback from volunteers, to establish a new framework for designing and creating coding resources in the form of learning paths.

    What the Raspberry Pi Foundation takes into account when creating non-formal learning resources: what young people are making, young people's interests, research, user data, our own experiences as educators, the Foundation's other educational offers, ideas of purpose-driven computing.
    What the Raspberry Pi Foundation takes into account when creating non-formal learning resources. Click to enlarge.

    As Rebecca explained, non-formal learning paths should be designed to bridge the so-called ‘Turing tar-pit’: the gap between what learners want to do, and what they have the knowledge and resources to achieve.

    The Raspberry Pi Foundation's non-formal learning resources bridge the so-called Turing tar pit, in which learners get stuck when they feel everything is possible to create, but nothing is easy.

    To prevent learners from getting frustrated and ultimately losing interest in computing, learning paths need to:

    • Be beginner-friendly
    • Include scaffolding
    • Support learner’s design skills
    • Relate to things that matter to learners

    When Rebecca and Tracy’s team create new learning paths, they first focus on the things that learners want to make. Then they work backwards to bridge the gap between learners’ big ideas and the knowledge and skills needed to create them. To do this, they use the 3…2…1…Make! framework they’ve developed.

    An illustration of the 3-2-1 structure of the new Raspberry Pi Foundation coding project paths.
    An illustration of the 3…2…1…Make! structure of the new Raspberry Pi Foundation non-formal learning paths.

    Learning paths designed according to the framework are made up of three different types of project in a 3-2-1 structure:

    • Three Explore projects to introduce creators to a set of skills and provide step-by-step instructions to help them develop initial confidence
    • Two Design projects to allow creators to practise the skills they learned in the previous Explore projects, and to express themselves creatively while they grow in independence
    • One Invent project where creators use their skills to meet a project brief for a particular audience

    You can learn more about the framework in this blog post and this guide for adults who run sessions with young people based on the learning paths. And you can explore the learning paths yourself too.

    Rebecca and Tracy’s team have created several new learning pathways based on the 3…2…1…Make! framework and received much positive feedback on them. They are now looking to develop more tools and libraries to support learners, to increase the accessibility of the paths, and also to conduct research into the impact of the framework. 

    New literature review of non-formal computing education showcases its positive impact

    In the second half of the seminar, Tracy shared what the research literature says about the impact of non-formal learning. She and researchers at the Foundation particularly wanted to find out what the research says about computing education for K–12 in non-formal settings. They systematically reviewed 421 papers, identifying 88 papers from the last seven years that related to empirical research on non-formal computing education for young learners. Based on these 88 papers, they summarised the state of the field in a literature review.

    So far, most studies of non-formal computing education have looked at knowledge and skill development in computing, as well as affective factors such as interest and perception. The cognitive impact of non-formal education has been generally positive. The papers Tracy and the research reviewed suggested that regular learning opportunities, such as weekly Code Clubs, were beneficial for learners’ knowledge development, and that active teaching of problem solving skills can lead to learners’ independence.

    In the literature review the Raspberry Pi Foundation team conducted, most research studies were university-organised on projects to broaden participation and interest development in immersive multi-day settings.

    Non-formal computing education also seems to be beneficial in terms of affective factors (although it is unclear yet whether the benefits remain long-term, since most existing research studies conducted have been short-term ones). For example, out-of-school programmes can lead to more positive perception and increased awareness of computing for learners, and also boost learners’ confidence and self-efficacy if they have had little prior experience of computing. The social aspects of participating in coding clubs should not be underestimated, as learners can develop a sense of belonging and support as they work with their peers and mentors.

    The affordances of non-formal computing activities that complement formal education: access and awareness, cultural relevance and equity, practice and personalisation, fun and engagement, community and identity, immediate impact.

    The literature review showed that non-formal computing complements formal in-school education in many ways. Not only can Code Clubs and CoderDojos be accessible and equitable spaces for all young people, because the people who run them can tailor learning to the individuals. Coding clubs such as these succeed in making computing fun and engaging by enabling a community to form and allowing learners to make things that are meaningful to them.

    What existing studies in non-formal computing aren’t telling us

    Another thing the literature review made obvious is that there are big gaps in the existing understanding of non-formal computing education that need to be researched in more detail. For example, most of the studies the papers in the literature review described took place with female students in middle schools in the US.

    That means the existing research tells us little about non-formal learning:

    • In other geographic locations
    • In other educational settings, such as primary schools or after-school programmes
    • For a wider spectrum of learners

    We would also love to see studies that hone in on:

    • The long-term impact of non-formal learning
    • Which specific factors contribute to positive outcomes
    • Non-formal learning about aspects of computing beyond programming

    3…2…1…research!

    We’re excited to continue collaborating within the Foundation so that our researchers and our team creating non-formal learning content can investigate the impact of the 3…2…1…Make! framework.

    At Coolest Projects, a group of people explore a coding project.
    The aim of the 3…2…1…Make! framework is to enable young people to create things and solve problems that matter to them using technology.

    This collaboration connects two of our long-term strategic goals: to engage millions of young people in learning about computing and how to create with digital technologies outside of school, and to deepen our understanding of how young people learn about computing and how to create with digital technologies, and to use that knowledge to increase the impact of our work and advance the field of computing education. Based on our research, we will iterate and improve the framework, in order to enable even more young people to realise their full potential through the power of computing and digital technologies. 

    Join our seminar series on primary computing education

    From January, you can join our new monthly seminar series on primary (K–5) teaching and learning. In this series, we’ll hear insights into how our youngest learners develop their computing knowledge, so whether you’re a volunteer in a coding club, a teacher, a researcher, or simply interested in the topic, we’d love to see you at one of these monthly online sessions.

    The first seminar, on Tuesday 10 January at 5pm UK time, will feature researchers and educators Dr Katie Rich and Carla Strickland. They will share findings on how to teach children about variables, one of the most difficult aspects of computing for young learners. Sign up now, and we will send you notifications and joining links for each seminar session.

    We look forward to seeing you soon, and to discussing with you how we can apply research results to better support all our learners.

    Website: LINK

  • Training teachers and empowering students in Machakos, Kenya

    Training teachers and empowering students in Machakos, Kenya

    Reading Time: 4 minutes

    Over the past months, we’ve been working with two partner organisations, Team4Tech and Kenya Connect, to support computing education across the rural county of Machakos, Kenya.

