Schlagwort: install instructions

  • At what age can a child start coding?

    At what age can a child start coding?

    Reading Time: 5 minutes

    Coding, or computer programming, is a way of writing instructions so that computers can complete tasks. Those instructions can be as simple as ‘move a toy robot forwards for three seconds and then make a beep’, or more complicated instructions, such as ‘check the weather in my local area and then adjust the heating in my house accordingly’.

    A boy types code at a CoderDojo coding club.

    Why should kids learn to code?

    Even if your child never writes computer programs, it is likely they already use software that coders have created, and in the future they may work with, manage, or hire people who write code. This is why it is important that everyone has an understanding of what coding is all about, and why we at the Raspberry Pi Foundation are passionate about inspiring and supporting children to learn to code for free.

    When young people are given opportunities to create with code, they can do incredible things — from expressing themselves, to addressing real-world issues, to trying out the newest technologies. Learning to code also helps them develop resilience and problem-solving skills.

    But at what age should you start your child on their journey to learn about coding? Is there a too young age? Will they miss out on opportunities if they start too late?

    No matter at what age you introduce children to coding, one key element is empowering them to create things that are relevant to them. Above all else, coding should be a fun activity for kids.

    Learning programming

    You might be surprised how young you can start children on their coding adventure. My own child started to learn when they were about six years old. And you can never be too old to learn to code. I didn’t start learning to program until I was in my late thirties, and I know many learners who decided to take up coding after their retirement.

    Acquiring new skills and knowledge is often best accomplished when you are young. Learning a programming language is a little like learning a new spoken or written language. There are strict rules, special words to be used in specific orders and in different contexts, and even different ways of thinking depending on the languages you already know.

    Two children code together on Code Club World.

    When people first introduced computer programming into the world, there were big barriers to entry. People had to pay thousands of dollars for a computer and program it using punch cards. It was very unlikely that any child had access to the money or the skills required to create computer programs. Today’s world is very different, with computers costing as little as $35, companies creating tools and toys aimed at coding for children, and organisations such as ours, the Raspberry Pi Foundation and our children’s coding club networks Code Club and CoderDojo, that have the mission to introduce children to the world of coding for free.

    Getting hands-on with coding

    By the age of about four, a child is likely to have the motor skills and understanding to begin to interact with simple toys that introduce the very basics of coding. Bee-Bot and Cubelets are both excellent examples of child-friendly toy robots that can be programmed.

    Bee-Bot is a small floor robot that children program by pressing simple combinations of direction buttons so that it moves following the instructions provided. This is a great way of introducing children to the concept of sequencing. Sequencing is the way computers follow instructions one after the other, executing each command in turn.

    A woman and child follow instructions to build a digital making project at South London Raspberry Jam.

    Cubelets can be used to introduce physical computing to children. With Cubelets, children can snap together physical blocks to create their own unique robots. These robots will perform actions such as moving or lighting up, depending on their surroundings, such as the distance your hand is from the robot or the brightness of light in the room. These are a good example of teaching how inputs to a program can affect the outputs — another key concept in coding.

    Visual programming

    As your child gets older and becomes more used to using technology, and their eye-hand coordination improves, they might want to try out tools for visual programming. They can use free online programming platforms, such as ScratchJr on a tablet or phone or Scratch or Code Club World in a computer’s web browser. To learn more about these visual programming tools and what your child can create with them, read our blog post How do I start my child coding.

    a sighted boy using Scratch on a laptop at home

    Children can begin to explore Scratch or Code Club World from about the age of six, although it is important to understand that all young people develop at different speeds. We offer many free resources to help learners get started with visual, block-based programming languages, and the easiest places to start are our Introduction to Scratch path and the home island on Code Club World. Children and adults of all ages can learn a lot from Scratch, develop their own engaging activities, and most importantly, have fun doing so.

    Text-based coding

    At around the ages of nine or ten, children’s typing skills are often sufficient for them to start using text-based languages. Again, it is important that they are allowed to have fun and express themselves, especially if they are moving on from Scratch. Our Introduction to Python path allows children to continue creating graphics while they program, as they are used to doing in Scratch; our Introduction to Web path will let them build their own simple websites to allow them to express their creative selves.

    Two girls code at a laptop.
    Picture: Conor McCabe Photography

    There is no correct age to start learning

    In my time at the Raspberry Pi Foundation, I have taught children as young as five and adults as old as seventy. There is no correct age at which a child can begin coding, and there are opportunities to begin at almost any age. The key to introducing coding to anyone is to make it engaging, relevant, and most of all fun!

    Website: LINK

  • Get kids creating webpages with HTML and CSS

    Get kids creating webpages with HTML and CSS

    Reading Time: 8 minutes

    With our new free ‘Introduction to web development’ path, young people are able to learn HTML and create their own webpages on topics that matter to them. The path is made up of six projects that show children and teenagers how to structure pages using HTML, and style them using CSS.

    At Coolest Projects, a young person explores a coding project.

    With all the website tools available today, why learn HTML? 

    Webpage creation has come a long way since the 1990s, but HTML is still the markup language that is used to display almost every page on the World Wide Web. By knowing how it works, you can deepen your understanding of the technology you use every day.

    If you want to build your own website today, there are many tools to get you quickly up and running. These tools often involve dragging and dropping predefined elements and choosing from a wide collection of themed looks. Learning HTML and CSS skills is important for web designers, developers, and content creators who want to build unique webpage designs that make their content stand out.

    Six webpages, each with a unique design and based on a topic important to the creator.
    The path helps young people express themselves through their own webpages

    With our new ‘Introduction to web development’ path, we want creators (the young people who use our projects) to be able to quickly make fantastic-looking websites that follow modern best practices, while they also learn how HTML and CSS work together to create a webpage. Creators write their own HTML to develop the content and structure of their webpages. And they customise our pre-built CSS style sheets to get their webpages to look like they imagine.

    This really is a fun and unique approach to learning HTML and building a webpage, and we think young people will quickly engage with it. They start by finding out how to structure pages using HTML before applying CSS styles that bring their pages to life. Through the six projects, they build all the skills and independence they need to make webpages that matter to them.

