Schlagwort: install instructions

  • The need to invest in AI skills in schools

    The need to invest in AI skills in schools

    Reading Time: 6 minutes

    Earlier this week, the UK Government published its AI Opportunities Action Plan, which sets out an ambitious vision to maintain the UK’s position as a global leader in artificial intelligence. 

    Whether you’re from the UK or not, it’s a good read, setting out the opportunities and challenges facing any country that aspires to lead the world in the development and application of AI technologies. 

    In terms of skills, the Action Plan highlights the need for the UK to train tens of thousands more AI professionals by 2030 and sets out important goals to expand education pathways into AI, invest in new undergraduate and master’s scholarships, tackle the lack of diversity in the sector, and ensure that the lifelong skills agenda focuses on AI skills. 

    Photo of a group of young people working through some Experience AI content.

    This is all very important, but the Action Plan fails to mention what I think is one of the most important investments we need to make, which is in schools. 

    “Most people overestimate what they can achieve in a year and underestimate what they can achieve in ten years.”

    While reading the section of the Action Plan that dealt with AI skills, I was reminded of this quote attributed to Bill Gates, which was adapted from Roy Amara’s law of technology. We tend to overestimate what we can achieve in the short term and underestimate what we can achieve in the long term. 

    In focusing on the immediate AI gold rush, there is a risk that the government overlooks the investments we need to make right now in schools, which will yield huge returns — for individuals, communities, and economies — over the long term. Realising the full potential of a future where AI technologies are ubiquitous requires genuinely long-term thinking, which isn’t always easy for political systems that are designed around short-term results. 

    Photo focused on a young person working on a computer in a classroom.

    But what are those investments? The Action Plan rightly points out that the first step for the government is to accurately assess the size of the skills gap. As part of that work, we need to figure out what needs to change in the school system to build a genuinely diverse and broad pipeline of young people with AI skills. The good news is that we’ve already made a lot of progress. 

    AI literacy

    Over the past three years, the Raspberry Pi Foundation and our colleagues in the Raspberry Pi Computing Education Research Centre at the University of Cambridge have been working to understand and define what AI literacy means. That led us to create a research-informed model for AI literacy that unpacks the concepts and knowledge that constitute a foundational understanding of AI. 

    In partnership with one of the leading UK-based AI companies, Google DeepMind, we used that model to create Experience AI. This suite of classroom resources, teacher professional development, and hands-on practical activities enables non-specialist teachers to deliver engaging lessons that help young people build that foundational understanding of AI technologies. 

    We’ve seen huge demand from UK schools already, with thousands of lessons taught in UK schools, and we’re delighted to be working with Parent Zone to support a wider roll out in the UK, along with free teacher professional development.  

    CEO Philip Colligan and Prime Minister Keir Starmer at the UK launch of Experience AI.
    CEO Philip Colligan and Prime Minister Keir Starmer at the UK launch of Experience AI.

    With the generous support of Google.org, we are working with a global network of education partners — from Nigeria to Nepal — to localise and translate these resources, and deliver locally organised teacher professional development. With over 1 million young people reached already, Experience AI can plausibly claim to be the most widely used AI literacy curriculum in the world, and we’re improving it all the time. 

    All of the materials are available for anyone to use and can be found on the Experience AI website.

    There is no AI without CS

    With the CEO of GitHub claiming that it won’t be long before 80% of code is written by AI, it’s perhaps not surprising that some people are questioning whether we still need to teach kids how to code.

    I’ll have much more to say on this in a future blog post, but the short answer is that computer science and programming is set to become more — not less — important in the age of AI. This is particularly important if we want to tackle the lack of diversity in the tech sector and ensure that young people from all backgrounds have the opportunity to shape the AI-enabled future that they will be living in. 

    Close up of two young people working at a computer.

    The simple truth is that there is no artificial intelligence without computer science. The rapid advances in AI are likely to increase the range of problems that can be solved by technology, creating demand for more complex software, which in turn will create demand for more programmers with increasingly sophisticated and complex skills. 

    That’s why we’ve set ourselves the ambition that we will inspire 10 million more young people to learn how to get creative with technology over the next 10 years through Code Club. 

    Curriculum reform 

    But we also need to think about what needs to change in the curriculum to ensure that schools are equipping young people with the skills and knowledge they need to thrive in an AI-powered world. 

    That will mean changes to the computer science curriculum, providing different pathways that reflect young people’s interests and passions, but ensuring that every child leaves school with a qualification in computer science or applied digital skills. 

    It’s not just computer science courses. We need to modernise mathematics and figure out what a data science curriculum looks like (and where it fits). We also need to recognise that AI skills are just as relevant to biology, geography, and languages as they are to computer science. 

    A teacher assisting a young person with a coding project.

    To be clear, I am not talking about how AI technologies will save teachers time, transform assessments, or be used by students to write essays. I am talking about the fundamentals of the subjects themselves and how AI technologies are revolutionising the sciences and humanities in practice in the real world. 

    These are all areas where the Raspberry Pi Foundation is engaged in original research and experimentation. Stay tuned. 

    Supporting teachers

    All of this needs to be underpinned by a commitment to supporting teachers, including through funding and time to engage in meaningful professional development. This is probably the biggest challenge for policy makers at a time when budgets are under so much pressure. 

    For any nation to plausibly claim that it has an Action Plan to be an AI superpower, it needs to recognise the importance of making the long-term investment in supporting our teachers to develop the skills and confidence to teach students about AI and the role that it will play in their lives. 

    I’d love to hear what you think and if you want to get involved, please get in touch.

    Website: LINK

  • Entry is open for Coolest Projects 2025

    Entry is open for Coolest Projects 2025

    Reading Time: 6 minutes

    Coolest Projects is our global technology showcase for young people aged up to 18. Coolest Projects gives young creators the incredible opportunity to share the cool stuff they’ve made using digital technology with a global audience. Everyone who takes part will also receive certificates and rewards to celebrate their achievements.

    Young creator Jay showcases his Coolest Projects creation at an in-person event.

    What you need to know about Coolest Projects

    The Coolest Projects online showcase is open to young people worldwide. Young creators can enter their projects to share them with the world in our online project gallery and join our extra special livestream event to celebrate what they have made with the global Coolest Projects community.

    By taking part in Coolest Projects, young people can join an international community of young makers, represent their country, receive feedback on their projects, and get certificates to recognise their achievements.

    Coolest Projects is completely free to take part in, and we welcome all digital technology projects, from young people’s very first projects to advanced builds. The projects also don’t have to be completed before they can be submitted.

    Photo of two young people sitting at laptops at a Coolest Projects event.

    Projects can be submitted to one of seven categories: Scratch, games, web, mobile apps, hardware, advanced programming, and AI (new for 2025).

    • Young creators up to age 18 can take part individually or in teams of up to five friends
    • Any young person anywhere in the world can take part in the online showcase, and there are in-person events in some countries for local creators, too (find out more below)
    • Submissions for the online showcase are now open and close on 28 May 2025
    • All creators, mentors, volunteers, teachers, parents, and supporters are invited to the special celebration livestream on 25 June 2025

    We know Coolest Projects has a big impact on young people all over the world, and we can’t wait to see your creations for 2025. You can find out more about the incredible creativity and collaboration from mentors and makers worldwide in our 2024 impact report.

    How to submit your project

    Photo of three young creators discussing their project at an in-person Coolest Projects event.

    Taking part in Coolest Projects is simple:

    • Young people think of an idea for their project or choose something they’ve already made and are proud of
    • Young people work with friends to create their project or make it on their own 
    • Creators (with the help of mentors if needed) enter projects via the Coolest Projects website by 28 May
    • Creators’ projects are shared with the world in the online showcase gallery
    • Creators, mentors, and supporters explore the amazing projects in the online gallery and join the livestream on 25 June to celebrate young creators’ achievements with the Coolest Projects community worldwide

    Mentors — entering more than one project? Sign up for a group code, and your young people can link their projects to your account.

    1. Sign up or log in. If you don’t have one already, you’ll need to set up a Raspberry Pi account. Click on the ‘sign up’ link in the top right-hand corner of the website to create one, and provide your details. You’ll be emailed a verification code as part of the sign-up process. If you already have an account, you can just log in.
    1. Create a group. Once signed in, you’ll be able to create a group. You’ll be asked questions about your group, including the group name and the country you’re based in, and be asked to agree to some privacy policies before continuing. You will then be able to view your group code and group submissions on your group dashboard. 
    Digital photo of the Coolest Porjects 2025 group code dashboard
    1. Share your group code with your young people. Your group dashboard should look like this, with your group code displayed. The group code is what your young people will need to link their submissions to your account. They’ll be asked to input their group code at the start of the project submission form.

    Submit your coolest projects. Every young person who uses your group code will have their project linked to your account. You can review and edit their projects in your group dashboard and submit them from there. There is no limit to the number of young people who can submit entries using your group code.

    For a more detailed run-through of how to use group codes, please see our ‘how-to’ video.

    Coolest Projects in-person events in 2025

    As well as the global online showcase, Coolest Projects in-person events are held for young people locally in certain countries. We encourage creators to take part in both the online showcase and their local in-person event. In 2025, creators can attend the following in-person events, run by the Raspberry Pi Foundation and partner organisations around the world:

    • Coolest Projects Ireland, 1 March 2025 (run by the Foundation) — entry closes on Friday 14 February 
    • Coolest Projects Belgium, 26 April 2025 (run by CoderDojo Belgium)
    • Coolest Projects USA, 5 April 2025 (run by the Foundation) — entry closes on Friday 14 March 2025
    • Coolest Projects UK, 17 May 2025 (run by the Foundation) — entry closes on Friday 2 May 2025 
    • Coolest Projects India, 2025 date coming soon (run by the Foundation)
    • Coolest Projects Ghana, 2025 date coming soon (run by Ghana Code Club)
    • Coolest Projects Malaysia, 2025 date coming soon (run by Penang Science Cluster)
    • Coolest Projects South Africa, 2025 date coming soon (run by CoderLevelUp)
    Photo of young creators getting ready to cheer, whilst attending an in-person Coolest Projects event.

    More events are on the way, so sign up for the Coolest Projects newsletter to be sure you hear about any in-person events in your country. And if there isn’t an event near you, don’t worry, as the online showcase is open to any young person anywhere in the world.

    Need help with your submission? 

    Coolest Projects welcomes all digital tech projects, from beginner to advanced, and there are loads of great resources available to help you help the young people in your community to take part. If you’re searching for inspiration, take a look at the 2024 showcase gallery, where you can explore the incredible projects submitted by participants last year.

    You’ll find everything you need to know about all seven Coolest Projects categories on our category pages, including our brand new AI category. Our projects site is also a great place for participants to begin — there are hundreds of free step-by-step project guides to help young people create their own projects, whether they’re experienced tech creators or just getting started.

    Photo of a young creator showcasing they're project to two Raspberry Pi Foundation judges.

    We will also be running a series of online webinars for mentors and young people to help participants develop their creations for each Coolest Projects category. Sign up for the sessions here. All sessions will be recorded, so you can watch them back if you can’t join live.

    Be sure to check out the Coolest Projects guidance page for resources to help you support young people throughout their Coolest Projects journey, including a mentor guide and session plans. 

    There’s lots more exciting news to come, from the announcement of our VIP judges to details about this year’s swag, so sign up for updates to be the first to know. 

    Whether your coders have already made something that they want to share, or they’re inspired to make something new, Coolest Projects is the place for them. We can’t wait to see what they create!

    Website: LINK

  • Highlights from Coolest Projects South Africa 2024

    Highlights from Coolest Projects South Africa 2024

    Reading Time: 4 minutes

    Afandi Indiatsi, our Programme Coordinator in Africa, recently attended Coolest Projects South Africa 2024. Read on to hear her highlights.