    Working in rural Kenya

    In line with our 2025 strategy, we have started work to improve computing education for young people in Kenya and South Africa. We are especially eager to support communities that experience educational disadvantage. One of our projects in this area is in partnership with Team4Tech and Kenya Connect. Together we have set up the Dr Isaac Minae EdTech Hub in the community Kenya Connect supports in the rural county of Machakos, and we are training teachers so they can equip their learners with coding and physical computing skills.

    “Watching teachers and students find joy and excitement in learning has been tremendous! The Raspberry Pi Foundation’s hands-on approach is helping learners make connections through seeing how technology can be used for innovation to solve problems. We are excited to be partnering with Raspberry Pi Foundation and Team4Tech in bringing technology to our rural community.”

    – Sharon Runge, Executive Director, Kenya Connect

    We are providing the Wamunyu community with the hardware and the skills and knowledge training they need to use digital technology to create solutions to problems they see. The training will make sure that teachers across Machakos can sustain the EdTech Hub and computing education activities independently. This is important because we want the community to be empowered to solve problems that matter to them and for all the local young people to have opportunities that are open to their peers in Nairobi, Kisumu, Mombasa, and other cities in Kenya.

    Launching the Dr Isaac Minae EdTech Hub in Wamunyu

    In October this year, we travelled to Wamunyu to help Kenya Connect set up and launch the Dr Isaac Minae EdTech Hub, for which we provided hardware including Raspberry Pi 400 computers and physical computing kits with Raspberry Pi Pico microcontrollers, LEDs, buzzers, buttons, motors and more. We also held a teacher training session to start setting up the local educators with the skills and knowledge they need to teach coding and physical computing. In the training, educators brought a range of experiences with using computers. Some were unfamiliar with computer hardware, but at the end of the training session, they all had designed and created physical computing projects using electronic circuits and code. It was hugely inspiring to work with these teachers and see their enthusiasm and commitment to learning.

    Through our two-year partnership with Kenya Connect, we aim to reach at least 1000 learners between the ages of 9 to 14 from 62 schools in Machakos county. We will work with at least 150 teachers to build their knowledge, skills, and confidence to teach coding, digital making, and robotics, and to run after-school Code Clubs. We’ll help teachers offer learning experiences based on our established learning paths to their students, and these experiences will include basic coding skills aligned to Kenya’s Competency Based Curriculum (CBC). We are putting particular focus on adapting our learning content so that teachers in Machakos can offer culturally relevant educational activities in their community.

    “Our partnership with the Raspberry Pi Foundation will open up new avenues for teachers to learn coding and physical computing. This is in line with the current Competency Based Curriculum that requires students to start learning coding at an early age. Though coding is entrenched in the curriculum, teachers are ill-prepared and schools lack devices. We are so grateful to the Raspberry Pi Foundation for providing teachers and students access to devices and the Raspberry Pi learning paths.”

    – Patrick Munguti, Director of Education and Technology, Kenya Connect

    Looking to the future

    Next up for our work on this project is to continue supporting Kenya Connect to scale the program in the county.

    A group of learners and educators pose together in rural Kenya.

    In all our work in Sub-Saharan Africa, we are committed to strengthening and growing our partnerships with locally led youth and community organisations, the private sector, and the public sector, in line with our mission to open up more opportunities for young people to realise their full potential through the power of computing and digital technologies.

    Our work in Sub-Saharan Africa is generously funded by the Ezrah Charitable Trust.

    Website: LINK

  • Coolest Projects Global will be back in 2023

    Coolest Projects Global will be back in 2023

    Reading Time: 3 minutes

    Young tech creators, get ready: Coolest Projects Global will be back in 2023 and we want to make this the year of your big idea!

    A young person is excited about something on a computer screen.

    Coolest Projects Global is the world’s leading online technology showcase for young creators across the world, and we’ll soon be inviting young people to share their creations in the 2023 gallery when project registration opens on 6 February.

    A group of Coolest Projects participants from all over the world wave their flags.

    For young creators, Coolest Projects Global is the unique opportunity to share their big ideas with the whole world. All projects in our open online showcase receive personalised feedback from judges, and all creators get some awesome limited-edition swag too. To bring all the participants together, we’ll host a live-streamed celebration event online on 6 June 2023, where we’ll also reveal the favourite projects of our very special VIP judges.

    How does Coolest Projects Global work?

    • Coolest Projects Global is completely free, it’s all online, and it’s open to all digital creators up to age 18 from anywhere in the world. Creators can take part independently or in teams of up to five.
    • Tech creators of all skill levels are encouraged to participate. Coolest Projects is for young people who are beginners, advanced, or anything in between.
    • We love to see works in progress, so projects don’t need to be completed to be registered.
    • Projects can be registered in six categories: Scratch, games, web, mobile apps, hardware, and advanced programming.
    • Creators can choose topics including community, environment, health, fun, art, education, and identity.
    • Judges evaluate projects based on their coolness, complexity, design, usability, and presentation, and give personalised feedback about each project.
    • Project registration opens on 6 February and stays open until 26 April.
    • The livestream event on 6 June will celebrate all the creators’ projects and reveal the judges’ favourites.

    Creators who took part in 2022 told us that the coolest thing about Coolest Projects Global is that “so many people around the world get to see and appreciate your projects” and that “anyone can have a go”.

    Four young people working together on a tech project.

    What makes a coolest project?

    Coolest Projects creators make digital tech projects that matter to them and that they want to share with the world. Creators have all different levels of skill — some register their very first coding project, and others have taken part in Coolest Projects for years. We welcome every project from every young person in Coolest Projects. With six project categories from Scratch to hardware, and project topics including environment, health, and fun, creators come up with all kinds of cool ideas.

    Two young people working together on a tech project.

    Take a look at the online showcase gallery to see the projects young makers shared in the most recent showcase, including an app about recycling, a smiley face game, a trash-collecting boat, and a game to help you eat more healthily.

    What’s next?

    Registration opens on 6 February 2023, and creators can get started on their ideas and make their projects any time.

    Website: LINK

  • Computational thinking all year round with UK Bebras

    Computational thinking all year round with UK Bebras

    Reading Time: 3 minutes

    This November, teachers across the UK helped 367,023 learners participate in the annual free UK Bebras Challenge of computational thinking.