    Accessibility first

    We believe that young people should find out about website accessibility right from the start of their learning journey. That’s why the path for learning HTML shows creators how they can make their websites accessible to all their users regardless of the users’ needs or digital devices.

    That’s why our new path uses semantic HTML. Older HTML tutorials might show you how to structure a webpage using tags like <div> and <span>. In contrast, the meaning and purpose of tags in semantic HTML is very clear. For example:

    • <main> is used to tag the main content for the webpage
    • <footer> is used for content to be displayed in the footer
    • <blockquote> contains a quote and typically the author of the quote
    • <section> contains a portion of content that usually sits within the main part of the webpage

    Semantic HTML supports accessibility because it allows people who use a screen reader to more easily navigate a webpage and read it in a logical way.

    Another element of accessible design that the path introduces is the colour combinations used on webpages. It is really important that contrasting colours are used for the background and the text. High contrast makes the text more readable, which means the webpage is more suitable for visually impaired users.

    Good and bad examples of colour contrasting on webpages.
    It’s very important to use contrasting colours on a webpage

    The path also shows creators the importance of adding meaningful alternative text for images. Good alternative text helps visually impaired users, and users who have a very low bandwidth and therefore turn images off in their web browser.

    With the path, young people will learn how to design webpages that respond to the device of the user

    Finally, our path for learning HTML introduces creators to the concept of responsive web design. Responsive design is helpful because websites can be viewed on thousands of different devices. Some people view pages on large, high-resolution monitors, and others view them on a mobile phone screen. We show learners how they can use HTML and CSS to make their pages responsive so they display in the way that works best for the specific screen on which a user is viewing them.

    Key questions answered

    Who is the ‘Intro to web development’ path for?

    We have written the projects in this path with young people of around the age from 9 to 17 in mind.

    HTML and CSS are text-based markup languages. This means a young person who wants to start learning HTML needs to be familiar with typing on a keyboard. It would also be helpful to have experience of using the copy and paste function, which is useful when changing the layout of a page or copying similar pieces of code.

    Young people attending a Dojo.

    If a young person is unsure whether they have the right skills to get started with the path, they can first try out a short ‘Discover’ project. With this Discover project, young people can choose between the themes ‘space’, ‘sunsets’, ‘forests’, or ‘animals’ to see how they can create their first webpage in just five steps. (We’re still working on the ‘Discover’ project type, so if you have any feedback about it, let us know.)

    An example step from the Discover project, forest theme.
    Young people can experiment with our Discover project to build their own webpage in just a few steps

    What will young people learn with the path?

    Creators will learn how to use HTML and CSS to build webpages that have:

    • Images
    • Lists
    • Quotes
    • Links
    • Animations
    • Imported fonts

    They will also learn about how to make their webpages accessible to all through use of:

    • Semantic HTML
    • Alternative text for images
    • Colour contrast checking
    • Responsive design (means the webpage adapts to the device on which it is viewed)

    How long does the path take to complete?

    We’ve designed the path so young people can complete it in six one-hour sessions, with one hour for each project. Since the project instructions encourage creators to upgrade their projects, they may wish to go further and spend a little more time getting their projects exactly as they imagine them.

    A CoderDojo coding session for young people.

    What software is needed to create the projects in the path?

    Young people only need a standard web browser to follow the project instructions and use an online code editor to create their webpages.

    What can young people do next?

    Explore our other projects for learning HTML

    There are 28 other step-by-step projects for creators to choose from on our website. They can browse through these to see what cool things they’d like to make and what new skills they want to learn.

    Build a webpage for Coolest Projects 

    If your kid is proud of the webpage they create with the final ‘Invent’ project in the path, they can share it with a worldwide community of young creators in our free Coolest Projects tech showcase. Project registration will open again in spring 2023. You can sign up to hear news about the showcase on the Coolest Projects homepage.

    Two teenage girls participating in Coolest Projects shows off their tech project.
    Details about the projects in ‘Intro to web development’

    The ‘Intro to web development’ path is structured according to our Digital Making Framework, with three Explore projects, two Design projects, and a final Invent project. You can also check out our learning graph to to see the progression of young people’s skills and knowledge throughout the path.

    Explore project 1: Anime expressions

    In the ‘Anime expressions’ project, creators build and style a webpage for an anime drawing tutorial. They learn how to use HTML tags to structure a webpage; use CSS to apply layout, colours, and fonts; and add images and text content to their page.

    Explore project 2: Top 5 emojis

    With the ‘Top 5 emojis’ project, young people create a webpage displaying their top 5 list of emojis. They learn how to add emojis, create a list, use a block quote, and animate elements of the page.

    Explore project 3: Flip treat webcards

    With the ‘Flip treat webcards’ project, creators make a webpage showing a flip card with a treat from around the world. They use CSS to make the card flip over when a user interacts with it. Creators also learn how to apply gradients and import fonts from Google Fonts.

    Design project 1: Mood board

    This Design project gives creators the chance to develop the skills that they have learned in the three ‘Explore’ projects. With the ‘Mood board’ project, young people create a webpage to display a mood board for a real or imaginary project. The mood board could, for example, show ideas for a party, a fashion item, a redesign of their bedroom, or a website; or it could show reminders of all the things that make them happy.

    Design project 2: Sell me something

    The ‘Sell me something’ project is another chance for creators to practise the skills that they have gained in the ‘Explore’ projects. They create a webpage to ‘sell something’ to the webpages visitors. It could be anything they like, from an object they love, to a game they like to play.

    Invent project: Build a webpage

    The ‘Build a webpage’ project is the final project in the path and allows young people to independently build a webpage on any topic they’re interested in. This Invent project offers info cards to remind creators of the key skills they’ve learned with the path, and a light structure to support them through the process of making their webpage. Young people are encouraged to showcase their final webpages in the path gallery to inspire other creators.

    Website: LINK

  • Non-formal learning activities: What do we know and how do we apply it to computing?

    Non-formal learning activities: What do we know and how do we apply it to computing?