    What happens when creativity, enthusiasm, fun, and innovation come together? You get Coolest Projects South Africa 2024 — a vibrant showcase of students from all walks of life displaying their talent and shaping the future of technology.

    Dozens of projects exhibited at the event in Cape Town

    Hosted by our partner, Coder Level Up, Coolest Projects South Africa brought together creators, mentors, educators, and industry leaders to celebrate the creativity and ingenuity of young tech enthusiasts from across the country.

    A group of educators at the Coolest Projects South Africa event.

    With nearly 200 projects submitted and dozens showcased, the event highlighted the impressive talent and potential of South Africa’s next generation of innovators.

    Taking place at the University of Western Cape’s Department of Education in Cape Town, the event was a hub of excitement. Right from the start the venue was buzzing with activity, with the South African World Robot Olympiad (WRO) team kicking things off with a fantastic demonstration of their robotic inventions. Their creations came alive to cheers and applause as they performed flawlessly, leaving attendees in awe — what an inspiration they were!

    A group of young people showcases their projects at Coolest Projects South Africa.

    Standout projects ranged from garbage collection to chocolate

    The participants then presented their projects, each of which was ingenious in its own way. From hardware and visual programming to game development and website creation, there was a wealth of ideas on display — and a demonstration of the boundless potential of young minds when given the right tools and guidance. Adding to the inclusive spirit of the event, participants from Durban and East London joined remotely, their energy resonating through Zoom.

    Two young students display their creations at Coolest Projects South Africa.

    One standout project was a garbage collection robot created by an all-girls team from Nguzo Saba School. Using a LEGO kit, these creators transformed their idea into a functional invention. What made their project exceptional was their ability to improvise and enhance the kit to achieve their desired functionality. This was a true testament to their creativity, resilience, and problem-solving skills.

    A group of young people showcases their projects at Coolest Projects South Africa.

    Another memorable presentation came from Emma, who used Scratch to tell the story of the history of chocolate. Her engaging narrative spanned the journey of chocolate from the Olmec civilisation in Latin America to today’s chocolate museums. Emma’s research was extensive, and she captivated the judges not only with her presentation but also with chocolate samples for everyone to enjoy — a sweet touch that left a lasting impression!

    Young people display their creations at Coolest Projects South Africa.

    How Coolest Projects harnesses the power of education, creativity, and mentorship  

    A recurring theme throughout the event was the importance of mentorship. Many of the young people shared that they had sought guidance from mentors, teachers, and family members while developing their projects. This collaborative spirit underscored the role of supportive communities in fostering innovation and creativity among young creators.

    Coolest Projects South Africa 2024 was more than a showcase of talent. It was a reminder of the transformative power of education, mentorship, and creativity. Every project had a story of passion and perseverance, and every creator left inspired to dream bigger.

    As we reflect on this event — and the many other Coolest Projects events that took place around the world this past year — we are reminded that the future of technology is in capable, imaginative hands.

    Get involved with Coolest Projects in 2025

    Coolest Projects will be back and bigger than ever before in 2025. 

    The Coolest Projects online showcase is open globally to any young person up to age 18. Registration opens 14 January, and we’ll host a celebratory livestream on 25 June.

    Thanks to an incredible network of partners, Coolest Projects events will also be hosted in person in many countries around the world. Go to the Coolest Projects website for more event dates and details.

    Website: LINK

  • Ready to remix? Favourite projects to tinker with

    Ready to remix? Favourite projects to tinker with

    Reading Time: 4 minutes

    From crafting interactive stories to designing captivating games, the Raspberry Pi Foundation’s coding projects offer a hands-on approach to learning, igniting creativity and developing the skills young people need, like perseverance and problem-solving. In this blog, I explore two of my favourite projects that young coders will love.

    An educator helps two young learners with a coding project in a classroom.

    Our projects are free and open to all. They are easy-to-follow, step-by-step guides that young people use to make their own games, animations, and websites using coding languages such as Scratch, HTML/CSS, and Python. The projects introduce coding concepts one by one and allow young people to build their knowledge progressively. As such, educators and volunteers running clubs don’t need to be experienced coders, and many volunteers in our community enjoy learning alongside their club members.

    The power of remixing

    One of the brilliant things about our projects is how easy it is to adapt them. This is called remixing, and it gives the learner the opportunity to create and modify a brand-new project that is personal to them. 

    “Remixing allows beginners to tinker with a pre-existing project and make increasingly complex modifications”

    Do you have the reaction speeds of an astronaut?

    My favourite project brings space into the classroom. Space is such an intriguing and mysterious thing, but aspects like the extremely high speeds that satellites and the International Space Station (ISS) travel at are difficult concepts for young people to understand. 

    The Astronaut Reaction Time Game in Scratch introduces young people to the fact that things happen very quickly at the speed the ISS travels. It includes links to maths and science (speed, distance, time, velocity, units, calculations, operators) and, for older learners, prompts discussions on computational abstractions and problem-solving.

    The Astronaut Reaction Time Game in Scratch.

    The project tests reaction speeds, something that real astronauts have to do as part of their training. NASA has found that reaction speeds are slower on the ISS than on Earth, possibly as a result of the stress of zero gravity. It’s also a fun activity young people can share and play with their friends. Sharing is a key part of the club environment, and this project is ideal for generating a little bit of competition. 

    As with all projects, a scaffolded approach is taken, with challenges set for learners so that they can complete part of the project independently. If someone is stuck, they can get a hint in the form of an explanation or sentence, which then turns into the code blocks they need to solve the problems, finally giving them the solution if they really need it.   

    Remix: Exploring speed on planet Earth

    Club volunteers can also introduce their learners to some of our physical computing projects, or they could design their own race track that measures the speed of a vehicle. They could even develop a program on a microcontroller like a Pico or micro:bit to measure the speed of young athletes on a running track. If learners are inspired to do more space-themed projects, we have that covered in our project collection

    Unleashing the creativity of coding through colour

    My other go-to project is Colourful Creations. Coding is an excellent vehicle for self-expression, and this project showcases the ways programming can be used to create digital art. It uses the turtle library, which is an excellent tool for creating designs and patterns. 

    An example of a colourful poster.

    The name “turtle” stems from the Logo programming language created in the 1960s. Logo is mainly known for drawing lines, shapes and patterns on the screen and using a “turtle” on the floor to draw them on paper. The turtle library is, therefore, a selection of functions that can be used for drawing. 

    Part of the project’s appeal is that learners are given a blank canvas to which they can apply any theme. There are limited instructions, leaving lots of space for creativity. Whether it be climate change, a period in history, or some other topic, learners can work on their own poster or in pairs to create something bigger.

    Remix: From project to presentation

    The possibilities for remixing are almost endless, as learners can add more screens and turn their project into a mini presentation or unleash their artistic side and go wild with colours. The learning in this project leads perfectly to more complex turtle drawing projects like Robo-Trumps, providing a solid foundation in creative computing for you to build on later.

    We want you to create your own versions of these projects. You could organise a themed day, which can give learners more freedom, or link with other projects such as Astro Pi. Try remixing the projects to start with, then building up to develop new and exciting projects based on the skills that have been learnt. Happy coding!

    A version of this article also appears in Hello World issue 24.

    Website: LINK

  • Computing Curriculum Framework: Adapting to India’s diverse landscapes

    Computing Curriculum Framework: Adapting to India’s diverse landscapes

    Reading Time: 5 minutes

    The digital revolution has reshaped every facet of our lives, underscoring the need for robust computing education. At the Raspberry Pi Foundation our mission is to enable young people to realise their full potential through the power of computing and digital technologies. Since starting out in 2008 as a UK-based educational charity, we’ve grown into a global leader in advancing computing literacy.

    An educator and students working on a coding task.

    At the heart of our efforts lies a simple yet powerful vision: to ensure every young person develops the knowledge, skills, and confidence to use digital technologies effectively. This includes understanding societal and ethical issues, using technology for creative problem solving, and fostering a mindset of adaptability that will enable them to thrive amid rapid technological change.

    A vision for global computing education

    To realise this vision, we developed The Computing Curriculum (TCC). Launched in 2018 as part of the UK’s National Centre for Computing Education, TCC is a comprehensive set of free teaching resources tailored for students aged 5–16. Over the years, the curriculum has evolved through rigorous testing and teacher feedback, which has helped to make it one of the most effective and inclusive computing education tools globally.

    A group of students in a classroom.

    Contextualising computing education for India

    India’s vast diversity — in languages, social and economic contexts, and educational infrastructure — creates unique challenges and opportunities. As a result, we at the Raspberry Pi Foundation have adapted and localised our computing curriculum to meet the needs of Indian students. Collaborations with the Telangana Social Welfare Residential Educational Institutions Society (TGSWREIS) and the Odisha Mo School programme have been pivotal in this endeavour.

    Modelling data using a spreadsheet (Grade 9)
    Creating media — audio production (Grade 7)

    In Telangana, we adapted TCC to create a 70+ hour computing curriculum designed for government schools with limited resources. Similarly, in Odisha, elements of this curriculum have been tailored to develop Kaushali, an IT and coding curriculum for over 8,000 state schools. This localised approach ensures that computing education becomes accessible and relevant for students across India.

    A curriculum designed for impact

    The computing curriculum for India spans Grades 6 to 10 (age group 11-16) and is structured to ensure progressive learning. Students revisit foundational concepts repeatedly, building on prior knowledge as they advance through the grades. The curriculum emphasises forming a strong understanding of concepts over rote learning and integrates research-informed pedagogical approaches.

    Students using computers in a classroom.

    We tested our localised curriculum resources in Telangana Coding Academy, and there was lots of positive feedback from educators and observers. Overall, the educators were happy with the content format, and the observers noted that students enjoyed learning and completing the activities. This was also evident from the student discussion notes and student survey responses.

    “[…] this content is more than what we are expecting for the school years[…] this time they [are] having [a] practical session. So they are very happy to do it and whenever they are free[,] they will come and ask us. ‘[C]an you take [an] extra class for us?’” – Educator

    “[…] They are very [appreciative of] the content and [t]hey [are] learning very well, and the response is very good.” – Educator

    Key features of the curriculum:

    • Tailored content: Materials are customised to align with the proficiency levels and contexts of Indian students, ensuring accessibility
    • Localised examples: By incorporating culturally relevant examples, students find the learning experience relatable and engaging
    • Simplified language: Designed for students who may lack confidence in English, the curriculum employs clear and concise language for better comprehension
    • Hands-on learning: Practical activities, including projects and model creation, solidify understanding and foster creativity
    • Ready-to-use resources: Teachers are equipped with lesson plans, presentations, worksheets, and activity sheets, reducing preparation time and enhancing delivery

    Learning objectives:
    The curriculum focuses on equipping students with:

    • An understanding of digital systems and their impact on people and society
    • Computational thinking and problem-solving skills for real-world applications
    • Confidence and knowledge to become creators and innovators
    • Awareness of digital citizenship and responsible technology use

    Curriculum structure:
    Each academic year includes 30–34 sessions, each lasting 45–60 minutes. Lessons are structured into deliverable units comprising detailed plans, presentations, and worksheets. Both plugged (computer-based) and unplugged (activity-based) learning methods are used, with a 60:40 ratio, ensuring balanced and inclusive learning experiences.

    Sample progression across grades:

    Curriculum highlights

    Grade 6: Building a foundation

    Students develop foundational computer skills, learn basic text formatting, and explore introductory programming concepts using Scratch. They also begin to understand how to group and describe objects based on their properties.  

    Grade 7: Expanding horizons

    Students delve into computer networks, the internet, and the World Wide Web. They learn to use loops in Scratch programming and explore data organisation using flat-file databases and spreadsheets.  

    Grade 8: Deepening understanding

    Students gain a deeper understanding of how computer systems function and use spreadsheets for data analysis. They continue to build their programming skills in Scratch, focusing on sequences, variables, and selection. They are also introduced to HTML and CSS for basic web development.  