    Bebras UK logo
    ‘Bebras’ is Lithuanian and means ‘beaver’.

    We support this challenge in the UK, together with Oxford University, and Bebras Challenges run across the world, with more than 3 million learners from schools in 54 countries taking part in 2021. Bebras encourages a love of computational thinking, computer science, and problem solving, especially among learners who haven’t yet realised they have these skills.

    More and more schools are taking part in the UK Bebras Challenge

    Nearly every year since 2013, more UK schools have been participating in Bebras. We think this is because for teachers, registering and entering learners is easy, the online system does all the marking automatically, and teachers receive comprehensive results that can be helpful for assessment.

    A line graph showing the number of annual participants in the UK Bebras Challenge, from less than 50,000 in 2013 to over 350,000 in 2022.

    The computational thinking problems within Bebras are tailored for different age groups, use clear language, and are accessible to colour-blind learners. There is also a challenge for learners with visual impairments. Teachers who run Bebras in their schools seem to love it and regularly tell colleagues about it.

    “Our pupils really enjoy [Bebras] and I find it so helpful to teach computational thinking with real-life strategies. We also find the data and information about our pupils’ performance extremely helpful.” — Teacher in London

    Age-appropriate computational thinking problems

    In the UK Bebras Challenge, the younger learners aged 6 to 10 usually take part in teams and have plenty of time to discuss how to solve the computational thinking problems they are presented with.

    Older learners, aged 10 to 18, try to solve as many problems as they can in 40 minutes. The problems they are presented with start off easy and get increasingly difficult. The 10% of participants who solve the most problems are then invited to take part in the Oxford University Computing Challenge (OUCC), an annual programming challenge.

    Year-round free resources for teachers

    Although the OUCC is only open to some Bebras participants, all of the OUCC problems are archived and teachers registered with Bebras can use them to make auto-marking quizzes for all of their learners at any time of the year. Part of the goal of UK Bebras is to support teachers with free resources, and the UK Bebras online quizzes facility now has computational thinking tasks from the Bebras archive, plus auto-marking Blockly programming problems and text-based programming problems, which can be solved using commonly taught programming languages.

    If you want to get a taste of Bebras, check out some of the interactive challenges that require no registration. And if you’d like to register to make quizzes for your learners and find out about next year’s challenge, you can do so at bebras.uk/admin.

    Website: LINK

  • Reflecting on what we teach in computing education and how we teach it

    Reflecting on what we teach in computing education and how we teach it

    Reading Time: 5 minutes

    Reflecting is important within any line of work, and computing education is no different. Reflective practice is always valuable, whether you support learners in a non-formal setting, such as a Code Club or CoderDojo, or in a more formal environment, such as a school or college. When you reflect, you might for example evaluate a session or lesson and make changes for next time, or consider whether to reorder activities and learning across a longer time period, or even think broadly about what you teach and how you teach it.

    Two special editions of Hello World: The big book of computing content, and the big book of computing pedagogy.

    This is where our two special editions of Hello World come in: The Big Book of Computing Content and The Big Book of Computing Pedagogy. Both available as free downloads, they help you reflect on what you teach within Computing and how you teach it.

    What you teach: The Big Book of Computing Content

    Computing is a broad and interdisciplinary subject, and different curricula and courses around the world focus on different aspects of it. For all of us, therefore, computing is framed by the curricula with which we are working and the terms which we’re using to talk about the subject. Over the past years at the Foundation, we have been developing a Computing taxonomy to help describe the different aspects of the subject. The Big Book of Computing Content is based on this taxonomy. The aim of this special edition of Hello World is to illustrate the breadth of Computing, and to model language that describes the different concepts, knowledge, and skills that comprise it.

    Cover of The Big Book of Computing Content.
    The Big Book of Computing Content explores what we mean by Computing and aims to provide a common language to describe the subject. This book complements our Hello World special edition on pedagogy, introducing research alongside practical articles from teachers.

    We have organised this Big Book according to our taxonomy’s 11 content strands and also included progressive learning outcomes for each strand at different stages of learning. These outcomes are not prescriptive; instead they illustrate the wide applications of the subject by highlighting the kinds of knowledge and understanding that learners could develop in each area of Computing.

    We hope that The Big Book of Computing Content encourages educators to reflect on all aspects of Computing and how they interconnect, as well as on the language we use to describe Computing. Whether the Big Book helps you to discover new aspects to Computing, to think about the subject differently, or simply to see the differences in how we as educators talk about our subject, the time you spend reflecting is important and valuable.

    How you teach: The Big Book of Computing Pedagogy

    One part of our work as educators is understanding the breadth of Computing and the specific ideas within it. The other part is reflecting on how we teach the subject: the specific methods, strategies, and practices we can use with our learners. The Big Book of Computing Pedagogy describes a range of teaching approaches framed around our 12 pedagogical principles for teaching Computing. Each research-informed principle either reflects how general-purpose pedagogy applies within Computing or explores pedagogies specific to Computing itself. This Big Book consists of research summaries as well as practical articles from educators which illustrate how you can apply the different pedagogies.

    Cover of The Big Book of Computing Pedagogy.
    Hello World’s special edition on pedagogy lays out approaches to teaching computing in the classroom. It bridges the gap between research and practice, giving you accessible chunks of research, followed by stories from educators.

    Rather than prescribing a set of principles that educators must follow, the aim of The Big Book of Computing Pedagogy is to help you develop your understanding of a range of pedagogical approaches which you can select, apply, and adapt to suit your context.

    Reflect to develop your knowledge and agency

    Ultimately we want to support all Computing and Computer Science educators to build their understanding of subject matter (that is, content) and pedagogy, or what is called pedagogical content knowledge (PCK, a term popularised by Lee Shulman). Combining your PCK with your grasp of the context of your learners, curricula, and setting will enable you to choose suitable practices for your content and context.

    Three computer science educators discuss something at a screen.

    We hope that you find the two Big Books to be valuable reference tools to help you and your peers reflect on what it is you mean when you talk about Computing, and on how you teach the concepts, knowledge, and skills within it. Both books are available as free PDF downloads.

    We would love to hear examples of how you have used The Big Book of Computing Pedagogy or The Big Book of Computing Content to inform your own teaching practice or to discuss practice with colleagues. Tell us in the comments.