    Reading Time: 6 minutes

    At the Raspberry Pi Foundation, we engage young people in learning about computing and creating with digital technologies. We do this not only by developing curricula for formal education and introducing tens of thousands of children around the world to coding at home, but also through supporting non-formal learning activities such as Code Club and CoderDojo.

    A teacher watches two female learners code in Code Club session in the classroom.
    Code Clubs are after-school coding clubs.

    To find out what works in non-formal computing learning, we’ve conducted two research projects recently: a systematic literature review, and a set of two interventions that were applied and evaluated as part of our Gender Balance in Computing programme. In this blog, we outline these two research projects.

    What is non-formal learning?

    When you think of young people learning computing, do you think of schools, classrooms, and curricula? You’d be right that lots of computing education for young people takes place in classrooms as part of national curricula. However, a lot of learning can take place outside of formal schooling. When we talk about non-formal computing education, we mean structured or semi-structured learning environments such as clubs or community groups, often set up by volunteers. These may take place in a school, library, or community venue; but we’ve also heard of some of our communities running non-formal learning activities on buses, in fire stations, or at football grounds  — there really is no limit to where learning can happen.

    A CoderDojo coding session for young people.
    CoderDojos are community-based coding clubs and some take place in offices.

    It’s harder to assess the impact and effectiveness of non-formal computing activities than formal computing education: we have to think outside of the traditional measures such as grades and formal exams or assessments. Instead, we estimate outcomes according to measures such as level of participant engagement, attendance, attrition rates, and changes in participants’ attitudes towards computing. We have previously also piloted non-formal assessments such as quizzes and found that these were well-received by adult facilitators and children alike. 

    Project 1: Researching the impact of non-formal computing education

    Earlier this year, we conducted a systematic literature review into computing education for K–12 learners in non-formal settings. We identified 88 relevant research studies, which we read, compared, and synthesised to provide an overview of what is already known about the effectiveness of non-formal computing activities and to identify opportunities for further research. 

    Our analysis looked for common themes within existing studies and suggested some benefits that non-formal learning offers, including: 

    • Access to advanced and innovative topics
    • Awareness about computing careers 
    • The chance to personalise projects according to learner interests
    • The opportunity for learners to progress at their own pace
    • The chance for learners to develop a sense of community through peers and role models

    We presented this research at an international computing education conference called ICER 2022, and you can read about it in our open-access paper in the ICER conference proceedings.

    A tweet about a presentation about non-formal learning at the ICER 2022 conference.

    Project 2: Making links between non-formal learning and formal computing study skills 

    One particularly interesting characteristic of non-formal learning is that it tends to attract a broader range of learners than formal computing lessons. For example, a 2019 survey found that about 40% of the young people who attend Code Clubs were female. This is a high percentage compared with the proportion of girls among the learners choosing Computer Science GCSE in England, which is currently around 20%. We believe this points to an opportunity to capitalise on girls’ interest in learning activities outside of the classroom, and we hope to use non-formal activities to encourage more girls to take an interest in formal computer science education.

    Two learners from Code Club at Hillside School.
    Code Clubs are well-attended by girls.

    As part of our Gender Balance in Computing research programme in England, we worked with Apps for Good and the Behavioual Insights Team (BIT) to run two interventions in school-based non-formal settings, for which we adapted non-formal resources and used behavioural science concepts to strengthen the links the resources make between non-formal learning and studying computing more formally. One intervention ran in secondary schools for learners aged 13–14 years old, who used an adapted Apps for Good course, and the other ran in primary school for learners aged 8–11 year olds, who took part in Code Clubs using adapted versions of our projects.

    A tweet from a school participating in a research project related to non-formal learning.

    The interventions were evaluated independently by a separate team from BIT, based on data from surveys completed by learners before and after the interventions, and interviews with teachers and learners. This data was analysed by the independent team to explore the impact the interventions had on learners’ attitudes towards computing and intention to study the subject in the future. 

    What did we learn from these research projects? 

    Our literature review concluded that future research in this area would benefit from experimenting with a variety of approaches to designing, and measuring the impact of, computing activities in a non-formal setting. For example, this could include comparing the short-term and long-term impact of specific interventions, aiming to cater for different types of participants, and offering different types of learning experiences.

    A girl codes at a laptop while a woman looks on during a Code Club session.

    In these two Gender Balance in Computing interventions, there was limited statistical evidence of an improvement in participants’ attitude towards computing or in their stated intention to study computer programming in the future. The independent evaluators recommended that the learning content that was created for the interventions could be adapted further to make the link between non-formal and formal learning even more salient. On the other hand, as is often the case with research, some interesting themes — ones that we weren’t looking for — emerged from the data, including: 

    • In the secondary school intervention, there was a small, positive change in girls’ attitudes toward computing when they saw that it was relevant to real-world problems
    • In the primary school intervention, some teachers also reported an increased confidence to pursue computing among girls who had used the adapted Code Club resources, and they highlighted the importance of positive female role models in computing

    In both projects, the findings suggest that it is beneficial for learners to participate in non-formal learning activities that link to real-world situations, and that this could be particularly beneficial for girls to help them see computing as a subject that is relevant to their own interests and goals. Another common theme in both projects is that non-formal learning activities play an important role in showing what a “computer person” looks like and who belongs in computing. This suggests there’s a need for a diverse range of volunteers to run non-formal computing activities, and that we should make sure that non-formal learning resources include representations of a diverse range of learners.

    Computing classroom with woman teacher and young students at laptops doing Scratch coding.

    Undertaking these research projects has provided evidence that the work the Foundation does is on the right track and suggested opportunities to use these themes in our future non-formal work and resources. 

    Find out more about our work on non-formal computing education

    More information about research projects at the Raspberry Pi Foundation and our newly launched Raspberry Pi Computing Education Research Centre can be found on our research pages and on the Research Centre’s website.

    Website: LINK

  • Learn to program in Python with our online courses

    Learn to program in Python with our online courses

    Reading Time: 5 minutes

    If you’re new to teaching programming or looking to build or refresh your programming knowledge, we have a free resource that is perfect for you. Our ‘Learn to program in Python’ online course pathway is for educators who want to develop their understanding of the text-based language Python. Each course is packed with information and activities to help you apply what you learn in your classroom teaching.