    Grade 9: Exploring advanced concepts

    Students learn about data representation, including binary and character coding schemes. They design and create websites using HTML and CSS, incorporating accessibility and good web design principles. They also explore the layers of computing systems, including hardware, operating systems, and logic circuits.  

    Grade 10: Applying knowledge and skills

    Students explore advanced data representation, including image and sound representation. They are introduced to cybersecurity concepts and delve deeper into Python programming, focusing on selection and iteration. They also learn about data science and how to create a blog to support a cause.

    Assessment framework:
    To measure student progress effectively, the curriculum incorporates both formative and summative assessments:

    • Formative assessments: Embedded in lessons to monitor progress and identify misconceptions early.
    • Summative assessments: Provide a holistic overview of learning outcomes through tools like multiple-choice quizzes and rubrics. These assessments focus on understanding concepts and skills, moving beyond mere code writing.

    Bridging the digital divide

    Our localised computing curriculum is more than a technical education initiative — it is helping to bridge the digital divide. By empowering students with essential digital skills, it fosters innovation, enhances employability, and enables young people to participate actively in the global digital economy.

    The road ahead

    As technology continues to evolve, so does the need for adaptive and inclusive computing education. We remain committed to supporting governments, educators, and students in this journey. By fostering a generation of digitally literate and empowered individuals, we can create a future where technology serves as a force for good in society.

    Through collaborations and localised efforts, the dream of making computing education accessible to every corner of India is steadily becoming a reality. Together, we can equip students with the skills and mindset needed to navigate the complexities of the digital age and shape a brighter, more inclusive future.

    Website: LINK

  • Five reasons to join the Astro Pi Challenge, backed by our impact report

    Five reasons to join the Astro Pi Challenge, backed by our impact report

    Reading Time: 4 minutes

    We are excited to share our report on the impact of the 2023/24 Astro Pi Challenge. Earlier this year we conducted surveys and focus groups with mentors who took part in the Astro Pi Challenge, to understand the value and impact the challenge offers to young people and mentors. You can read the full report here, but here are the highlights.

    A child taking part in Astro Pi Mission Zero.

    What is the Astro Pi Challenge?

    The European Astro Pi Challenge is an ESA Education project run in collaboration with the Raspberry Pi Foundation. It offers young people the amazing opportunity to learn how to code and conduct scientific investigations in space, by writing computer programs that run on Raspberry Pi computers on board the International Space Station (ISS). The annual Astro Pi Challenge is open to young people up to age 19 in ESA member and associate countries.

    Each year, there are two missions: Mission Zero and Mission Space Lab.

    Five reasons to take part in the Astro Pi Challenge

    Based on the findings in this report, we wanted to highlight five great reasons to take part in the Astro Pi Challenge, and direct you to some resources to help you get started — there is still plenty of time to enter the 2024/25 challenge!

    ESA astronaut Sławosz Uznański Astro Pi Challenge 2025 ambassador.

    1. Young people get to run their code in space

    Mentors told us how excited young people were to be working on something that connected with the real world, and how proud they were that their code ran on the International Space Station.

    “Participating in Mission Space Labs offers students a great opportunity to work with the International Space Station, to see the Earth from above, to challenge them to overcome the terrestrial limits.” – Mission Space Lab mentor

    2. Young people are inspired to continue to learn

    91% of mentors told us that young people who successfully wrote code for Mission Space Lab were likely or very likely to participate in computing and digital making challenges in the future.

    Mission Zero mentors shared that young people who saw others take part in the mission were inspired to get involved.

    3. Young people learn new skills

    Mission Space Lab mentors told us that young people who successfully wrote code for Mission Space Lab had a greater understanding of STEM concepts, and increased their skills and confidence in computing and digital making.

    Mentors also said that Mission Zero provides a great first step into using Python.

    “I think it was very good at setting up the first bit of Python and just having a very limited command set and a very quick result…” – Mission Zero mentor

    4. Astro Pi mentors have fun

    It’s not just the young people that enjoy Astro Pi — 95% of Mission Space Lab mentors and 99% of Mission Zero mentors said they somewhat or very much enjoyed taking part.

    5. We provide the resources and support Astro Pi mentors need

    Mentors gave us positive feedback on the guidance we provided to help them support young people. This year, we have produced even more resources and ways to support mentors to lead missions.

    “The Mission [Space] Lab guide was fantastic for my students; step by step” – Mission Space Lab mentor

    How to get involved

    Astro Pi opened for registration on 16 September this year, and there is still plenty of time for you to sign up and run the missions with your young people. You can find all the information you need to take part on astro-pi.org, including the mentor guides, which help you prepare to run the activities.

    Mission Zero mentor guide
    Mission Space Lab mentor guide

    We also provide project guides for Mission Zero and Mission Space Lab that walk young people through the steps they need to follow to get a working program ready for submission.

    Mission Space Lab workshop held at RPF HQ.

    If you would like some help getting started, you can:

    Key dates

    17:30 – 18:30 CET, 16 January – Mission Space Lab livestream and technical Q&A
    17:30 – 18:30 CET, 28 January – Mission Zero codealong
    09:00 CET, 24 February – Mission Space Lab closes
    09:00 CET, 24 March – Mission Zero closes

    Website: LINK

  • How can we teach students about AI and data science? Join our 2025 seminar series to learn more about the topic

    How can we teach students about AI and data science? Join our 2025 seminar series to learn more about the topic

    Reading Time: 4 minutes

    AI, machine learning (ML), and data science infuse our daily lives, from the recommendation functionality on music apps to technologies that influence our healthcare, transport, education, defence, and more.

    What jobs will be affected by AL, ML, and data science remains to be seen, but it is increasingly clear that students will need to learn something about these topics. There will be new concepts to be taught, new instructional approaches and assessment techniques to be used, new learning activities to be delivered, and we must not neglect the professional development required to help educators master all of this. 

    An educator is helping a young learner with a coding task.

    As AI and data science are incorporated into school curricula and teaching and learning materials worldwide, we ask: What’s the research basis for these curricula, pedagogy, and resource choices?

    In 2024, we showcased researchers who are investigating how AI can be leveraged to support the teaching and learning of programming. But in 2025, we look at what should be taught about AI, ML, and data science in schools and how we should teach this. 

    Our 2025 seminar speakers — so far!

    We are very excited that we have already secured several key researchers in the field. 

    On 21 January, Shuchi Grover will kick off the seminar series by giving an important overview of AI in the K–12 landscape, including developing both AI literacy and AI ethics. Shuchi will provide concrete examples and recently developed frameworks to give educators practical insights on the topic.

    Our second session will focus on a teacher professional development (PD) programme to support the introduction of AI in Upper Bavarian schools. Franz Jetzinger from the Technical University of Munich will summarise the PD programme and share how teachers implemented the topic in their classroom, including the difficulties they encountered.

    Again from Germany, Lukas Höper from Paderborn University, with Carsten Schulte will describe important research on data awareness and introduce a framework that is likely to be key for learning about data-driven technology. The pair will talk about the Data Awareness Framework and how it has been used to help learners explore, evaluate, and be empowered in looking at the role of data in everyday applications.  

    Our April seminar will see David Weintrop from the University of Maryland introduce, with his colleagues, a data science curriculum called API Can Code, aimed at high-school students. The group will highlight the strategies needed for integrating data science learning within students’ lived experiences and fostering authentic engagement.

    Later in the year, Jesús Moreno-Leon from the University of Seville will help us consider the  thorny but essential question of how we measure AI literacy. Jesús will present an assessment instrument that has been successfully implemented in several research studies involving thousands of primary and secondary education students across Spain, discussing both its strengths and limitations.

    What to expect from the seminars

    Our seminars are designed to be accessible to anyone interested in the latest research about AI education — whether you’re a teacher, educator, researcher, or simply curious. Each session begins with a presentation from our guest speaker about their latest research findings. We then move into small groups for a short discussion and exchange of ideas before coming back together for a Q&A session with the presenter. 

    An educator is helping two young learners with a coding task.

    Attendees of our 2024 series told us that they valued that the talks “explore a relevant topic in an informative way“, the “enthusiasm and inspiration”, and particularly the small-group discussions because they “are always filled with interesting and varied ideas and help to spark my own thoughts”. 

    The seminars usually take place on Zoom on the first Tuesday of each month at 17:00–18:30 GMT / 12:00–13:30 ET / 9:00–10:30 PT / 18:00–19:30 CET. 

    You can find out more about each seminar and the speakers on our upcoming seminar page. And if you are unable to attend one of our talks, you can watch them from our previous seminar page, where you will also find an archive of all of our previous seminars dating back to 2020.

    How to sign up

    To attend the seminars, please register here. You will receive an email with the link to join our next Zoom call. Once signed up, you will automatically be notified of upcoming seminars. You can unsubscribe from our seminar notifications at any time.

    We hope to see you at a seminar soon!

    Website: LINK

  • Addressing the digital skills gap

    Addressing the digital skills gap

    Reading Time: 3 minutes

    The digital skills gap is one of the biggest challenges for today’s workforce. It’s a growing concern for educators, employers, and anyone passionate about helping young people succeed.

    Digital literacy is essential in today’s world, whether or not you’re aiming for a tech career — yet too many young people are entering adulthood without the skills to navigate it confidently and recent research shows that many young people finish school without formal digital qualifications.

    Whilst this challenge is a global one, we’re exploring solutions in England where computing has been part of the national curriculum for a decade and the option of studying for a qualification (GCSE) in computer science is available to many 14-year-olds.

    The SCARI report shows that GCSE computer science isn’t available in every school in England, and even where it is available, only a fraction of students opt to study it. Where GCSE computer science is offered, the focus is not on broader digital skills, but more on programming and theoretical knowledge which, while important, doesn’t support young people with the knowledge they need to succeed in the modern workplace.

    How the Manchester Baccalaureate will help tackle the digital divide

    At the Raspberry Pi Foundation, we’re working with the Greater Manchester Combined Authority to tackle this challenge head-on. Together, as part of their Manchester Baccalaureate initiative, we’re developing a self-paced course and certification to tackle the digital skills gap directly. 

    Teachers listening to a presentation at a recent workshop the Raspberry Pi Foundation held in Manchester.

    The Raspberry Pi Foundation Certificate in Applied Computing is designed to be accessed by any pupil, anywhere. It includes a series of flexible modules that students can work through at their own pace. Targeted at young people ages 14 and up, the certificate covers three stages:

    • Stage 1 – Students gain essential digital skills, preparing them for a wide range of careers
    • Stages 2 and 3 – Students dive into specialisations in key tech areas, building expertise aligned with in-demand roles

    What we’ve learnt in Manchester so far

    We recently visited Oasis Academy Media City to hold a workshop on digital skills and get input on the certificate. We welcomed educators and industry experts to share their insights, and their feedback has been invaluable.

    Teachers pointed out a common challenge: while they see the importance of digital skills, they often lack the time and resources to add new material to an already packed curriculum. By offering the certification as bite-sized modules that focus on specific skills, it makes it easier to slot the content into the timetable, and helps students with limited access to school (due to illness, for example) engage with the course.

    Teachers listening to a presentation at a recent workshop the Raspberry Pi Foundation held in Manchester.

    Educators were particularly excited about the opportunity for students to specialise in areas tied to in-demand roles that are currently being recruited for and our goal is to make the qualification engaging and relevant, helping students see how their learning applies in the real world.  

    Next steps

    We’re thrilled to share that, in November, we’ll be piloting this qualification in schools throughout Manchester. We’ll gather invaluable feedback from young people as they embark on this learning experience, which will help us refine the course. 

    Our full qualification will launch in 2025, and we can’t wait to help students approach their futures with curiosity and confidence.

    Website: LINK

  • Does AI-assisted coding boost novice programmers’ skills or is it just a shortcut?