    Website: LINK

  • 768 teams of young people have entered Astro Pi Mission Space Lab 2022/23

    768 teams of young people have entered Astro Pi Mission Space Lab 2022/23

    Reading Time: 4 minutes

    This year, 768 teams made up of 3086 young people from 23 countries sent us their ideas for experiments to run on board the International Space Station (ISS) for Astro Pi Mission Space Lab.

    alt=""

    Mission Space Lab is part of the European Astro Pi Challenge, an ESA Education programme run in collaboration with us at the Raspberry Pi Foundation. Mission Space Lab teams can choose between ‘Life on Earth’ and ‘Life in space’ for their experiment idea. As in previous years, ‘Life on Earth’ was the most popular experiment theme: three quarters of the teams chose to submit an idea with this theme, for experiments using one of the Astro Pi’s High Quality Cameras. Half of these experiments involved using the near-infrared sensitive camera to investigate topics such as deforestation. Across both themes, over 40% of teams expressed an interest in using machine learning in their experiment.

    Mission Space Lab teams are now getting ready to write and test their code

    A panel of 25 judges from the Raspberry Pi Foundation and ESA Education assessed the submitted ideas. We are restricted in how many teams we can accommodate, as time to run experiments on board the ISS is limited, especially for ‘Life on Earth’ experiments which need time in a nadir window. The standard of the submitted ideas was higher than ever, making this the toughest judging yet. We are delighted to announce that 486 teams will move on to Phase 2 of Mission Space Lab: writing the code for their experiments.

    An Astro Pi unit at a window on board the International Space Station.
    A Mark II Astro Pi in the NODE window on the ISS. Credit: ESA/NASA

    If your experiment idea was unsuccessful this time, we understand that this will be disappointing news for your team. We encourage them to submit a new experiment idea in next year’s Mission Space Lab. We will let you know when Mission Space Lab 23/24 will be launching.

    All the teams whose experiment ideas we’ve selected will receive a special Astro Pi hardware kit, customised to their idea, to help them write and test the Python programs to execute their experiments. Once the teams of young people have received their kits, they can familiarise themselves with the Astro Pi hardware and then create and test (and re-test!) their programs.

    Young people’s Mission Space Lab code will run in space next year

    The deadline for Mission Space Lab teams to submit the code for their experiments to us is Thursday 24 February 2023. Once their program code has been through our rigorous checks and tests, it will be ready to run on the Astro Pis on board the ISS during April/May 2023.

    Astro Pi computers on the ISS.
    The Mark I and Mark II Astro Pi computers on board the ISS earlier this year. Credit: ESA/NASA

    Congratulations to the successful teams, and thank you to everyone who sent us their ideas for Mission Space Lab this year. And a special thank you to all the teachers, educators, club volunteers, and other wonderful people who are acting as mentors for Mission Space Lab teams. You are helping your young people do something remarkable that they will remember for the rest of their lives, and the Astro Pi Challenge would not happen without you.

    Welcome back, Ed and Izzy!

    Every year since 2015, thanks to our annual Astro Pi Challenge, teams of young people have written computer programs to run scientific experiments on two Astro Pi computers on the ISS.

    Mark I Astro Pi computers Ed and Izzy back on Earth on a desk, after 5 years on board the International Space Station.
    Mark I Astro Pi computers Ed and Izzy back on Earth after five years on board the International Space Station. Credit: ESA

    This is the second year that experiments will run on the Mark II Astro Pi computers, named after Nikola Tesla and Marie Curie, but lots of people have been wondering what would happen to their predecessors. After running over 50,000 young people’s computer programs, the Mark I Astro Pi computers, Ed and Izzy, have safely returned to Earth for a well-earned rest.

    Young people can take part in Astro Pi Mission Zero

    Astro Pi Mission Zero is a one-hour beginners’ programming activity. In Mission Zero, young people, in teams or as individuals, write a program to display an image or series of images of their own design on one of the Astro Pi computers, to remind the astronauts on the ISS of home.

    In their Mission Zero programs, young people get to use a reading from the Astro Pi’s colour and luminosity sensor to set the colour of their image background. Young people up to age 19 from eligible countries can take part in Mission Zero 2022/23 until 17 March. Visit the Astro Pi website for more details.

    Website: LINK

  • Using relevant contexts to engage girls in the Computing classroom: Study results

    Using relevant contexts to engage girls in the Computing classroom: Study results

    Reading Time: 6 minutes

    Today we are sharing an evaluation report on another study that’s part of our Gender Balance in Computing research programme. In this study, we investigated the impact of using relevant contexts in classroom programming activities for 12- to 13-year-olds on girls’ and boys’ attitudes towards Computing.

    Two female learners code at a computer together.

    We have been working on Gender Balance in Computing since 2018, together with partner organisations Behavioural Insights Team, Apps for Good, and WISE, to conduct research studies exploring ways to encourage more girls and young women to engage with Computing in school. The research programme has been funded by the Department for Education, and we deliver it as part of the National Centre for Computing Education. The report we share today is about the penultimate study in the programme.

    Components of a Computing curriculum

    A typical Computing curriculum is built around content: a list of concepts, knowledge, and skills that will be covered during the course. For some learners, that list will be enough to motivate and engage them in Computing. But other learners require more to engage with the subject, such as context about how they can use the computing skills they learn in the real world. Crucially, this difference between learners is often gendered. Research has shown that many boys become absorbed by the content in Computing courses, whereas for many girls the context for using computing skills is more important, and this context needs to relate to a variety of relevant scenarios where computing can solve problems.

    In a computing classroom, a girl laughs at what she sees on the screen.

    Developing teaching materials to highlight the relevance of Computing

    In the Relevance study, we worked together with colleagues from Apps for Good to create teaching materials that present Computing in contexts that were relevant to pupils’ own interests. To do this, we drew on a research concept called identification. This states that when learners become interested in a topic because it relates to part of their own identity, that makes the subject more personally meaningful to them, which in turn means that they are more likely to continue studying it. In the materials we created, we drew on learners’ identities based on the communities that they belonged to (see image below). The materials asked them to identify the connections they had to their own communities, and to then use this as the context to design and create a mobile phone app.

    A slide from a Computing lesson inviting learners to identify the communities they are part of based on their family, beliefs, school, interests, etc.
    The intervention materials asked learners to think about the communities they belong to.