    A computing teacher and a learner do physical computing in the primary school classroom.

    Why learn to program in Python?

    Compared to many other programming languages, writing a program in Python is closer to writing in English, which makes starting to program much easier (if you have some proficieny in English). Python is also a general-purpose programming language, so once you’ve learned the basics, you can use Python for lots of different programming activities.

    That’s why Python is a perfect choice for learning to program, and why many of our educational resources involve Python. Our seven online Python courses cover aspects from taking your first steps into programming, to writing a program to control an electronic circuit, to learning about object-oriented programming.

    With time and practice, you will be able to use Python programming to create unique solutions to problems, build helpful tools, and make things that are important to you.

    How does the Python course pathway work? 

    The courses in the pathway have been written by our educators and include advice and activities to help you teach programming in your classroom. You can reuse the course activities to explain programming concepts to your learners and get them to write programs themselves. Because you will have first-hand experience of the activities, you’ll be able to anticipate your learners’ difficulties and adapt your lessons to suit them.

    In a computing classroom, a smiling girl raises her hand.

    All the courses are designed to take three or four weeks to complete, based on you spending two hours a week on participating. You can have free time-limited access to each course for the length of time it’s designed to take to complete. For example, if it’s a four-week course, like ‘Programming 101’, you can sign up for free to get four weeks of access.

    The seven courses in the Python path can be completed in any order you like, and you can choose the courses that match your interests and needs.

    A room of educators at desktop computers.

    Each course involves activities that help you create a programming project using the concepts that you’re learning about. These activities are designed to be a fun and interactive way to reinforce what you’ve learned and can also be used with your learners in the classroom.

    Course spotlight: Programming 101

    If programming is completely new to you, our ‘Programming 101’ course is the best place to start. In ‘Programming 101’, we use this definition of programming to start with the idea that programming is about you telling a computer what to do: 

    “Programming is how you get computers to solve problems.” 

    We see programming as a chance to think creatively about a problem and about all the different ways it could be solved. While you might be unfamiliar with terms like programming, algorithms, or selection, the ‘Programming 101’ course demonstrates how they touch on things that many of us know from other areas of our lives.

    On the course, you will:

    • Learn about basic programming concepts such as sequencing and repetition
    • Start to write your own programs
    • Discover how to interpret error messages to find and fix mistakes in your programs

    What will you make in the courses?

    Through building an understanding of programming, you will see how you can write your own programs to make games, quizzes, physical computing projects, and more. Here’s look at some of the things you could make in three of the seven courses: 

    • Programming 101: Write your first program in Python to make a personal assistant bot. You’ll discover how to make the output of your program respond to the user’s input.  
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    You’ll write a program to create personal assistant bot in the ‘Programming 101’ course for beginners.
    • Programming with GUIs: Build a game where players compare two sets of emoji to find the emoji that matches. To make this game, you’ll use what you learn in the course to design the layout of a graphic user interface (GUI) and make sure only one emoji appears twice. 
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    You’ll make an interactive graphic game in the ‘Programming with GUIs’ course.
    • Object-oriented Programming: Create a text-based adventure game with a character on a quest through different rooms! You’ll discover how to write a program that reacts to user input, and how to write your own code to create more challenges within the game based on your ideas.    

    So check out our courses and start gaining Python programming skills today!

    Python programming resources for young people

    If you want to help your learners develop their understanding of programming in Python, you’ll be interested in these free resources we’ve created for young people: 

    Introduction to Python: Our guided project path for learners who are new to text-based programming. We have created these projects with young people around the age of 9 to 13 in mind. Each project takes one hour to complete, and learners can make their own fun programs while learning about Python.

    More Python: Our guided project path for learners who want to move beyond the ‘Intro to Python’ path to write programs that contain charts, artwork, and more. We’ve written these projects for young people around the age of 10 to 13.

    Isaac Computer Science: This learning platform we’ve created for GCSE and A level students (age 14 to 18) uses Python and other text-based languages to teach the programming concepts within England’s computer science curriculum.   

    Website: LINK

  • Building a maths curriculum for a world shaped by computing

    Building a maths curriculum for a world shaped by computing

    Reading Time: 5 minutes

    In the penultimate seminar in our series on cross-disciplinary computing, we were delighted to host Conrad Wolfram (European co-founder/CEO of Wolfram Research).

    Conrad Wolfram.
    Conrad Wolfram

    Conrad has been an influential figure in the areas of AI, data science, and computation for over 30 years. The company he co-founded, Wolfram Research, develops computational technologies including the Wolfram programming language, which is used by the Mathematica and WolframAlpha programs. In the seminar, Conrad spoke about his work on developing a mathematics curriculum “for the AI age”.

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

    Computation is everywhere

    In his talk, Conrad began by talking about the ubiquity of computation. He explained how computation (i.e. an operation that follows conditions to give a defined output) has transformed our everyday lives and led to the development of entire new sub-disciplines, such as computational medicine, computational marketing, and even computational agriculture. He then used the WolframAlpha tool to give several practical examples of applying high-level computation to problem-solving in different areas.

    A line graph comparing the population of the UK with the number of sheep in New Zealand.
    Yes, there are more people in the UK than sheep in New Zealand.

    The power of computation for mathematics

    Conrad then turned his attention to the main question of his talk: if computation has also changed real-world mathematics, how should school-based mathematics teaching respond? He suggested that, as computation has impacted all aspects of our daily lives, school subjects should be reformed to better prepare students for the careers of the future.

    A diagram indicating that hand calculating takes up a lot of time in current maths classes.
    Hand calculation methods are time-consuming.

    His biggest criticism was the use of hand calculation methods in mathematics teaching. He proposed that a mathematics curriculum that “assumes computers exist” and uses computers (rather than humans) to compute answers would better support students to develop a deep understanding of mathematical concepts and principles. In other words, if students spent less time doing hand-calculation methods, they could devote more time to more complex problems.

    What does computational problem-solving look like?