    Does AI-assisted coding boost novice programmers’ skills or is it just a shortcut?

    Reading Time: 6 minutes

    Artificial intelligence (AI) is transforming industries, and education is no exception. AI-driven development environments (AIDEs), like GitHub Copilot, are opening up new possibilities, and educators and researchers are keen to understand how these tools impact students learning to code. 

    In our 50th research seminar, Nicholas Gardella, a PhD candidate at the University of Virginia, shared insights from his research on the effects of AIDEs on beginner programmers’ skills.

    Headshot of Nicholas Gardella.
    Nicholas Gardella focuses his research on understanding human interactions with artificial intelligence-based code generators to inform responsible adoption in computer science education.

    Measuring AI’s impact on students

    AI tools are becoming a big part of software development, but what does that mean for students learning to code? As tools like GitHub Copilot become more common, it’s crucial to ask: Do these tools help students to learn better and work more effectively, especially when time is tight?

    This is precisely what Nicholas’s research aims to identify by examining the impact of AIDEs on four key areas:

    • Performance (how well students completed the tasks)
    • Workload (the effort required)
    • Emotion (their emotional state during the task)
    • Self-efficacy (their belief in their own abilities to succeed)

    Nicholas conducted his study with 17 undergraduate students from an introductory computer science course, who were mostly first-time programmers, with different genders and backgrounds.

    Girl in class at IT workshop at university.
    By luckybusiness

    The students completed programming tasks both with and without the assistance of GitHub Copilot. Nicholas selected the tasks from OpenAI’s human evaluation data set, ensuring they represented a range of difficulty levels. He also used a repeated measures design for the study, meaning that each student had the opportunity to program both independently and with AI assistance multiple times. This design helped him to compare individual progress and attitudes towards using AI in programming.

    Less workload, more performance and self-efficacy in learning

    The results were promising for those advocating AI’s role in education. Nicholas’s research found that participants who used GitHub Copilot performed better overall, completing tasks with less mental workload and effort compared to solo programming.

    Graphic depicting Nicholas' results.
    Nicholas used several measures to find out whether AIDEs affected students’ emotional states.

    However, the immediate impact on students’ emotional state and self-confidence was less pronounced. Initially, participants did not report feeling more confident while coding with AI. Over time, though, as they became more familiar with the tool, their confidence in their abilities improved slightly. This indicates that students need time and practice to fully integrate AI into their learning process. Students increasingly attributed their progress not to the AI doing the work for them, but to their own growing proficiency in using the tool effectively. This suggests that with sustained practice, students can gain confidence in their abilities to work with AI, rather than becoming overly reliant on it.

    Graphic depicting Nicholas' RQ1 results.
    Students who used AI tools seemed to improve more quickly than students who worked on the exercises themselves.

    A particularly important takeaway from the talk was the reduction in workload when using AI tools. Novice programmers, who often find programming challenging, reported that AI assistance lightened the workload. This reduced effort could create a more relaxed learning environment, where students feel less overwhelmed and more capable of tackling challenging tasks.

    However, while workload decreased, use of the AI tool did not significantly boost emotional satisfaction or happiness during the coding process. Nicholas explained that although students worked more efficiently, using the AI tool did not necessarily make coding a more enjoyable experience. This highlights a key challenge for educators: finding ways to make learning both effective and engaging, even when using advanced tools like AI.

    AI as a tool for collaboration, not replacement

    Nicholas’s findings raise interesting questions about how AI should be introduced in computer science education. While tools like GitHub Copilot can enhance performance, they should not be seen as shortcuts for learning. Students still need guidance in how to use these tools responsibly. Importantly, the study showed that students did not take credit for the AI tool’s work — instead, they felt responsible for their own progress, especially as they improved their interactions with the tool over time.

    Seventeen multicoloured post-it notes are roughly positioned in a strip shape on a white board. Each one of them has a hand drawn sketch in pen on them, answering the prompt on one of the post-it notes "AI is...." The sketches are all very different, some are patterns representing data, some are cartoons, some show drawings of things like data centres, or stick figure drawings of the people involved.
    Rick Payne and team / Better Images of AI / Ai is… Banner / CC-BY 4.0

    Students might become better programmers when they learn how to work alongside AI systems, using them to enhance their problem-solving skills rather than relying on them for answers. This suggests that educators should focus on teaching students how to collaborate with AI, rather than fearing that these tools will undermine the learning process.

    Bridging research and classroom realities

    Moreover, the study touched on an important point about the limits of its findings. Since the experiment was conducted in a controlled environment with only 17 participants, researchers need to conduct further studies to explore how AI tools perform in real-world classroom settings. For example, the role of internet usage plays a fundamental role. It will be relevant to understand how factors such as class size, prior varying experience, and the age of students affect their ability to integrate AI into their learning.

    In the follow-up discussion, Nicholas also demonstrated how AI tools are becoming more accessible within browsers and how teachers can integrate AI-driven development environments more easily into their courses. By making AI technology more readily available, these tools are democratising access to advanced programming aids, enabling students to build applications directly in their web browsers with minimal setup.

    The path ahead

    Nicholas’s talk provided an insightful look into the evolving relationship between AI tools and novice programmers. While AI can improve performance and reduce workload, it is not a magic solution to all the challenges of learning to code.

    Based on the discussion after the talk, educators should support students in developing the skills to use these tools effectively, shaping an environment where they can feel confident working with AI systems. The researchers and educators agreed that more research is needed to expand on these findings, particularly in more diverse and larger-scale educational settings. 

    As AI continues to shape the future of programming education, the role of educators will remain crucial in guiding students towards responsible and effective use of these technologies, as we are only at the beginning.

    Join our next seminar

    In our current seminar series, we are exploring how to teach programming with and without AI technology. Join us at our next seminar on Tuesday, 10 December at 17:00–18:30 GMT to hear Leo Porter (UC San Diego) and Daniel Zingaro (University of Toronto) discuss how they are working to create an introductory programming course for majors and non-majors that fully incorporates generative AI into the learning goals of the course. 

    To sign up and take part in the seminar, click the button below — we’ll then send you information about joining. We hope to see you there.

    The schedule of our upcoming seminars is online. You can catch up on past seminars on our previous seminars and recordings page.

    Website: LINK

  • Ocean Prompting Process: How to get the results you want from an LLM

    Ocean Prompting Process: How to get the results you want from an LLM

    Reading Time: 5 minutes

    Have you heard of ChatGPT, Gemini, or Claude, but haven’t tried any of them yourself? Navigating the world of large language models (LLMs) might feel a bit daunting. However, with the right approach, these tools can really enhance your teaching and make classroom admin and planning easier and quicker. 

    That’s where the OCEAN prompting process comes in: it’s a straightforward framework designed to work with any LLM, helping you reliably get the results you want. 

    The great thing about the OCEAN process is that it takes the guesswork out of using LLMs. It helps you move past that ‘blank page syndrome’ — that moment when you can ask the model anything but aren’t sure where to start. By focusing on clear objectives and guiding the model with the right context, you can generate content that is spot on for your needs, every single time.

    5 ways to make LLMs work for you using the OCEAN prompting process

    OCEAN’s name is an acronym: objective, context, examples, assess, negotiate — so let’s begin at the top.

    1. Define your objective

    Think of this as setting a clear goal for your interaction with the LLM. A well-defined objective ensures that the responses you get are focused and relevant.

    Maybe you need to:

    • Draft an email to parents about an upcoming school event
    • Create a beginner’s guide for a new Scratch project
    • Come up with engaging quiz questions for your next science lesson

    By knowing exactly what you want, you can give the LLM clear directions to follow, turning a broad idea into a focused task.

    2. Provide some context 

    This is where you give the LLM the background information it needs to deliver the right kind of response. Think of it as setting the scene and providing some of the important information about why, and for whom, you are making the document.

    You might include:

    • The length of the document you need
    • Who your audience is — their age, profession, or interests
    • The tone and style you’re after, whether that’s formal, informal, or somewhere in between

    All of this helps the LLM include the bigger picture in its analysis and tailor its responses to suit your needs.

    3. Include examples

    By showing the LLM what you’re aiming for, you make it easier for the model to deliver the kind of output you want. This is called one-shot, few-shot, or many-shot prompting, depending on how many examples you provide.

    You can:

    • Include URL links 
    • Upload documents and images (some LLMs don’t have this feature)
    • Copy and paste other text examples into your prompt

    Without any examples at all (zero-shot prompting), you’ll still get a response, but it might not be exactly what you had in mind. Providing examples is like giving a recipe to follow that includes pictures of the desired result, rather than just vague instructions — it helps to ensure the final product comes out the way you want it.

    4. Assess the LLM’s response

    This is where you check whether what you’ve got aligns with your original goal and meets your standards.

    Keep an eye out for:

    • Hallucinations: incorrect information that’s presented as fact
    • Misunderstandings: did the LLM interpret your request correctly?
    • Bias: make sure the output is fair and aligned with diversity and inclusion principles

    A good assessment ensures that the LLM’s response is accurate and useful. Remember, LLMs don’t make decisions — they just follow instructions, so it’s up to you to guide them. This brings us neatly to the next step: negotiate the results.

    5. Negotiate the results

    If the first response isn’t quite right, don’t worry — that’s where negotiation comes in. You should give the LLM frank and clear feedback and tweak the output until it’s just right. (Don’t worry, it doesn’t have any feelings to be hurt!) 

    When you negotiate, tell the LLM if it made any mistakes, and what you did and didn’t like in the output. Tell it to ‘Add a bit at the end about …’ or ‘Stop using the word “delve” all the time!’ 

    How to get the tone of the document just right

    Another excellent tip is to use descriptors for the desired tone of the document in your negotiations with the LLM, such as, ‘Make that output slightly more casual.’

    In this way, you can guide the LLM to be:

    • Approachable: the language will be warm and friendly, making the content welcoming and easy to understand
    • Casual: expect laid-back, informal language that feels more like a chat than a formal document
    • Concise: the response will be brief and straight to the point, cutting out any fluff and focusing on the essentials
    • Conversational: the tone will be natural and relaxed, as if you’re having a friendly conversation
    • Educational: the language will be clear and instructive, with step-by-step explanations and helpful details
    • Formal: the response will be polished and professional, using structured language and avoiding slang
    • Professional: the tone will be business-like and precise, with industry-specific terms and a focus on clarity

    Remember: LLMs have no idea what their output says or means; they are literally just very powerful autocomplete tools, just like those in text messaging apps. It’s up to you, the human, to make sure they are on the right track. 

    Don’t forget the human edit 

    Even after you’ve refined the LLM’s response, it’s important to do a final human edit. This is your chance to make sure everything’s perfect, checking for accuracy, clarity, and anything the LLM might have missed. LLMs are great tools, but they don’t catch everything, so your final touch ensures the content is just right.

    At a certain point it’s also simpler and less time-consuming for you to alter individual words in the output, or use your unique expertise to massage the language for just the right tone and clarity, than going back to the LLM for a further iteration. 

    Ready to dive in? 

    Now it’s time to put the OCEAN process into action! Log in to your preferred LLM platform, take a simple prompt you’ve used before, and see how the process improves the output. Then share your findings with your colleagues. This hands-on approach will help you see the difference the OCEAN method can make!

    Sign up for a free account at one of these platforms:

    • ChatGPT (chat.openai.com)
    • Gemini (gemini.google.com)

    By embracing the OCEAN prompting process, you can quickly and easily make LLMs a valuable part of your teaching toolkit. The process helps you get the most out of these powerful tools, while keeping things ethical, fair, and effective.

    If you’re excited about using AI in your classroom preparation, and want to build more confidence in integrating it responsibly, we’ve got great news for you. You can sign up for our totally free online course on edX called ‘Teach Teens Computing: Understanding AI for Educators’ (helloworld.cc/ai-for-educators). In this course, you’ll learn all about the OCEAN process and how to better integrate generative AI into your teaching practice. It’s a fantastic way to ensure you’re using these technologies responsibly and ethically while making the most of what they have to offer. Join us and take your AI skills to the next level!