    “I feel a sense of achievement in Computing when making your ideas a reality makes you proud of your creation, which is rewarding.” (Female learner, Relevance study evaluation report p. 57)

    The Relevance research study

    Between January 2022 and April 2022, more than 95 secondary schools were part of our study investigating the effect that learning with these resources might have on the attitudes of Year 8 pupils (aged 12–13) towards Computing. We are very grateful to all the schools, pupils, and teachers who took part in this study.

    To enable evaluation of the study as a randomised controlled trial, the schools were randomly divided into two groups: a ‘control’ group that taught standard Computing lessons, and a ‘treatment’ group that delivered the intervention materials we had developed. The impact of the intervention was independently evaluated by the Behavioural Insights Team using data collected from pupils via surveys at the start and end of the intervention. The evaluators also collected data while conducting lesson observations, pupil group discussions, teacher interviews, and teacher surveys to understand how the intervention was delivered.

    The girls who took part in the intervention chose an interesting range of contexts for their apps, including:

    • Solving problems in the school community, such as homework timetabling and public transport
    • Interest-based communities, such as melody-making and interior design
    • Issues in wider communities, such as sea life population and mental health

    “I feel like it’s an important subject, and I feel like sea life is at risk right now, and I want to help people realise that.” (Female learner, Relevance study evaluation report p. 60)

    “I feel like computing can create apps to do with solving mental health problems, which I think are very important and personally need a lot of improvement on the way we can cope with mental health.” (Female learner, Relevance study evaluation report p. 60)

    What we learned from the Relevance study

    The start of this blog refers to the core components of a Computing curriculum: concepts, knowledge, and skills. One way of building a curriculum is to list these components and develop a scheme of work which covers them all. However, in a recent computing education paper, researchers present an alternative way: developing curricula around the possible endpoints of learners. For computing, one endpoint could be the economic opportunities of a programming career, but equally, another could be using digital technologies for creative expression. The researchers argue that when learners have the opportunity to use computing as a tool related to personally meaningful contexts, a more diverse group of learners can become engaged in the subject.

    A group of young people in a computer science classroom pose for a group photo.

    Girls who took part in our Relevance study expressed the importance of creativity. “I think last term we had instructions and you follow them, whereas now it’s like your own ideas and your own creativity and whatever you make,” said one female learner (report, p. 56). The series of lessons where learners designed a prototype of their app was particularly popular among girls because this activity included creative expression. Girls who see themselves as creative align their interests with subjects that allow them to express this part of their identity.

    A slide from a Computing lesson inviting learners to design a mobile phone app on paper.
    With the intervention materials, learners developed a paper prototype of their app before going on to create code for it.

    Based on learner responses to a ‘yes/no’ question about whether they were likely to choose GCSE Computer Science, the evaluators of the study found no statistically significant differences between the students who were part of the treatment and control groups. However, when learners were asked instead to select from a list which subjects they were likely to choose at GCSE, there was a statistically significant difference in the results: girls from schools in the treatment group were more likely to choose GCSE Computer Science as one of their options than girls in the control group. This finding suggests that it would be beneficial to gender balance in Computing if educators who design Computing curricula consider multiple endpoints for learners and include personally meaningful contexts to create learning experiences that are relevant to diverse groups of learners.

    Find out more about making computing relevant for your learners

    This is the penultimate report to be published about the studies that are part of the Gender Balance in Computing programme. If you would like to stay up-to-date with the programme, you can sign up to our newsletter. Our final report is about a study that explored the role that options booklets and evenings play in students’ subject choice.

    Website: LINK

  • Spotlight on primary computing education in our 2023 seminar series

    Spotlight on primary computing education in our 2023 seminar series

    Reading Time: 4 minutes

    We are excited to announce our next free online seminars, running monthly from January 2023 and focusing on primary school (K–5) teaching and learning of computing.

    Two children code on laptops while an adult supports them.

    Our seminars, having covered various topics in computing education over the last three years, will now offer you a close look at current questions and research in primary computing education. Through this series we want to connect research and teaching practice, and further primary computing education across the globe.

    Are these seminars for me?

    Our upcoming seminars are for everyone interested in computing education, not just for primary school teachers — you are all cordially invited to join us. Previous seminars have been attended by a valuable mix of teachers, volunteers, tech industry professionals, and researchers, all keen to explore how computing education research can be put into practice.

    r5hj

    Whether you teach in a classroom, or support learners in a coding club, you will find out how our youngest learners develop their computing knowledge. You’ll also explore with us what this means for your learning context in practical terms.

    What you can expect from the online seminars

    Each seminar starts with a presenter explaining, in easy-to-understand terms, some recent research they have done. The presentation is followed by a discussion in smaller groups. We then regroup for a Q&A session with the presenter.

    Attendees of our previous seminars have said:

    “The seminar will be useful in my practice when our coding club starts.”

    “I love this initiative, your choice of speakers has been fantastic. You are creating a very valuable CPD resource for Computer Science teachers and educators all over the world. Thank you. 🙏”

    “Just wanted to say a huge thank you for organising this. It was brilliant to hear the presentation but also the input from other educators in the breakout room. I currently teach in a department of one, which can be quite lonely, so to join other educators was brilliant and a real encouragement.”

    Learn from specialists to benefit your own learners

    Computer science has been taught in universities for many years, and only more recently has the subject been introduced in schools. That means there isn’t a lot of research about computing education for school-aged learners yet, and even less research about how young children of primary school age learn about computing.

    Young learners at computers in a classroom.