    One interesting aspect of Conrad’s talk was how he modelled the process of solving problems using computation. In all of the example problems, he outlined that computational problem-solving follows the same four-step process:

    1. Define the question: Students think about the scope and details of the problem and define answerable questions to tackle.
    2. Abstract to computable form: Using the information provided, students translate the question into a precise abstract form, such as a diagram or algorithm, so that it can be solved by a computer-based agent.
    3. Computer answers: Using the power of computation, students solve the abstract question and resolve any issues during the computation process.
    4. Interpret results: Students reinterpret and recontextualise the abstract answer to derive useful results. If problems emerge, students refine or fix their work.

    Depending on the problem, the process can be repeated multiple times until the desired solution is reached. Rather than being proposed as a static list of outcomes, the process was presented by Conrad as an iterative cycle than resembles an “ascending helix”:

    A helix representing the iterative cycle of computational problem-solving.
    The problem-solving ‘helix’ model.

    A curriculum for a world with AI

    In the later stages of his talk, Conrad talked about the development of a new computational curriculum to better define what a modern mathematics curriculum might look like. The platform that hosts the curriculum, named Computer-Based Math (or CBM), outlines the need to integrate computational thinking into mathematics in schools. For instance, one of the modules, How Fast Could I Cycle Stage 7 Of The An Post Rás?, asks students to develop a computational solution to a real-world problem. Following the four-step problem-solving process, students apply mathematical models, computational tools, and real-world data to generate a valid solution:

    A module from Wolfram Research’s Computer-Based Maths curriculum.
    Sample module from Computer-Based Math. Click to enlarge.

    Some future challenges he remarked on included how a computer-based mathematics curriculum could be integrated with existing curricula or qualifications, at what ages computational mathematics should be taught, and what assessment, training, and hardware would be needed to support teachers to deliver such a curriculum. 

    Conrad concluded the talk by arguing that the current need for computational literacy is similar to the need for mass literacy and pondering whether the UK could lead the push towards a new computational curriculum suitable for learners who grow up with AI technologies. This point provided food for thought during our discussion section, especially for teachers interested in embedding computation into their lessons, and for researchers thinking about the impact of AI in different fields. We’re grateful to Conrad for speaking about his work and mission — long may it continue!

    You can catch up on Conrad’s talk with his slides and the talk’s recording:

    More to explore

    Conrad’s book, The Math(s) Fix: An Education Blueprint for the AI Age, gives more details on how he thinks data science, AI, and computation could be embedded into the modern maths curriculum.

    You can also explore Wolfram Research’s Computer-Based Maths curriculum, which offers learning materials to help teachers embed computation in their maths lessons. 

    Finally, try out Wolfram’s tools to solve everyday problems using computation. For example, you might ask WolframAlpha data-rich questions, which the tool converts from text input into a computable problem using natural language processing. (Two of my favourite example questions are: “How old was Leonardo when the Mona Lisa was painted?” and “What was the weather like when I was born?”)

    Join our next seminar

    In the final seminar of our series on cross-curricular computing, we welcome Dr Tracy Gardner and Rebecca Franks (Raspberry Pi Foundation) to present their ongoing work on computing education in non-formal settings. Sign up now to join us for this session on Tues 8 November:

    We will shortly be announcing the theme of a brand-new series of research seminars starting in January 2023. The seminars will take place online on the first Tuesday of the month at 17:00–18:30 UK time.

    Website: LINK

  • Girls’ sense of belonging in the Computing classroom: Study results

    Girls’ sense of belonging in the Computing classroom: Study results

    Reading Time: 6 minutes

    We’re sharing the fourth evaluation report on projects in our Gender Balance in Computing research programme today. This is a programme we’ve been running, with partner organisations, as part of the National Centre for Computing Education, funded by the Department for Education in England. The programme’s overall goal is to identify ways to encourage more young women to study Computer Science.

    A girl in a university computing classroom.

    Like the previous reports on our Storytelling, Pair Programming, and Peer Instruction projects, this new report was compiled by independent evaluators from the Behavioural Insights Team (BIT). It concerns a study conducted with learners aged 9 to 10 and examining two approaches aimed at improving girls’ sense of belonging in computing.

    The importance of belonging in computing

    A growing body of research suggests that girls’ interest and motivation is linked to the sense of belonging that they feel when experiencing and studying STEM subjects. When girls see themselves represented in computing by identifying role models, they are more likely to value the subject in their studies and future careers. Parents and wider family members also play an important role in amplifying the message that girls belong in computing through the way that they talk about the subject.

    Two learners do physical computing in the primary school classroom.

    The Belonging study was structured as two distinct but related interventions designed to improve girls’ sense of belonging, each following a different approach. WISE and a team at BIT (separate to the team evaluating the study) were responsible for the design, delivery, and implementation of the two interventions, while we provided overall programme management and recruited schools.

    Interventions to encourage girls’ sense of belonging

    This study was conducted from September 2021 to February 2022 as a randomised controlled trial (RCT) where participating schools were randomly divided into three groups: two treatment groups which each delivered one of the two interventions to their Year 5 learners, and one control group, which taught Computing to their Year 5 learners in their usual way throughout the duration of the study.

    The intervention designed by WISE was titled ‘My Skills My Life’ and was aimed at girls’ self-identification. The design included ten lessons that highlighted the importance of computing and STEM and how these fields impact our lives. The lessons also introduced pupils to female role models working in professions relating closely to computing.

    A word search activity related to computing-related jobs.
    A word search activity from the My Skills My Life lesson titled ‘My Dream Job’. The purpose of this activity was to introduce a variety of STEM and computing careers.

    A core component was a lesson midway through the intervention, where schools in the treatment group held a ‘real-life role model’ session with female role models from the computing industry. In this session, volunteer role models shared their day-to-day work experiences and discussed some fundamental concepts and perceptions related to their role. To do so, the role models first received support and training from the schools based on material provided by WISE. WISE also provided additional training and guidance on resource usage and how to talk about computing careers to make them more understandable and relatable to children.

    A tweet about a lesson with a femal computing role model.

    In addition to the lesson content and training, WISE created a role model booklet with information on 72 women currently working in computing and associated industries. These women had volunteered to be included in the booklet and to also speak to pupils potentially interested in computing. The main purpose of presenting these role-models was to let the primary pupils meet women who are happy and successful in computing careers.