    A version of this article also appears in Hello World issue 25.

    Website: LINK

  • Ada Computer Science: What have we learnt so far

    Ada Computer Science: What have we learnt so far

    Reading Time: 3 minutes

    It’s been over a year since we launched Ada Computer Science, and we continue to see the numbers of students and teachers using the platform all around the world grow. Our recent year in review shared some of the key developments we’ve made since launching, many of which are a direct result of feedback from our community.

    Today, we are publishing an impact report that includes some of this feedback, along with what users are saying about the impact Ada Computer Science is having.

    Computer science students at a desktop computer in a classroom.

    Evaluating Ada Computer Science

    Ada Computer Science is a free learning platform for computer science students and teachers. It provides high-quality, online learning materials to use in the classroom, for homework, and for revision. Our experienced team has created resources that cover every topic in the leading GCSE and A level computer science specifications.

    From May to July 2024, we invited users to provide feedback via an online survey, and we got responses from 163 students and 27 teachers. To explore the feedback further, we also conducted in-depth interviews with three computer science teachers in September 2024.

    How is Ada being used?

    The most common ways students use Ada Computer Science — as reported by more than two thirds of respondents — is for revision and/or to complete work set by their teacher. Similarly, teachers most commonly said that they direct students to use Ada outside the classroom.

    “I recommend my students use Ada Computer Science as their main textbook.” — Teacher

    What is users’ experience of using Ada?

    Most respondents agreed or strongly agreed that Ada is useful for learning (82%) and high quality (79%).

    “Ada Computer Science has been very effective for independent revision, I like how it provides hints and pointers if you answer a question incorrectly.” — Student

    Ada users were generally positive about their overall experience of the platform and using it to find the information they were looking for.

    “Ada is one of the best for hitting the nail on the head. They’ve really got it in tune with the depth that exam boards want.” — Ian Robinson, computer science teacher (St Alban’s Catholic High School, UK)

    What impact is Ada having?

    Around half of the teachers agreed that Ada had reduced their workload and/or increased their subject knowledge. Across all respondents, teachers estimated that the average weekly time saving was 1 hour 8 minutes.

    Additionally, 81% of students agreed that as a result of using Ada, they had become better at understanding computer science concepts. Other benefits were reported too, with most students agreeing that they had become better problem-solvers, for example.

    “I love Ada! It is an extremely helpful resource… The content featured is very comprehensive and detailed, and the visual guides… are particularly helpful to aid my understanding.” — Student

    Future developments

    Since receiving this feedback, we have already released updated site navigation and new question finder designs. In 2025, we are planning improvements to the markbook (for example, giving teachers an overview of the assignments they’ve set) and to how assignments can be created.

    If you’d like to read more about the findings, there’s a full report for you to download. Thank you to everyone who took the time to take part — we really value your feedback!

    Website: LINK

  • Celebrating the community: Prabhath

    Celebrating the community: Prabhath

    Reading Time: 5 minutes

    We love hearing from members of the community and sharing the stories of amazing young people, volunteers, and educators who are using their passion for technology to create positive change in the world around them.

    An educator sits in a library.

    Prabhath, the founder of the STEMUP Educational Foundation, began his journey into technology at an early age, influenced by his cousin, Harindra.

    “He’s the one who opened up my eyes. Even though I didn’t have a laptop, he had a computer, and I used to go to their house and practise with it. That was the turning point in my life.”

    [youtube https://www.youtube.com/watch?v=gNRn6SmdBek?feature=oembed&w=500&h=281]

    This early exposure to technology, combined with support from his parents to leave his rural home in search of further education, set Prabhath on a path to address a crucial issue in Sri Lanka’s education system: the gap in opportunities for students, especially in STEM education. 

    “There was a gap between the kids who are studying in Sri Lanka versus the kids in other developed markets. We tried our best to see how we can bridge this gap with our own capacity, with our own strengths.” 

    Closing the gap through STEMUP

    Recognising the need to close this gap in opportunities, Prabhath, along with four friends who worked with him in his day job as a Partner Technology Strategist, founded the STEMUP Educational Foundation in 2016.  STEMUP’s mission is straightforward but ambitious — it seeks to provide Sri Lankan students with equal access to STEM education, with a particular focus on those from underserved communities.

    A group of people stands together, engaged in a lively discussion.

    To help close the gap, Prabhath and his team sought to establish coding clubs for students across the country. Noting the lack of infrastructure and access to resources in many parts of Sri Lanka, they partnered with Code Club at the Raspberry Pi Foundation to get things moving. 

    Their initiative started small with a Code Club in the Colombo Public Library, but things quickly gained traction. 

    What began with just a handful of friends has now grown into a movement involving over 1,500 volunteers who are all working to provide free education in coding and emerging technologies to students who otherwise wouldn’t have access.

    An educator helps a young person at a Code Club.

    A key reason for STEMUP’s reach has been the mobilisation of university students to serve as mentors at the Code Clubs. Prabhath believes this partnership has not only helped the success of Code Club Sri Lanka, but also given the university students themselves a chance to grow, granting them opportunities to develop the life skills needed to thrive in the workforce. 

    “The main challenge we see here today, when it comes to graduate students, is that they have the technology skills, but they don’t have soft skills. They don’t know how to do a presentation, how to manage a project from A to Z, right? By being a volunteer, that particular student can gain 360-degree knowledge.” 

    Helping rural communities

    STEMUP’s impact stretches beyond cities and into rural areas, where young people often have even fewer opportunities to engage with technology. The wish to address this imbalance  is a big motivator for the student mentors.

    “When we go to rural areas, the kids don’t have much exposure to tech. They don’t know about the latest technologies. What are the new technologies for that development? And what subjects can they  study for the future job market? So I think I can help them. So I actually want to teach someone what I know.” – Kasun, Student and Code Club mentor

    This lack of access to opportunities is precisely what STEMUP aims to change, giving students a platform to explore, innovate, and connect with the wider world.

    Coolest Projects Sri Lanka

    STEMUP recently held the first Coolest Projects Sri Lanka, a showcase for the creations of young learners. Prabhath first encountered Coolest Projects while attending the Raspberry Pi Foundation Asia Partner summit in Malaysia. 

    “That was my first experience with the Coolest Projects,” says Prabhath, “and when I came back, I shared the idea with our board and fellow volunteers. They were all keen to bring it to Sri Lanka.” 

    For Prabhath, the hope is that events like these will open students’ eyes to new possibilities. The first event certainly lived up to his hope. There was a lot of excitement, especially in rural areas, with multiple schools banding together and hiring buses to attend the event. 

    “That kind of energy… because they do not have these opportunities to showcase what they have built, connect with like minded people, and connect with the industry.”

    Building a better future

    Looking ahead, Prabhath sees STEMUP’s work as a vital part of shaping the future of education in Sri Lanka. By bringing technology to public libraries, engaging university students as mentors, and giving kids hands-on experience with coding and emerging technologies, STEMUP is empowering the next generation to thrive in a digital world. 

    “These programmes are really helpful for kids to win the future, be better citizens, and bring this country forward.”

    Young people showcase their tech creations at Coolest Projects.

    STEMUP is not just bridging a gap — it’s building a brighter, more equitable future for all students in Sri Lanka. We can’t wait to see what they achieve next!

    Inspire the next generation of young coders

    To find out how you and young creators you know can get involved in Coolest Projects, visit coolestprojects.org. If the young people in your community are just starting out on their computing journey, visit our projects site for free, fun beginner coding projects.

    For more information to help you set up a Code Club in your community, visit codeclub.org.

    Help us celebrate Prabhath and his inspiring journey with STEMUP by sharing this story on X, LinkedIn, and Facebook.

    Website: LINK

  • Exploring how well Experience AI maps to UNESCO’s AI competency framework for students

    Exploring how well Experience AI maps to UNESCO’s AI competency framework for students

    Reading Time: 9 minutes

    During this year’s annual Digital Learning Week conference in September, UNESCO launched their AI competency frameworks for students and teachers. 

    What is the AI competency framework for students? 

    The UNESCO competency framework for students serves as a guide for education systems across the world to help students develop the necessary skills in AI literacy and to build inclusive, just, and sustainable futures in this new technological era.

    It is an exciting document because, as well as being comprehensive, it’s the first global framework of its kind in the area of AI education.

    The framework serves three specific purposes:

    • It offers a guide on essential AI concepts and skills for students, which can help shape AI education policies or programs at schools
    • It aims to shape students’ values, knowledge, and skills so they can understand AI critically and ethically
    • It suggests a flexible plan for when and how students should learn about AI as they progress through different school grades

    The framework is a starting point for policy-makers, curriculum developers, school leaders, teachers, and educational experts to look at how it could apply in their local contexts. 

    It is not possible to create a single curriculum suitable for all national and local contexts, but the framework flags the necessary competencies for students across the world to acquire the values, knowledge, and skills necessary to examine and understand AI critically from a holistic perspective.

    How does Experience AI compare with the framework?

    A group of researchers and curriculum developers from the Raspberry Pi Foundation, with a focus on AI literacy, attended the conference and afterwards we tasked ourselves with taking a deep dive into the student framework and mapping our Experience AI resources to it. Our aims were to:

    • Identify how the framework aligns with Experience AI
    • See how the framework aligns with our research-informed design principles
    • Identify gaps or next steps

    Experience AI is a free educational programme that offers cutting-edge resources on artificial intelligence and machine learning for teachers, and their students aged 11 to 14. Developed in collaboration with the Raspberry Pi Foundation and Google DeepMind, the programme provides everything that teachers need to confidently deliver engaging lessons that will teach, inspire, and engage young people about AI and the role that it could play in their lives. The current curriculum offering includes a ‘Foundations of AI’ 6-lesson unit, 2 standalone lessons (‘AI and ecosystems’ and ‘Large language models’), and the 3 newly released AI safety resources. 

    Working through each lesson objective in the Experience AI offering, we compared them with each curricular goal to see where they overlapped. We have made this mapping publicly available so that you can see this for yourself: Experience AI – UNESCO AI Competency framework students – learning objective mapping (rpf.io/unesco-mapping)

    The first thing we discovered was that the mapping of the objectives did not have a 1:1 basis. For example, when we looked at a learning objective, we often felt that it covered more than one curricular goal from the framework. That’s not to say that the learning objective fully met each curricular goal, rather that it covers elements of the goal and in turn the student competency. 

    Once we had completed the mapping process, we analysed the results by totalling the number of objectives that had been mapped against each competency aspect and level within the framework.

    This provided us with an overall picture of where our resources are positioned against the framework. Whilst the majority of the objectives for all of the resources are in the ‘Human-centred mindset’ category, the analysis showed that there is still a relatively even spread of objectives in the other three categories (Ethics of AI, ML techniques and applications, and AI system design). 

    As the current resource offering is targeted at the entry level to AI literacy, it is unsurprising to see that the majority of the objectives were at the level of ‘Understand’. It was, however, interesting to see how many objectives were also at the ‘Apply’ level. 

    It is encouraging to see that the different resources from Experience AI map to different competencies in the framework. For example, the 6-lesson foundations unit aims to give students a basic understanding of how AI systems work and the data-driven approach to problem solving. In contrast, the AI safety resources focus more on the principles of Fairness, Accountability, Transparency, Privacy, and Security (FATPS), most of which fall more heavily under the ethics of AI and human-centred mindset categories of the competency framework. 

    What did we learn from the process? 

    Our principles align 

    We built the Experience AI resources on design principles based on the knowledge curated by Jane Waite and the Foundation’s researchers. One of our aims of the mapping process was to see if the principles that underpin the UNESCO competency framework align with our own.