    That’s why we are excited to invite you to learn with us as we hear from international primary computing research teams who share their knowledge in our online seminars:

    • Tuesday 10 January 2023: Kicking off our series are Dr Katie Rich and Carla Strickland from Chicago with a seminar on how they developed new instructional materials for teaching variables in primary school. They will specifically focus on how they combined research with classroom realities, and share experiences of using their new materials in class.
    • Tuesday 7 February 2023: Dr Jean Salac from the University of Washington is particularly interested in identifying and addressing inequities in the computing classroom, and will speak about a new learning strategy that has been found to improve students’ understanding of computing concepts and to increase equal access to computing.
    • Tuesday 7 March 2023: Our own Dr Bobby Whyte from the Raspberry Pi Foundation will share practical examples of how primary computing can be integrated into literacy education. He will specifically look at storytelling elements within computing education and discuss the benefits of combining competency areas.
    • May 2023: Information coming soon
    • Tuesday 6 June 2023: In a collaborative seminar, Aim Unahalekhaka from Tufts University in Massachusetts will first present her research into how children learn coding through ScratchJr. Participants are encouraged to bring a tablet or device with ScratchJr to then look at practical project evaluations and teaching strategies that can help young learners create purposefully.
    • Tuesday 12 September 2023: Joining us from the University of Passau in Germany, Luisa Greifenstein will speak about how to give children appropriate feedback that encourages positive attitudes towards computing education. In particular, she will be looking at the effects of different feedback strategies and present a new Scratch tool that offers automated feedback.
    • October 2023: Information coming soon
    • Tuesday 7 November 2023: We are delighted to be joined by Dr Aman Yadav from Michigan State University who will focus on computational thinking and its value for primary schooling. In his seminar, he will not only discuss the unique opportunities for computational thinking in primary school but also discuss findings from a recent project that focused on teachers’ perspectives.

    Sign up now to attend the seminars

    All our seminars start at 17:00 UK time (18:00 CET / 12:00 noon ET / 9:00 PT) and take place in an online format. Sign up now to receive a calendar invitation and the link to join on the day of each seminar.

    We look forward to seeing you soon, and to discussing with you how we can apply research results to better support all our learners.

    Website: LINK

  • Celebrating the community: Selin

    Celebrating the community: Selin

    Reading Time: 4 minutes

    We are so excited to share another story from the community! Our series of community stories takes you across the world to hear from young people and educators who are engaging with creating digital technologies in their own personal ways.

    Selin and a robot she has built.
    Selin and her robot guide dog IC4U.

    In this story we introduce you to Selin, a digital maker from Istanbul, Turkey, who is passionate about robotics and AI. Watch the video to hear how Selin’s childhood pet inspired her to build tech projects that aim to help others live well.

    Meet Selin

    Celebrate Selin and inspire other young people by sharing her story on Twitter, LinkedIn, and Facebook.

    Selin (16) started her digital making journey because she wanted to solve a problem: after her family’s beloved dog Korsan passed away, she wanted to bring him back to life. Selin thought a robotic dog could be the answer, and so she started to design her project on paper. When she found out that learning to code would mean she could actually make a robotic dog, Selin began to teach herself about coding and digital making.

    Thanks to her local CoderDojo, which is part of the worldwide CoderDojo network of free, community-based, volunteer-led programming clubs where young people explore digital technology, Selin’s interest in creating tech projects grew and grew. Selin has since built seven robots, and her enthusiasm for building things with digital technology shows no sign of stopping.

    Selin is on one knee, next to her robot.
    Selin and her robot guide dog IC4U.

    One of Selin’s big motivations to explore digital making was having an event to work towards. At her Dojo, Selin found out about Coolest Projects, the global technology showcase for young people. She then set herself the task of making a robot to present at the Coolest Projects event in 2018.

    When thinking about ideas for what to make for Coolest Projects, Selin remembered how it felt to lose her dog. She wondered what it must be like when a blind person’s guide dog passes away, as that person loses their friend as well as their support. So Selin decided to make a robotic guide dog called IC4U. She contacted several guide dog organisations to find out how guide dogs are trained and what they need to be able to do so she could replicate their behaviour in her robot. The robot is voice-controlled so that people with impaired sight can interact with it easily.

    Selin and the judges at Coolest Projects.
    Selin at Coolest Projects International in 2018.

    Selin and her parents travelled to Coolest Projects International in Dublin, thanks to support from the CoderDojo Foundation. Accompanying them was Selin’s project IC4U, which became a judges’ favourite in the Hardware category. Selin enjoyed participating in Coolest Projects so much that she started designing her project for next year’s event straight away:

    “When I returned back I immediately started working for next year’s Coolest Projects.”

    Selin

    Many of Selin’s tech projects share a theme: to help make the world a better place. For example, another robot made by Selin is the BB4All — a school assistant robot to tackle bullying. And last year, while she attended the Stanford AI4ALL summer camp, Selin worked with a group of young people to design a tech project to increase the speed and accuracy of lung cancer diagnoses.

    Through her digital making projects, Selin wants to show how people can use robotics and AI technology to support people and their well-being. In 2021, Selin’s commitment to making these projects was recognised when she was awarded the Aspiring Teen Award by Women in Tech.

    Selin stands next to an photograph of herself. In the photograph she has a dog on one side and a robot dog on the other.

    Listening to Selin, it is inspiring to hear how a person can use technology to express themselves as well as create projects that have the potential to do so much good. Selin acknowledges that sometimes the first steps can be the hardest, especially for girls  interested in tech: “I know it’s hard to start at first, but interests are gender-free.”

    “Be curious and courageous, and never let setbacks stop you so you can actually accomplish your dream.”    

    Selin

    We have loved seeing all the wonderful projects that Selin has made in the years since she first designed a robot dog on paper. And it’s especially cool to see that Selin has also continued to work on her robot IC4U, the original project that led her to coding, Coolest Projects, and more. Selin’s robot has developed with its maker, and we can’t wait to see what they both go on to do next.

    Help us celebrate Selin and inspire other young people to discover coding and digital making as a passion, by sharing her story on Twitter, LinkedIn, and Facebook.

    Website: LINK

  • Introduce young people to coding with our updated projects

    Introduce young people to coding with our updated projects

    Reading Time: 6 minutes

    A year ago we launched our Introduction to Scratch path of six new coding projects. This was the first path to use our new 3…2…1…Make! approach for prioritising fun and engagement whilst enabling creators to make the things that matter to them. Creators learn how to add code, costumes, and sounds to sprites as they make animations, a game, an app, and a book.

    Young person using Scratch.

    As the first birthday of the Introduction to Scratch path approached, we decided to review and refresh each project. We used input from the community, looked at remixes of the projects, and analysed visitor data to guide us in our review.

    We would like to say a massive thank you to everyone who engaged in focus groups, provided input via social channels, or clicked the project feedback buttons. We really appreciate you taking the time to reach out and we hope you will be pleased with the changes.

    An illustration of the 3-2-1 structure of the new Raspberry Pi Foundation coding project paths.
    Our project paths have a 3-2-1 structure (click the image to enlarge)

    The updates are split into two parts, those we made specifically to the Introduction to Scratch path, and changes made across all of the 3…2…1…Make! projects.