    “I loved learning about [role model name]’s job during the day. It was so cool.”

    – Primary school pupil (report, p. 50)

    The other intervention in the trial, designed by BIT, was called ‘Code Stars’. This intervention ran over 12 weeks. Schools involved in it first delivered a stand-alone, one-off lesson on artificial intelligence (AI).

    A slide from the AI-themed lesson from the Code Stars intervention.
    A slide from the AI-themed lesson from the Code Stars intervention. 

    After the lesson, the pupils completed a homework task, engaging with their parents or carers. This was followed by a set of regular conversation prompts to encourage parents to have discussions with their children about computing in general and the AI lesson in particular. The original plan was for BIT to implement these conversation prompts, but due to COVID-19-related challenges, teachers had to take the responsibility of sending the prompts. At the end of the intervention, teachers conducted a follow-up lesson.

    “Some parents did not want to support their children due to their own lack of confidence. Others did not see it as important as doing the weekly Maths and English homework.”

    – Teacher participating in the Code Stars intervention (report, p. 55)

    Results and recommendations from the intervention evaluations

    These two separate but related approaches aimed at increasing girls’ sense of membership in the computing community and to improve their and their parents’ engagement. The overall impact was evaluated using a mixed method approach; this included case studies, online teacher surveys, parent interviews, pupil surveys, lesson observations, and pupil focus groups.

    The impact evaluation did not find conclusive evidence of either intervention having an impact on female pupils’ attitudes towards computing or their intention to study computing in the future. However, the stated intention of girls to study computing was 5.6 percentage points higher in the Code Stars intervention group than in the control group. This difference was statistically significant in some, although not all, of the analysis run; this means we cannot rule out that this result was due to chance, rather than due to the intervention.

    One male and two female teenagers at a computer

    In addition, qualitative data collected from teachers suggested that the My Skills My Life intervention delivery was very well received and needed only minor adjustments, although this did not translate into evidence of impact on the measured pupil outcomes. Teachers also appreciated the level of detail in the My Skills My Life lesson plans, and the Code Stars intervention was described as fun and engaging.

    The independent evaluators of this research study have recommended refinements to each of the interventions to improve their delivery and potential impact, along with suggested evaluation strategies for any future replications of the interventions. 

    Want to find out more about increasing girls’ sense of belonging in computing?  

    We are very grateful to all the schools, pupils, and teachers who took part in this project. If you would like to stay up-to-date with the Gender Balance in Computing programme, you can sign up to our newsletter. We will also share reports on the other projects within the programme that have explored: 

    • The links between non-formal and formal Computing 
    • The impact of using Computing to solve real-world problems
    • The role that GCSE Options booklets and Subject Choice evenings can play in promoting gender balance in computing

    Website: LINK

  • A taxonomy of Computing content for education

    A taxonomy of Computing content for education

    Reading Time: 5 minutes

    Supporting educators to provide high-quality computing education has always been integral to our mission. In 2018, we began creating more learning resources for formal education settings. The UK government had recently announced future investment in supporting computing educators. Schools in England were offering the national Computing curriculum established in 2014. (In the USA, a more common term for prescribed education content is ‘standards’.)

    England’s Computing curriculum requires that all learners be taught the subject between ages 5 and 16, and it consists of only 25 statements outlining expectations for learners. To accompany this curriculum, we started developing a framework to help us describe the subject of Computing, and in particular the common threads running through it.

    A 2012 report by the Royal Society presented the breadth of computing by dividing it into three areas: information technology, computer science, and digital literacy. Although this goes some way to describe computing as a discipline, in our view this model creates artificial divides between aspects of the subject according to whether they are seen as more or less technical. Our more holistic view of computing recognises that concepts and skills within the subject are far more interconnected.

    Principles for our taxonomy

    When we set out to develop our framework, the goal was to provide a way to look at and describe the subject of Computing as a set of interconnected topics; the framework doesn’t define standards or curricula. There are, of course, many ways of organising the subject matter, implemented through exam specifications, textbooks, schemes of learning, and various progression guides. For our framework, we reviewed examples of each of these, from England and beyond, and decided on some organisational principles:

    • Our framework should describe the whole of Computing, incorporating computer science, information technology, and digital literacy
    • The framework should be applicable across primary and secondary education, meaning it should be useful for categorising the knowledge encountered by all learners, from five-year-olds to our oldest secondary school students
    • While inspired by England’s national curriculum, the framework should be independent of any particular exam specification and capable of adaptation to new curricula
    • The framework should represent Computing as a discipline that combines a broad mixture of concepts and skills 

    Developing the taxonomy

    Following these principles, we identified ten content themes, or strands, that thread through a learner’s journey in Computing education. We call this framework representing the knowledge and skills that make up the subject our Computing taxonomy. As the Foundation is part of the consortium that established the National Centre for Computing Education in England, our taxonomy became a cornerstone of the work of the Centre, providing a common language to describe Computing in English schools.

    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 content strands we’ve identified for the subject of Computing.

    Computing is, of course, a constantly evolving field and as such, our taxonomy evolves with it. Since 2018 we’ve iterated our taxonomy to incorporate new things we’ve learned, for example relating to the rapid developments of artificial intelligence (AI) technology in recent years. AI now is a significant area of study and represented as its own strand in our current taxonomy, bringing the number of strands up to eleven:

    • 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

    Given the interconnected nature of Computing, we embrace a best-fit approach to content categorisation, choosing the most appropriate strand(s) for each idea. In developing our Computing taxonomy, we determined that four of the strands (the horizontal strands in the diagram) were best taught interwoven with the others, in context rather than as discrete topics. A good example of this is the strand ‘Safety and security’, which focuses on supporting learners to realise the benefits of digital technology without putting themselves and others at risk. While it would be possible to teach this strand as one discrete set of lessons, revisiting it throughout a learner’s journey provides regular reinforcement as well as grounding in the context of other strands.

    Within the strands, we have also identified progressive learning outcomes for each stage of learning. These learning outcomes are illustrative of the kinds of knowledge and understanding that learners could develop in each area of Computing. They are not prescriptive and instead aim to illustrate the wide applications of the discipline.