    Avoiding anthropomorphism 

    Anthropomorphism refers to the concept of attributing human characteristics to objects or living beings that aren’t human. For reasons outlined in the blog I previously wrote on the issue, a key design principle for Experience AI is to avoid anthropomorphism at all costs. In our resources, we are particularly careful with the language and images that we use. Putting the human in the process is a key way in which we can remind students that it is humans who design and are responsible for AI systems. 

    Young people use computers in a classroom.

    It was reassuring to see that the UNESCO framework has many curricular goals that align closely to this, for example:

    • Foster an understanding that AI is human-led
    • Facilitate an understanding on the necessity of exercising sufficient human control over AI
    • Nurture critical thinking on the dynamic relationship between human agency and machine agency

    SEAME

    The SEAME framework created by Paul Curzon and Jane Waite offers a way for teachers, resource developers, and researchers to talk about the focus of AI learning activities by separating them into four layers: Social and Ethical (SE), Application (A), Models (M), and Engines (E). 

    The SEAME model and the UNESCO AI competency framework take two different approaches to categorising AI education — SEAME describes levels of abstraction for conceptual learning about AI systems, whereas the competency framework separates concepts into strands with progression. We found that although the alignment between the frameworks is not direct, the same core AI and machine learning concepts are broadly covered across both. 

    Computational thinking 2.0 (CT2.0)

    The concept of computational thinking 2.0 (a data-driven approach) stems from research by Professor Matti Tedre and Dr Henriikka Vartiainen from the University of Eastern Finland. The essence of this approach establishes AI as a different way to solve problems using computers compared to a more traditional computational thinking approach (a rule-based approach). This does not replace the traditional computational approach, but instead requires students to approach the problem differently when using AI as a tool. 

    An educator points to an image on a student's computer screen.

    The UNESCO framework includes many references within their curricular goals that places the data-driven approach at the forefront of problem solving using AI, including:

    • Develop conceptual knowledge on how AI is trained based on data 
    • Develop skills on assessing AI systems’ need for data, algorithms, and computing resources

    Where we slightly differ in our approach is the regular use of the term ‘algorithm’, particularly in the Understand and Apply levels of the framework. We have chosen to differentiate AI systems from traditional computational thinking approaches by avoiding the term ‘algorithm’ at the foundational stage of AI education. We believe the learners need a firm mental model of data-driven systems before students can understand that the Model and Engines of the SEAME model refer to algorithms (which would possibly correspond to the Create stage of the UNESCO framework). 

    We can identify areas for exploration

    As part of the international expansion of Experience AI, we have been working with partners from across the globe to bring AI literacy education to students in their settings. Part of this process has involved working with our partners to localise the resources, but also to provide training on the concepts covered in Experience AI. During localisation and training, our partners often have lots of queries about the lesson on bias. 

    As a result, we decided to see if mapping taught us anything about this lesson in particular, and if there was any learning we could take from it. At close inspection, we found that the lesson covers two out of the three curricular goals for the Understand element of the ‘Ethics of AI’ category (Embodied ethics). 

    Specifically, we felt the lesson:

    • Illustrates dilemmas around AI and identifies the main reasons behind ethical conflicts
    • Facilitates scenario-based understandings of ethical principles on AI and their personal implications

    What we felt isn’t covered in the lesson is:

    • Guide the embodied reflection and internalisation of ethical principles on AI

    Exploring this further, the framework describes this curricular goal as:

    Guide students to understand the implications of ethical principles on AI for their human rights, data privacy, safety, human agency, as well as for equity, inclusion, social justice and environmental sustainability. Guide students to develop embodied comprehension of ethical principles; and offer opportunities to reflect on personal attitudes that can help address ethical challenges (e.g. advocating for inclusive interfaces for AI tools, promoting inclusion in AI and reporting discriminatory biases found in AI tools).

    We realised that this doesn’t mean that the lesson on bias is ineffective or incomplete, but it does help us to think more deeply about the learning objective for the lesson. This may be something we will look to address in future iterations of the foundations unit or even in the development of new resources. What we have identified is a process that we can follow, which will help us with our decision making in the next phases of resource development. 

    How does this inform our next steps?

    As part of the analysis of the resources, we created a simple heatmap of how the Experience AI objectives relate to the UNESCO progression levels. As with the barcharts, the heatmap indicated that the majority of the objectives sit within the Understand level of progression, with fewer in Apply, and fewest in Create. As previously mentioned, this is to be expected with the resources being “foundational”. 

    The heatmap has, however, helped us to identify some interesting points about our resources that warrant further thought. For example, under the ‘Human-centred mindset’ competency aspect, there are more objectives under Apply than there are Understand. For ‘AI system design’, architecture design is the least covered aspect of Apply. 

    By identifying these areas for investigation, again it shows that we’re able to add the learnings from the UNESCO framework to help us make decisions.

    What next? 

    This mapping process has been a very useful exercise in many ways for those of us working on AI literacy at the Raspberry Pi Foundation. The process of mapping the resources gave us an opportunity to have deep conversations about the learning objectives and question our own understanding of our resources. It was also very satisfying to see that the framework aligns well with our own researched-informed design principles, such as the SEAME model and avoiding anthropomorphisation. 

    The mapping process has been a good starting point for us to understand UNESCO’s framework and we’re sure that it will act as a useful tool to help us make decisions around future enhancements to our foundational units and new free educational materials. We’re looking forward to applying what we’ve learnt to our future work! 

    Website: LINK

  • Using generative AI to teach computing: Insights from research

    Using generative AI to teach computing: Insights from research

    Reading Time: 7 minutes

    As computing technologies continue to rapidly evolve in today’s digital world, computing education is becoming increasingly essential. Arto Hellas and Juho Leinonen, researchers at Aalto University in Finland, are exploring how innovative teaching methods can equip students with the computing skills they need to stay ahead. In particular, they are looking at how generative AI tools can enhance university-level computing education. 

    In our monthly seminar in September, Arto and Juho presented their research on using AI tools to provide personalised learning experiences and automated feedback to help requests, as well as their findings on teaching students how to write effective prompts for generative AI systems. While their research focuses primarily on undergraduate students — given that they teach such students — many of their findings have potential relevance for primary and secondary (K-12) computing education. 

    Students attend a lecture at a university.

    Generative AI consists of algorithms that can generate new content, such as text, code, and images, based on the input received. Ever since large language models (LLMs) such as ChatGPT and Copilot became widely available, there has been a great deal of attention on how to use this technology in computing education. 

    Arto and Juho described generative AI as one of the fastest-moving topics they had ever worked on, and explained that they were trying to see past the hype and find meaningful uses of LLMs in their computing courses. They presented three studies in which they used generative AI tools with students in ways that aimed to improve the learning experience. 

    Using generative AI tools to create personalised programming exercises

    An important strand of computing education research investigates how to engage students by personalising programming problems based on their interests. The first study in Arto and Juho’s research  took place within an online programming course for adult students. It involved developing a tool that used GPT-4 (the latest version of ChatGPT available at that time) to generate exercises with personalised aspects. Students could select a theme (e.g. sports, music, video games), a topic (e.g. a specific word or name), and a difficulty level for each exercise.

    A student in a computing classroom.

    Arto, Juho, and their students evaluated the personalised exercises that were generated. Arto and Juho used a rubric to evaluate the quality of the exercises and found that they were clear and had the themes and topics that had been requested. Students’ feedback indicated that they found the personalised exercises engaging and useful, and preferred these over randomly generated exercises. 

    Arto and Juho also evaluated the personalisation and found that exercises were often only shallowly personalised, however. In shallow personalisations, the personalised content was added in only one sentence, whereas in deep personalisations, the personalised content was present throughout the whole problem statement. It should be noted that in the examples taken from the seminar below, the terms ‘shallow’ and ‘deep’ were not being used to make a judgement on the worthiness of the topic itself, but were rather describing whether the personalisation was somewhat tokenistic or more meaningful within the exercise. 

    In these examples from the study, the shallow personalisation contains only one sentence to contextualise the problem, while in the deep example the whole problem statement is personalised. 

    The findings suggest that this personalised approach may be particularly effective on large university courses, where instructors might struggle to give one-on-one attention to every student. The findings further suggest that generative AI tools can be used to personalise educational content and help ensure that students remain engaged. 

    How might all this translate to K-12 settings? Learners in primary and secondary schools often have a wide range of prior knowledge, lived experiences, and abilities. Personalised programming tasks could help diverse groups of learners engage with computing, and give educators a deeper understanding of the themes and topics that are interesting for learners. 

    Responding to help requests using large language models

    Another key aspect of Alto and Juho’s work is exploring how LLMs can be used to generate responses to students’ requests for help. They conducted a study using an online platform containing programming exercises for students. Every time a student struggled with a particular exercise, they could submit a help request, which went into a queue for a teacher to review, comment on, and return to the student. 

    The study aimed to investigate whether an LLM could effectively respond to these help requests and reduce the teachers’ workloads. An important principle was that the LLM should guide the student towards the correct answer rather than provide it. 

    The study used GPT-3.5, which was the newest version at the time. The results found that the LLM was able to analyse and detect logical and syntactical errors in code, but concerningly, the responses from the LLM also addressed some non-existent problems! This is an example of hallucination, where the LLM outputs something false that does not reflect the real data that was inputted into it. 

    An example of how an LLM was able to detect a logical error in code, but also hallucinated and provided an unhelpful, false response about a non-existent syntactical error. 

    The finding that LLMs often generated both helpful and unhelpful problem-solving strategies suggests that this is not a technology to rely on in the classroom just yet. Arto and Juho intend to track the effectiveness of LLMs as newer versions are released, and explained that GPT-4 seems to detect errors more accurately, but there is no systematic analysis of this yet. 

    In primary and secondary computing classes, young learners often face similar challenges to those encountered by university students — for example, the struggle to write error-free code and debug programs. LLMs seemingly have a lot of potential to support young learners in overcoming such challenges, while also being valuable educational tools for teachers without strong computing backgrounds. Instant feedback is critical for young learners who are still developing their computational thinking skills — LLMs can provide such feedback, and could be especially useful for teachers who may lack the resources to give individualised attention to every learner. Again though, further research into LLM-based feedback systems is needed before they can be implemented en-masse in classroom settings in the future. 

    Teaching students how to prompt large language models

    Finally, Arto and Juho presented a study where they introduced the idea of ‘Prompt Problems’: programming exercises where students learn how to write effective prompts for AI code generators using a tool called Promptly. In a Prompt Problem exercise, students are presented with a visual representation of a problem that illustrates how input values will be transformed to an output. Their task is to devise a prompt (input) that will guide an LLM to generate the code (output) required to solve the problem. Prompt-generated code is evaluated automatically by the Promptly tool, helping students to refine the prompt until it produces code that solves the problem.

    Feedback from students suggested that using Prompt Problems was a good way for them to gain experience of using new programming concepts and develop their computational thinking skills. However, students were frustrated that bugs in the code had to be fixed by amending the prompt — it was not possible to edit the code directly. 

    How these findings relate to K-12 computing education is still to be explored, but they indicate that Prompt Problems with text-based programming languages could be valuable exercises for older pupils with a solid grasp of foundational programming concepts. 

    Balancing the use of AI tools with fostering a sense of community

    At the end of the presentation, Arto and Juho summarised their work and hypothesised that as society develops more and more AI tools, computing classrooms may lose some of their community aspects. They posed a very important question for all attendees to consider: “How can we foster an active community of learners in the generative AI era?” 

    In our breakout groups and the subsequent whole-group discussion, we began to think about the role of community. Some points raised highlighted the importance of working together to accurately identify and define problems, and sharing ideas about which prompts would work best to accurately solve the problems. 

    As AI technology continues to evolve, its role in education will likely expand. There was general agreement in the question and answer session that keeping a sense of community at the heart of computing classrooms will be important. 

    Arto and Juho asked seminar attendees to think about encouraging a sense of community. 