    3…2…1…Make! projects

    The first thing you might notice is the revamp of our Introduction step, now called ‘You will make’. This simplified step focuses on setting the scene and encourages creators to play with a completed project example.

    Young person using a computer.
    Picture Conor McCabe Photography

    Also changed is the Reflection step, replaced by ‘Quick quiz’ — a much neater page that guides creators through three questions before awarding a project badge.

    Introduction to Scratch

    Here is an overview of the Scratch path to tell you more about the projects and the changes we’ve made to the content.

    Creators can start using the updated Scratch projects right away!

    Three Explore projects

    Our first three projects in the path introduce creators to a set of skills and provide step-by-step instructions to help them develop initial confidence.

    Explore 1: Space talk 

    In this project, creators design a space scene with characters that emote to share their thoughts or feelings. We received some amazing feedback from a member of the Deaf community to enhance the Nano uses sign language task and include a great new boxout to prompt discussion amongst our creators.

    We also heard from a couple of club leaders that the Text to Speech extension in Scratch was a great addition to this project so we added an optional Text to Speech information card to the Upgrade your project step.

    Three alien characters stood still on a planet. One alien has a speech bubble that says, "Hello!". Another has a thinking bubble that reads, "Hmm...".

    Explore 2: Catch the bus

    The bus in the Catch the bus project is a tour bus, but we originally used the school backdrop as a departure point. We liked how the backdrop looked but now recognise that doing a project about a school bus whilst in a club was probably not the most popular choice. Please forgive us! The project now uses a nighttime city scene.

    We also removed the use of the ‘Timer hat block’ from this project — it isn’t needed for the rest of the path and has behaviour that complicates things. The ‘timer hat block’ has been replaced by a ‘wait block’.

    A bus drives along a cityscape at night. Scratch cat is faced towards the bus. A hippo with wings flies alongside the bus and towards Scratch cat.

    Explore 3: Find the bug

    We have loved engaging with the community submissions of this project and really enjoyed seeing how quickly we can find the small bugs on each level of the games that have been created. With replicating that enthusiasm in mind, our changes to this project focused on young creators sharing their project and playing projects created by others.

    Our new Share and play step has a number of options, including sharing in a club, submitting your project to a shared studio, and experiencing remixes as a user. We have also embedded some community projects into the step to provide upgrade ideas and inspiration.

    An insect is on a blackboard. Next to the insect is a speech bubble that contains "13.10". A parrot is below the blackboard.

    Two Design projects

    The next two projects in the path encourage creators to practise the skills they learned in the previous ‘Explore’ projects, and to express themselves creatively while they grow in independence.

    The revamped Get ideas task on the first step of each Design project now has a featured community project that will be regularly updated. You may also notice that the inspirational examples have been reordered or changed using analysis from interactions with them.

    Additional community submissions can be found in the Share and play steps to provide upgrade ideas and creators are encouraged to look at remixes of the starter project for even more inspiration.

    Design 1: Silly eyes

    Interacting with remixes of the Silly eyes project is one of our favourite things to do! The project involves creating a character whose eyes follow the mouse pointer. We love seeing how design decisions have shaped each project and how various upgrades have been used.

    For this project, we decided to remove the ‘Add stage effects’ step as it was largely a repeat of the earlier ‘Add sprite effects’ step. Stage effects is now an optional upgrade which means creators can get through to the ‘Share and play’ step to look at the design decisions made by others, then use those to choose which ideas to include in their project.

    A sea creature with large eyes.

    Design 2: Surprise animation

    This project consists of creating an animation of a story. We looked at the remixes so far and realised the main steps of the surprise animations were:

    1. Create your scene
    2. Show curiosity
    3. Add a surprise

    Sometimes projects had a reaction in them but others relied on creating a reaction in the user watching the animation. With this in mind we moved the Reaction step and added it as an optional upgrade. We also added graphics to each step to explain the step position in the animation timeline.

    A new option to remix one of the example projects was added to this project as a starting point if creators were short of time, needed help with ideas, or had perhaps already thought of an extension to the example animations.

    A filmstrip that contains three images.

    One Invent project

    Our final project in the path is where creators use their skills to meet a project brief for a particular audience.

    The project brief has been revamped to make it more concise with the Reflection step becoming a checklist to keep track of how the project is meeting the brief.

    Invent: I made you a book

    This project consists of creating a book with multiple pages to tell a story or share facts. The major change to this project is a reorganisation of the steps. The original planning step has now split in two — the first step to decide the high-level purpose and audience for the book and the second step to plan the book in more detail using either the starter Scratch project or our new planning sheet.

    A storyboard with images that have been drawn by hand.
    Creators can use the new planning sheet to sketch their ideas on paper

    The build and test step has also been restructured to break up the skills into categories and make the tasks clearer. At the end of the step, creators are encouraged to ask for feedback then repeat the process to work on their book until it is ready to share.

    What next?

    We will start refreshing another path soon but in the meantime, we hope you and your creators enjoy using the revamped Introduction to Scratch path. We would love to hear your feedback on any of our projects via the feedback button on the bottom of each project page.

    Two learners working together at a computer.

    We look forward to seeing what your creators make.

    Website: LINK

  • Take part in the Hour of Code

    Take part in the Hour of Code

    Reading Time: 5 minutes

    Launched in 2013, Hour of Code is an initiative to introduce young people to computer science using fun one-hour tutorials. To date, over 100 million young people have completed an hour of code with it.

    A girl doing a physical computing project.

    Although the Hour of Code website is accessible all year round, every December for Computer Science Education Week people worldwide run their own Hour of Code events. Each year we love seeing many Code Clubs, CoderDojos, and young people at home across the community complete their Hour of Code. You can register your 2022 Hour of Code event now to run between 5 and 11 December.

    To support your event, we have pulled together a bumper set of our free coding projects, which can each be completed in just one hour. You will find these activities on the Hour of Code website.

    Two young digital makers using Raspberry Pi

    There’s something for all ages and levels of experience, so put an hour aside and help young people make something fabulous with code:

    Ages 7–11

    Beginner

    For younger creators new to coding, a Scratch project is a great place to start.

    alt=""

    With our Space talk project, they can create a space scene with characters that ‘emote’ to share their thoughts or feelings using sounds, colours, and actions. Creators program the character emotes using Scratch blocks to control graphic effects, costume animation, and sound effects.