    Coming soon: The Big Book of Computing Content

    On 24 October, we will publish The Big Book of Computing Content. Framed by our taxonomy, The Big Book of Computing Content presents our work so far in describing the diverse range of concepts and skills that comprise Computing. It also includes the illustrative learning outcomes we’ve identified.

    Cover of The Big Book of Computing Content.

    This will be the second special edition of Hello World, our free magazine for computing educators. The new Big Book complements our first special edition, The Big Book of Computing Pedagogy, in which we lay out 12 key principles for teaching the subject.

    The Big Book of Computing Content will be available in print and as a free PDF download; if you subscribe now, you’ll receive the PDF in your inbox on publication day.

    Share your thoughts on our taxonomy

    We hope our taxonomy and the new Big Book enable you to reflect on the breadth of Computing and resonate with your teaching. Please share your reflections, in the comments below or by tagging us on social media, if you’d like to help us develop the taxonomy further.

    Website: LINK

  • Data ethics for computing education through ballet and biometrics

    Data ethics for computing education through ballet and biometrics

    Reading Time: 6 minutes

    For our seminar series on cross-disciplinary computing, it was a delight to host Genevieve Smith-Nunes this September. Her research work involving ballet and augmented reality was a perfect fit for our theme.

    Genevieve Smith-Nunes.
    Genevieve Smith-Nunes

    Genevieve has a background in classical ballet and was also a computing teacher for several years before starting Ready Salted Code, an educational initiative around data-driven dance. She is now coming to the end of her doctoral studies at the University of Cambridge, in which she focuses on raising awareness of data ethics using ballet and brainwave data as narrative tools, working with student Computing teachers.

    Why dance and computing?

    You may be surprised that there are links between dance, particularly ballet, and computing. Genevieve explained that classical ballet has a strict repetitive routine, using rule-based choreography and algorithms. Her work on data-driven dance had started at the time of the announcement of the new Computing curriculum in England, when she realised the lack of gender balance in her computing classroom. As an expert in both ballet and computing, she was driven by a desire to share the more creative elements of computing with her learners.

    Two photographs of data-driven ballets.
    Two of Genevieve’s data-driven ballet dances: [arra]stre and [PAIN]byte

    Genevieve has been working with a technologist and a choreographer for several years to develop ballets that generate biometric data and include visualisation of such data — hence her term ‘data-driven dance’. This has led to her developing a second focus in her PhD work on how Computing students can discuss questions of ethics based on the kind of biometric and brainwave data that Genevieve is collecting in her research. Students need to learn about the ethical issues surrounding data as part of their Computing studies, and Genevieve has been working with student teachers to explore ways in which her research can be used to give examples of data ethics issues in the Computing curriculum.

    Collecting data during dances

    Throughout her talk, Genevieve described several examples of dances she had created. One example was [arra]stre, a project that involved a live performance of a dance, plus a series of workshops breaking down the computer science theory behind the performance, including data visualisation, wearable technology, and images triggered by the dancers’ data.

    A presentation slide describing technologies necessary for motion capture of ballet.

    Much of Genevieve’s seminar was focused on the technologies used to capture movement data from the dancers and the challenges this involves. For example, some existing biometric tools don’t capture foot movement — which is crucial in dance — and also can’t capture movements when dancers are in the air. For some of Genevieve’s projects, dancers also wear headsets that allow collection of brainwave data.

    A presentation slide describing technologies necessary for turning motion capture data into 3D models.

    Due to interruptions to her research design caused by the COVID-19 pandemic, much of Genevieve’s PhD research took place online via video calls. New tools had to be created to capture dance performances within a digital online setting. Her research uses webcams and mobile phones to record the biometric data of dancers at 60 frames per second. A number of processes are then followed to create a digital representation of the dance: isolating the dancer in the raw video; tracking the skeleton data; using post pose estimation machine learning algorithms; and using additional software to map the joints to the correct place and rotation.

    A presentation slide describing technologies necessary turning a 3D computer model into an augmented reality object.

    Are your brainwaves personal data?

    It’s clear from Genevieve’s research that she is collecting a lot of data from her research participants, particularly the dancers. The projects include collecting both biometric data and brainwave data. Ethical issues tied to brainwave data are part of the field of neuroethics, which comprises the ethical questions raised by our increasing understanding of the biology of the human brain.

    A graph of brainwaves placed next to ethical questions related to brainwave data.

    Teaching learners to be mindful about how to work with personal data is at the core of the work that Genevieve is doing now. She mentioned that there are a number of ethics frameworks that can be used in this area, and highlighted the UK government’s Data Ethics Framework as being particularly straightforward with its three guiding principles of transparency, accountability, and fairness. Frameworks such as this can help to guide a classroom discussion around the security of the data, and whether the data can be used in discriminatory ways.

    Brainwave data visualisation using the Emotiv software.
    Brainwave data visualisation using the Emotiv software.

    Data ethics provides lots of material for discussion in Computing classrooms. To exemplify this, Genevieve recorded her own brainwaves during dance, research, and rest activities, and then shared the data during workshops with student computing teachers. In our seminar Genevieve showed two visualisations of her own brainwave data (see the images above) and discussed how the student computing teachers in her workshops had felt that one was more “personal” than the other. The same brainwave data can be presented as a spreadsheet, or a moving graph, or an image. Student computing teachers felt that the graph data (shown above) felt more medical, and more like permanent personal data than the visualisation (shown above), but that the actual raw spreadsheet data felt the most personal and intrusive.

    Watch the recording of Genevieve’s seminar to see her full talk:

    You can also access her slides and the links she shared in her talk.

    More to explore

    There are a variety of online tools you can use to explore augmented reality: for example try out Posenet with the camera of your device.

    Genevieve’s seminar used the title ME++, which refers to the data self and the human self: both are important and of equal value. Genevieve’s use of this term is inspired by William J. Mitchell’s book Me++: The Cyborg Self and the Networked City. Within his framing, the I in the digital world is more than the I of the physical world and highlights the posthuman boundary-blurring of the human and non-human. 