    Further resources

    The Raspberry Pi Computing Education Research Centre and Faculty of Education at the University of Cambridge have recently published a teacher guide on the use of generative AI tools in education. The guide provides practical guidance for educators who are considering using generative AI tools in their teaching. 

    Join our next seminar

    In our current seminar series, we are exploring how to teach programming with and without AI technology. Join us at our next seminar on Tuesday, 12 November at 17:00–18:30 GMT to hear Nicholas Gardella (University of Virginia) discuss the effects of using tools like GitHub Copilot on the motivation, workload, emotion, and self-efficacy of novice programmers. To sign up and take part in the seminar, click the button below — we’ll then send you information about joining. We hope to see you there.

    The schedule of our upcoming seminars is online. You can catch up on past seminars on our previous seminars and recordings page.

    Website: LINK

  • Teaching about AI in schools: Take part in our Research and Educator Community Symposium

    Teaching about AI in schools: Take part in our Research and Educator Community Symposium

    Reading Time: 4 minutes

    Worldwide, the use of generative AI systems and related technologies is transforming our lives. From marketing and social media to education and industry, these technologies are being used everywhere, even if it isn’t obvious. Yet, despite the growing availability and use of generative AI tools, governments are still working out how and when to regulate such technologies to ensure they don’t cause unforeseen negative consequences.

    How, then, do we equip our young people to deal with the opportunities and challenges that they are faced with from generative AI applications and associated systems? Teaching them about AI technologies seems an important first step. But what should we teach, when, and how?

    A teacher aids children in the classroom

    Researching AI curriculum design

    The researchers at the Raspberry Pi Foundation have been looking at research that will help inform curriculum design and resource development to teach about AI in school. As part of this work, a number of research themes have been established, which we would like to explore with educators at a face-to-face symposium. 

    These research themes include the SEAME model, a simple way to analyse learning experiences about AI technology, as well as anthropomorphisation and how this might influence the formation of mental models about AI products. These research themes have become the cornerstone of the Experience AI resources we’ve co-developed with Google DeepMind. We will be using these materials to exemplify how the research themes can be used in practice as we review the recently published UNESCO AI competencies.

    A group of educators at a workshop.

    Most importantly, we will also review how we can help teachers and learners move from a rule-based view of problem solving to a data-driven view, from computational thinking 1.0 to computational thinking 2.0.

    A call for teacher input on the AI curriculum

    Over ten years ago, teachers in England experienced a large-scale change in what they needed to teach in computing lessons when programming was more formally added to the curriculum. As we enter a similar period of change — this time to introduce teaching about AI technologies — we want to hear from teachers as we collectively start to rethink our subject and curricula. 

    We think it is imperative that educators’ voices are heard as we reimagine computer science and add data-driven technologies into an already densely packed learning context. 

    Educators at a workshop.

    Join our Research and Educator Community Symposium

    On Saturday, 1 February 2025, we are running a Research and Educator Community Symposium in collaboration with the Raspberry Pi Computing Education Research Centre

    In this symposium, we will bring together UK educators and researchers to review research themes, competency frameworks, and early international AI curricula and to reflect on how to advance approaches to teaching about AI. This will be a practical day of collaboration to produce suggested key concepts and pedagogical approaches and highlight research needs. 

    Educators and researchers at an event.

    This symposium focuses on teaching about AI technologies, so we will not be looking at which AI tools might be used in general teaching and learning or how they may change teacher productivity. 

    It is vitally important for young people to learn how to use AI technologies in their daily lives so they can become discerning consumers of AI applications. But how should we teach them? Please help us start to consider the best approach by signing up for our Research and Educator Community Symposium by 9 December 2024.

    Information at a glance

    When:  Saturday, 1 February 2025 (10am to 5pm) 

    Where: Raspberry Pi Foundation Offices, Cambridge

    Who: If you have started teaching about AI, are creating related resources, are providing professional development about AI technologies, or if you are planning to do so, please apply to attend our symposium. Travel funding is available for teachers in England.

    Please note we expect to be oversubscribed, so book early and tell us about why you are interested in taking part. We will notify all applicants of the outcome of their application by 11 December.

    Website: LINK

  • Introducing new artificial intelligence and machine learning projects for Code Clubs

    Introducing new artificial intelligence and machine learning projects for Code Clubs

    Reading Time: 4 minutes

    We’re pleased to share a new collection of Code Club projects designed to introduce creators to the fascinating world of artificial intelligence (AI) and machine learning (ML). These projects bring the latest technology to your Code Club in fun and inspiring ways, making AI and ML engaging and accessible for young people. We’d like to thank Amazon Future Engineer for supporting the development of this collection.

    A man on a blue background, with question marks over his head, surrounded by various objects and animals, such as apples, planets, mice, a dinosaur and a shark.

    The value of learning about AI and ML

    By engaging with AI and ML at a young age, creators gain a clearer understanding of the capabilities and limitations of these technologies, helping them to challenge misconceptions. This early exposure also builds foundational skills that are increasingly important in various fields, preparing creators for future educational and career opportunities. Additionally, as AI and ML become more integrated into educational standards, having a strong base in these concepts will make it easier for creators to grasp more advanced topics later on.

    What’s included in this collection

    We’re excited to offer a range of AI and ML projects that feature both video tutorials and step-by-step written guides. The video tutorials are designed to guide creators through each activity at their own pace and are captioned to improve accessibility. The step-by-step written guides support creators who prefer learning through reading. 

    The projects are crafted to be flexible and engaging. The main part of each project can be completed in just a few minutes, leaving lots of time for customisation and exploration. This setup allows for short, enjoyable sessions that can easily be incorporated into Code Club activities.

    The collection is organised into two distinct paths, each offering a unique approach to learning about AI and ML:

    Machine learning with Scratch introduces foundational concepts of ML through creative and interactive projects. Creators will train models to recognise patterns and make predictions, and explore how these models can be improved with additional data.

    The AI Toolkit introduces various AI applications and technologies through hands-on projects using different platforms and tools. Creators will work with voice recognition, facial recognition, and other AI technologies, gaining a broad understanding of how AI can be applied in different contexts.

    Inclusivity is a key aspect of this collection. The projects cater to various skill levels and are offered alongside an unplugged activity, ensuring that everyone can participate, regardless of available resources. Creators will also have the opportunity to stretch themselves — they can explore advanced technologies like Adobe Firefly and practical tools for managing Ollama and Stable Diffusion models on Raspberry Pi computers.

    Project examples

    A piece of cheese is displayed on a screen. There are multiple mice around the screen.

    One of the highlights of our new collection is Chomp the cheese, which uses Scratch Lab’s experimental face recognition technology to create a game students can play with their mouth! This project offers a playful introduction to facial recognition while keeping the experience interactive and fun. 

    A big orange fish on a dark blue background, with green leaves surrounding the fish.

    Fish food uses Machine Learning for Kids, with creators training a model to control a fish using voice commands.

    An illustration of a pink brain is displayed on a screen. There are two hands next to the screen playing the 'Rock paper scissors' game.

    In Teach a machine, creators train a computer to recognise different objects such as fingers or food items. This project introduces classification in a straightforward way using the Teachable Machine platform, making the concept easy to grasp. 

    Two men on a blue background, surrounded by question marks, a big green apple and a red tomato.

    Apple vs tomato also uses Teachable Machine, but this time creators are challenged to train a model to differentiate between apples and tomatoes. Initially, the model exhibits bias due to limited data, prompting discussions on the importance of data diversity and ethical AI practices. 

    Three people on a light blue background, surrounded by music notes and a microbit.

    Dance detector allows creators to use accelerometer data from a micro:bit to train a model to recognise dance moves like Floss or Disco. This project combines physical computing with AI, helping creators explore movement recognition technology they may have experienced in familiar contexts such as video games. 

    A green dinosaur in a forest is being observed by a person hiding in the bush holding the binoculars.

    Dinosaur decision tree is an unplugged activity where creators use a paper-based branching chart to classify different types of dinosaurs. This hands-on project introduces the concept of decision-making structures, where each branch of the chart represents a choice or question leading to a different outcome. By constructing their own decision tree, creators gain a tactile understanding of how these models are used in ML to analyse data and make predictions. 

    These AI projects are designed to support young people to get hands-on with AI technologies in Code Clubs and other non-formal learning environments. Creators can also enter one of their projects into Coolest Projects by taking a short video showing their project and any code used to make it. Their creation will then be showcased in the online gallery for people all over the world to see.

    Website: LINK

  • Implementing a computing curriculum in Telangana

    Implementing a computing curriculum in Telangana

    Reading Time: 4 minutes

    Last year we launched a partnership with the Government of Telangana Social Welfare Residential Educational Institutions Society (TGSWREIS) in Telangana, India to develop and implement a computing curriculum at their Coding Academy School and Coding Academy College. Our impact team is conducting an evaluation. Read on to find out more about the partnership and what we’ve learned so far.

    Aim of the partnership 

    The aim of our partnership is to enable students in the school and undergraduate college to learn about coding and computing by providing the best possible curriculum, resources, and training for teachers. 

    Students sit in a classroom and watch the lecture slides.

    As both institutions are government institutions, education is provided for free, with approximately 800 high-performing students from disadvantaged backgrounds currently benefiting. The school is co-educational up to grade 10 and the college is for female undergraduate students only. 

    The partnership is strategically important for us at the Raspberry Pi Foundation because it helps us to test curriculum content in an Indian context, and specifically with learners from historically marginalised communities with limited resources.

    Adapting our curriculum content for use in Telangana

    Since our partnership began, we’ve developed curriculum content for students in grades 6–12 in the school, which is in line with India’s national education policy requiring coding to be introduced from grade 6. We’ve also developed curriculum content for the undergraduate students at the college. 

    Students and educators engage in digital making.

    In both cases, the content was developed based on an initial needs assessment — we used the assessment to adapt content from our previous work on The Computing Curriculum. Local examples were integrated to make the content relatable and culturally relevant for students in Telangana. Additionally, we tailored the content for different lesson durations and to allow a higher frequency of lessons. We captured impact and learning data through assessments, lesson observations, educator interviews, student surveys, and student focus groups.

    Curriculum well received by educators and students

    We have found that the partnership is succeeding in meeting many of its objectives. The curriculum resources have received lots of positive feedback from students, educators, and observers.

    Students and educators engage in digital making.

    In our recent survey, 96% of school students and 85% of college students reported that they’ve learned new things in their computing classes. This was backed up by assessment marks, with students scoring an average of 70% in the school and 69% in the college for each assessment, compared to a pass mark of 40%. Students were also positive about their experiences of the computing and coding classes, and particularly enjoyed the practical components.

    “My favourite thing in this computing classes [sic] is doing practical projects. By doing [things] practically we learnt a lot.” – Third year undergraduate student, Coding Academy College

    “Since their last SA [summative assessment] exam, students have learnt spreadsheet [concepts] and have enjoyed applying them in activities. Their favourite part has been example codes, programming, and web-designing activities.” – Student focus group facilitator, grade 9 students, Coding Academy School

    However, we also found some variation in outcomes for different groups of students and identified some improvements that are needed to ensure the content is appropriate for all. For example, educators and students felt improvements were needed to the content for undergraduates specialising in data science — there was a wish for the content to be more challenging and to more effectively prepare students for the workplace. Some amendments have been made to this content and we will continue to keep this under review. 

    In addition, we faced some challenges with the equipment and infrastructure available. For example, there were instances of power cuts and unstable internet connections. These issues have been addressed as far as possible with Wi-Fi dongles and educators adapting their delivery to work with the equipment available.

    Our ambition for India

    Our team has already made some improvements to our curriculum content in preparation for the new academic year. We will also make further improvements based on the feedback received. 

    Students and educators engage in digital making.