    Alternatively, our Stress ball project lets them code an onscreen stress ball that reacts to user clicks. Creators use the Paint and Sound editors in Scratch to personalise a clickable stress ball, and they add Scratch blocks to control graphic effects, costume animation, and sound effects.

    We love this fun stress ball example sent to us recently by young creator April from the United States:

    Another great option is to use Code Club World, which is a free tool to help children who are new to coding.

    Creators can develop a character avatar, design a T-shirt, make some music, and more.

    Comfortable

    For 7- to 11-year-olds who are more comfortable with block-based coding, our project Broadcasting spells is ideal to choose. With the project, they connect Scratch blocks to code a wand that casts spells turning sprites into toads, and growing and shrinking them. Creators use broadcast blocks to transform multiple sprites at once, and they create sound effects with the Sound editor in Scratch.

    alt=""

    Ages 11–14

    Beginner

    We have three exciting projects for trying text-based coding during Hour of Code in this category. The first, Anime expressions, is one of our brand-new ‘Introduction to web development’ projects. With this project, young people create a responsive webpage with text and images for an anime drawing tutorial. They write HTML to structure the webpage and CSS styles to apply layout, colour palettes, and fonts.

    For a great introduction to coding with Python, we have the project Hello world from our ‘Introduction to Python’ path. With this project, creators write Python text-based code to create an interactive program that shows text and emojis based on user input. They learn about variables as they use them to store text and numbers, and they learn about writing functions to organise code and do calculations, retrieve the current date and time, and make a customisable dice.

    alt=""

    LED firefly is a fantastic physical making project in which young people use a Raspberry Pi Pico microcontroller and basic electronic components to create a blinking LED firefly. They program the LED’s light patterns with MicroPython code and activate it via a switch they make themselves using jumper wires.

    A blinking LED with paper wings.

    Comfortable

    For 11- to 14-year-olds who are already comfortable with HTML, the Flip treat webcards project is a fun option. With this, they create a webpage showing a set of cards that flip when a visitor’s mouse pointer hovers over them. Creators use CSS styling and animations to add interactivity, then they customise the cards with fancy fonts and colour gradients.

    Young people who have already done some Python coding can try out our project Target practice. With this project they create a game, using the p5 graphics library to draw a colourful target, and writing code so that the player scores points by hitting the target’s rings with arrows. While they create the project, they learn about RGB colours, shape positioning with x and y coordinates, and decisions using if, else-if, and else code statements.

    Ages 14+

    Beginner

    Our project Charting champions is a great introduction to data visualisation and analysis for coders aged 15 and older. With the project, they will discover the power of the Python programming language as they store Olympic medal data in lists and use the pygal library to create an interactive chart.

    alt=""

    Comfortable

    Teenage coders who feel comfortable with Python programming can use our project Solar system simulator to code an animated, interactive solar system model using the Python p5 graphics library. Their model will be interactive, as they’ll use dictionaries to store planet facts that display when a user clicks on an orbiting planet.

    Coding for Hour of Code and beyond

    Now is the time to register your Hour of Code event, then decide which project you’d like to support young people to create. You can download certificates for each of the creators from the Hour of Code certificates page.

    And make sure to check out our project paths so you know what projects you can help the young people you support to code beyond this one hour of code.

    We don’t just create activities so that other people can experience coding and digital making — we also get involved ourselves!

    Two members of the Code Club working at computers.

    Recently, our teams who support the Code Club and CoderDojo networks got together to make LED fireflies. We are excited to get coding again as part of Hour of Code and Computer Science Education Week.

    Website: LINK

  • Out now: Hello World’s special edition on Computing content

    Out now: Hello World’s special edition on Computing content

    Reading Time: 3 minutes

    Hello World, our free magazine for computing and digital making educators, has just published its second special edition: The Big Book of Computing Content.

    Cover of The Big Book of Computing Content.

    A special edition on the content we teach in the Computing classroom

    While Hello World‘s first special edition, The Big Book of Computing Pedagogy, focused on how we can teach Computing, this new book is about what we mean by Computing. It aims to demonstrate the breadth of knowledge and skills contained within this constantly evolving subject.

    We have structured the new special edition around our taxonomy for formal Computing education, to which we map all our formal education resources. Originally we developed the taxonomy when we started work in the consortium setting up and delivering England’s National Centre for Computing Education, and specifically when we designed the 500 hours of classroom materials in the Teach Computing Curriculum.

    The Raspberry Pi Foundation's computing content taxonomy, made of 11 strands: effective use of tools, safety and security, design and development, impact of technology, computing systems, networks, creating media, algorithms and data structures, programming, data and information, artificial intelligence.
    The 11 strands of Computing content in our taxonomy.

    Our Computing taxonomy comprises eleven strands and aims to categorise Computing conceptual knowledge and skills to both demonstrate the breadth of Computing as a discipline, and to provide a common language to describe the different areas of study and competencies.

    The Big Book of Computing Content complements our first Hello World special edition and follows the same principle of introducing readers to up-to-date research, followed by our favourite stories from past Hello World issues by educators who put that content into practice. For each of the eleven strands in our taxonomy, we also present a table of learning outcomes, which provides examples of knowledge and skills that learners from ages 5 to 19 could develop at each stage of their formal computing education.

    Your thoughts on The Big Book of Computing Content

    Hello World’s first special edition was very popular around the world, with educators setting up Big Book of Computing Pedagogy reading groups, leaders using the book to support pre-service teachers, and even of an upcoming translation into Thai.

    We’ve already started to hear similar stories about The Big Book of Computing Content from Hello World readers, including CSEdResearch dedicating their Computer Science Education Discussion Group to all things Big Book of Computing Content in its first week of publication.

    A tweet about Hello World's special edition The Big Book of Computing Content.

    We’d love to hear from more educators about how you are using this new special edition, and how it complements your reading of the first Big Book.

    You can also subscribe now to get each new Hello World — whether regular issue or special edition — straight to your digital inbox, for free! And if you’re based in the UK and do paid or voluntary work in education, you can subscribe for free print issues.

    PS Have you listened to our Hello World podcast yet? Listen and subscribe wherever you get your podcasts.

    Website: LINK