    Genevieve’s work is also inspired by Luciani Floridi’s philosophical work, and his book Ethics of Information might be something you want to investigate further. You can also read ME++ Data Ethics of Biometrics Through Ballet and AR, a paper by Genevieve about her doctoral work

    Join our next seminar

    In our final two seminars for this year we are exploring further aspects of cross-disciplinary computing. Just this week, Conrad Wolfram of Wolfram Technologies joined us to present his ideas on maths and a core computational curriculum. We will share a summary and recording of his talk soon.

    On 2 November, Tracy Gardner and Rebecca Franks from our team will close out this series by presenting work we have been doing on computing education in non-formal settings. Sign up now to join us for this session:

    We will shortly be announcing the theme of a brand-new series of seminars starting in January 2023.  

    Website: LINK

  • Experience AI with the Raspberry Pi Foundation and DeepMind

    Experience AI with the Raspberry Pi Foundation and DeepMind

    Reading Time: 3 minutes

    I am delighted to announce a new collaboration between the Raspberry Pi Foundation and a leading AI company, DeepMind, to inspire the next generation of AI leaders.

    Young people work together to investigate computer hardware.

    The Raspberry Pi Foundation’s mission is to enable young people to realise their full potential through the power of computing and digital technologies. Our vision is that every young person — whatever their background — should have the opportunity to learn how to create and solve problems with computers.

    With the rapid advances in artificial intelligence — from machine learning and robotics, to computer vision and natural language processing — it’s increasingly important that young people understand how AI is affecting their lives now and the role that it can play in their future. 

    DeepMind logo.

    Experience AI is a new collaboration between the Raspberry Pi Foundation and DeepMind that aims to help young people understand how AI works and how it is changing the world. We want to inspire young people about the careers in AI and help them understand how to access those opportunities, including through their subject choices. 

    Experience AI 

    More than anything, we want to make AI relevant and accessible to young people from all backgrounds, and to make sure that we engage young people from backgrounds that are underrepresented in AI careers. 

    The program has two strands: Inspire and Experiment. 

    Inspire: To engage and inspire students about AI and its impact on the world, we are developing a set of free learning resources and materials including lesson plans, assembly packs, videos, and webinars, alongside training and support for educators. This will include an introduction to the technologies that enable AI; how AI models are trained; how to frame problems for AI to solve; the societal and ethical implications of AI; and career opportunities. All of this will be designed around real-world and relatable applications of AI, engaging a wide range of diverse interests and useful to teachers from different subjects.

    In a computing classroom, two girls concentrate on their programming task.

    Experiment: Building on the excitement generated through Inspire, we are also designing an AI challenge that will support young people to experiment with AI technologies and explore how these can be used to solve real-world problems. This will provide an opportunity for students to get hands-on with technology and data, along with support for educators. 

    Our initial focus is learners aged 11 to 14 in the UK. We are working with teachers, students, and DeepMind engineers to ensure that the materials and learning experiences are engaging and accessible to all, and that they reflect the latest AI technologies and their application.

    A woman teacher helps a young person with a coding project.

    As with all of our work, we want to be research-led and the Raspberry Pi Foundation research team has been working over the past year to understand the latest research on what works in AI education.

    Next steps 

    Development of the Inspire learning materials is underway now, and we will release the whole set of resources early in 2023. Throughout 2023, we will design and pilot the Experiment challenge.

    If you want to stay up to date with Experience AI, or if you’d like to be involved in testing the materials, fill in this form to register your interest.

    Website: LINK

  • Astro Pi Mission Zero 2022/23 is open for young people

    Astro Pi Mission Zero 2022/23 is open for young people

    Reading Time: 4 minutes

    Inspire young people about coding and space science with Astro Pi Mission Zero. Mission Zero offers young people the chance to write code that will run in space! It opens for participants today.

    A young person takes part in Astro Pi Mission Zero.

    What is Mission Zero?

    In Mission Zero, young people write a simple computer program to run on an Astro Pi computer on board the International Space Station (ISS).

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

    Following step-by-step instructions, they write code to take a reading from an Astro Pi sensor and display a colourful image for the ISS astronauts to see as they go about their daily tasks. This is a great, one-hour activity for beginners to programming.

    The mark 2 Astro Pi units spin in microgravity on the International Space Station.
    The Astro Pi computers in microgravity on the International Space Station

    Participation is free and open for young people up to age 19 in ESA Member States (eligibility details). Everything can be done in a web browser, on any computer with internet access. No special hardware or prior coding skills are needed.

    Participants 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 when their program ran.

    All young people’s entries that meet the eligibility criteria and follow the official Mission Zero guidelines will have their program run in space for up to 30 seconds.

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

    New this year for Mission Zero participants

    If you’ve been involved in Mission Zero before, you will notice lots of things have changed. This year’s Mission Zero participants will be the first to use our brand-new online code editor, a tool that makes it super easy to write their program using the Python language.

    Astro Pi Mission Zero coding interface.
    The new code editor where young people will write their Mission Zero programs using the Python language

    Thanks to the new Astro Pi computers that we sent to the ISS in 2021, there’s a brand-new colour and luminosity sensor, which has never been available to Mission Zero programmers before:

    [youtube https://www.youtube.com/watch?v=zI7ueWQ3CII?feature=oembed&w=500&h=281]

    Finally, this year we’re challenging coders to create a colourful image to show on the Astro Pi’s LED display, and to use the data from the colour sensor to determine the image’s background colour.

    The theme to inspire images for Mission Zero 2022/23 is ‘flora and fauna’. The images participants design can represent any aspect of this theme, such as flowers, trees, animals, or insects. Young people could even choose to program a series of images to show a short animation during the 30 seconds their program will run.

    Here are some examples of images created by last year’s Mission Zero participants. What will you create?

    Sign up for Astro Pi news

    The European Astro Pi Challenge is an ESA Education project run in collaboration with us here at the Raspberry Pi Foundation. Young people can also take part in Astro Pi Mission Space Lab, where they will work to design a real scientific experiment to run on the Astro Pi computers.

    You can keep updated with all of the latest Astro Pi news by following the Astro Pi Twitter account or signing up to the newsletter at astro-pi.org.

    Website: LINK