    The long-term vision for our work in India is to enable any school in India to teach students about computing and creating with digital technologies. Over our five-year partnership, we plan to work with TGSWREIS to roll out a computing curriculum to other government schools within the state. 

    Through our work in Telangana and Odisha, we are learning about the unique challenges faced by government schools. We’re designing our curriculum to address these challenges and ensure that every student in India has the opportunity to thrive in the 21st century. If you would like to know more about our work and impact in India, please reach out to us at india@raspberrypi.org.

    We take the evaluation of our work seriously and are always looking to understand how we can improve and increase the impact we have on the lives of young people. To find out more about our approach to impact, you can read about our recently updated theory of change, which supports how we evaluate what we do.

    Website: LINK

  • Introducing picamzero: Simplifying Raspberry Pi Camera projects for beginners

    Introducing picamzero: Simplifying Raspberry Pi Camera projects for beginners

    Reading Time: 3 minutes

    Thousands of learners worldwide take their first steps into text-based programming using the Python programming language. Python is not only beginner-friendly, but is also used extensively in industry.

    An educator helps two young learners with a coding project in a classroom.

    In 2015, Python developer Daniel Pope, who has a keen interest in education, noticed that beginners often have great ideas for creating projects but struggle because the software libraries they need to use are aimed at more confident programmers. To address this, he created Pygame Zero — a simplified version of the popular PyGame software. Since then, various developers have expanded the range of ‘zero’ libraries for Python.

    How Python zero libraries help beginner programmers

    The Raspberry Pi Foundation has a long history of supporting Python zero libraries. GPIO Zero was launched back in 2015, followed by guizero and then picozero. The goal of all ‘zero’ libraries is the same: to help beginner programmers create amazing projects using simple, understandable code, supported by useful documentation. 

    The Picamera2 library is a powerful tool for advanced users, but beginners — such as Astro Pi: Mission Space Lab programme participants — would benefit from a zero library to allow them to use the Raspberry Pi Camera module. 

    The Astro Pi Mark II units.
    The Astro Pi Mark II units
    Image taken by Astro Pi: Mission Space Lab programme participants

    Picamzero: how to get started

    The Code Club Projects and Youth Programmes teams at the Raspberry Pi Foundation have joined forces to create picamzero: a new library that makes it simple for beginners to use the Raspberry Pi Camera board.

    As with the other ‘zero’ libraries, it’s straightforward to get started. You can install picamzero by typing two commands in your Raspberry Pi’s terminal:

    sudo apt update

    sudo apt install python3-picamzero

    Once it’s installed, setting up your program to communicate with your camera is easy:

    from picamzero import Camera

    cam = Camera()

    You can ask picamzero to take a time-lapse sequence and make a video of your images using a single line of code.

    cam.capture_sequence("mysequence.jpg", make_video=True)

    Picamzero also makes it easy to add text and image overlays to your images.

    A Lego scene captured using picamzero.
    A Lego scene captured using picamzero

    We’ve written beginner-friendly documentation for the new library so that you can explore what you can create using just a few lines of code. We’ve also updated our resources so that you can start making exciting projects using picamzero straight away:

    We hope you enjoy using picamzero. Please get in touch if you have any feedback or suggestions. Happy coding!

    Website: LINK

  • How to make debugging a positive experience for secondary school students

    How to make debugging a positive experience for secondary school students

    Reading Time: 6 minutes

    Artificial intelligence (AI) continues to change many areas of our lives, with new AI technologies and software having the potential to significantly impact the way programming is taught at schools. In our seminar series this year, we’ve already heard about new AI code generators that can support and motivate young people when learning to code, AI tools that can create personalised Parson’s Problems, and research into how generative AI could improve young people’s understanding of program error messages.

    Two teenage girls do coding activities at their laptops in a classroom.

    At times, it can seem like everything is being automated with AI. However, there are some parts of learning to program that cannot (and probably should not) be automated, such as understanding errors in code and how to fix them. Manually typing code might not be necessary in the future, but it will still be crucial to understand the code that is being generated and how to improve and develop it. 

    As important as debugging might be for the future of programming, it’s still often the task most disliked by novice programmers. Even if program error messages can be explained in the future or tools like LitterBox can flag bugs in an engaging way, actually fixing the issues involves time, effort, and resilience — which can be hard to come by at the end of a computing lesson in the late afternoon with 30 students crammed into an IT room. 

    Debugging can be challenging in many different ways and it is important to understand why students struggle to be able to support them better.

    But what is it about debugging that young people find so hard, even when they’re given enough time to do it? And how can we make debugging a more motivating experience for young people? These are two of the questions that Laurie Gale, a PhD student at the Raspberry Pi Computing Education Research Centre, focused on in our July seminar.

    Laurie has spent the past two years talking to teachers and students and developing tools (a visualiser of students’ programming behaviour and PRIMMDebug, a teaching process and tool for debugging) to understand why many secondary school students struggle with debugging. It has quickly become clear through his research that most issues are due to problematic debugging strategies and students’ negative experiences and attitudes.

    A photograph of Laurie Gale.
    When Laurie Gale started looking into debugging research for his PhD, he noticed that the majority of studies had been with college students, so he decided to change that and find out what would make debugging easier for novice programmers at secondary school.

    When students first start learning how to program, they have to remember a vast amount of new information, such as different variables, concepts, and program designs. Utilising this knowledge is often challenging because they’re already busy juggling all the content they’ve previously learnt and the challenges of the programming task at hand. When error messages inevitably appear that are confusing or misunderstood, it can become extremely difficult to debug effectively. 

    Program error messages are usually not tailored to the age of the programmers and can be hard to understand and overwhelming for novices.

    Given this information overload, students often don’t develop efficient strategies for debugging. When Laurie analysed the debugging efforts of 12- to 14-year-old secondary school students, he noticed some interesting differences between students who were more and less successful at debugging. While successful students generally seemed to make less frequent and more intentional changes, less successful students tinkered frequently with their broken programs, making one- or two-character edits before running the program again. In addition, the less successful students often ran the program soon after beginning the debugging exercise without allowing enough time to actually read the code and understand what it was meant to do. 

    The issue with these behaviours was that they often resulted in students adding errors when changing the program, which then compounded and made debugging increasingly difficult with each run. 74% of students also resorted to spamming, pressing ‘run’ again and again without changing anything. This strategy resonated with many of our seminar attendees, who reported doing the same thing after becoming frustrated. 

    Educators need to be aware of the negative consequences of students’ exasperating and often overwhelming experiences with debugging, especially if students are less confident in their programming skills to begin with. Even though spending 15 minutes on an exercise shows a remarkable level of tenaciousness and resilience, students’ attitudes to programming — and computing as a whole — can quickly go downhill if their strategies for identifying errors prove ineffective. Debugging becomes a vicious circle: if a student has negative experiences, they are less confident when having to bug-fix again in the future, which can lead to another set of unsuccessful attempts, which can further damage their confidence, and so on. Avoiding this downward spiral is essential. 

    Laurie stresses the importance of understanding the cognitive challenges of debugging and using the right tools and techniques to empower students and support them in developing effective strategies.

    To make debugging a less cognitively demanding activity, Laurie recommends using a range of tools and strategies in the classroom.

    Some ideas of how to improve debugging skills that were mentioned by Laurie and our attendees included:

    • Using frame-based editing tools for novice programmers because such tools encourage students to focus on logical errors rather than accidental syntax errors, which can distract them from understanding the issues with the program. Teaching debugging should also go hand in hand with understanding programming syntax and using simple language. As one of our attendees put it, “You wouldn’t give novice readers a huge essay and ask them to find errors.”
    • Making error messages more understandable, for example, by explaining them to students using Large Language Models.
    • Teaching systematic debugging processes. There are several different approaches to doing this. One of our participants suggested using the scientific method (forming a hypothesis about what is going wrong, devising an experiment that will provide information to see whether the hypothesis is right, and iterating this process) to methodically understand the program and its bugs. 

    Most importantly, debugging should not be a daunting or stressful experience. Everyone in the seminar agreed that creating a positive error culture is essential. 

    Teachers in Laurie’s study have stressed the importance of positive debugging experiences.

    Some ideas you could explore in your classroom include:

    • Normalising errors: Stress how normal and important program errors are. Everyone encounters them — a professional software developer in our audience said that they spend about half of their time debugging. 
    • Rewarding perseverance: Celebrate the effort, not just the outcome.
    • Modelling how to fix errors: Let your students write buggy programs and attempt to debug them in front of the class.

    In a welcoming classroom where students are given support and encouragement, debugging can be a rewarding experience. What may at first appear to be a failure — even a spectacular one — can be embraced as a valuable opportunity for learning. As a teacher in Laurie’s study said, “If something should have gone right and went badly wrong but somebody found something interesting on the way… you celebrate it. Take the fear out of it.” 

    Watch the recording of Laurie’s presentation:

    [youtube https://www.youtube.com/watch?v=MKD5GuteMC0?feature=oembed&w=500&h=281]

    In our current seminar series, we are exploring how to teach programming with and without AI.

    Join us at our next seminar on Tuesday, 12 November at 17:00–18:30 GMT to hear Nicholas Gardella (University of Virginia) discuss the effects of using tools like GitHub Copilot on the motivation, workload, emotion, and self-efficacy of novice programmers. To sign up and take part in the seminar, click the button below — we’ll then send you information about joining. We hope to see you there.

    The schedule of our upcoming seminars is online. You can catch up on past seminars on our previous seminars and recordings page.

    Website: LINK

  • Ada Computer Science: A year in review

    Ada Computer Science: A year in review

    Reading Time: 5 minutes

    With the new academic year fully under way in many parts of the world, it’s the perfect time to reflect on the growth and innovations we’ve achieved with the Ada Computer Science platform. Your feedback has helped us make improvements to better support teachers and students — here’s a look back at some of the key developments for Ada from the past 12 months.

    Teachers in discussion at a table.
    Teachers in discussion at a Raspberry Pi Foundation teacher training event.

    Supporting students through personalised learning, new resources, and new questions

    We made significant improvements throughout the year to support students with exam preparation and personalised learning. We introduced over 145 new self-marking questions and updated 50 existing ones, bringing the total to more than 1000. A new type of question was also launched to help students practise writing longer responses: they label parts of a sample answer and apply a mark scheme, simulating a peer review process. You can read more about this work in the AI section below.

    We updated the question finder tool with an intuitive new design. Instead of seeing ten questions at random, students can now see all the questions we have on any given topic, and can use the filters to refine their searches by qualification and difficulty level. This enables students to better personalise their revision and progress tracking

    “Ada Computer Science has been very effective for my revision. I like how it provides hints and pointers if you answer a question incorrectly.” 

    – Ada Computer Science student

    The ‘Representation of sound’ topic received a major update, with clearer explanations, new diagrams, and improved feedback to support students as they tackle common misconceptions in sound physics. We also refreshed the ‘Representation of numbers’ topic, adding new content and interactive quizzes to support teachers in assessing students’ understanding more effectively. 

    We introduced a new database scenario titled ‘Repair & Reform’, offering an entity relationship diagram, a data dictionary, and a new SQL editor and question set to help students prepare for project-based assessments. We’ve further expanded this scenario into a full project covering all stages of development, including requirements analysis and evaluation. 

    April was dedicated to gearing up for the exam season, with the introduction of revision flashcards and ready-made quizzes on key topics like bitmapped graphics and sorting algorithms. We also launched a student revision challenge, which ran from April to June and attracted over 600 participants.

    “Ada Computer Science is an excellent resource to help support teachers and students. The explanations are clear and relevant, and the questions help students test their knowledge and understanding in a structured way, providing links to help them reconcile any discrepancies or misunderstandings.” 

    – Patrick Kennedy, Computer Science teacher

    Supporting teachers  

    We expanded our efforts to support new computer science teachers with the launch of a teacher mentoring programme that offers free online drop-in sessions. We also hosted a teacher training event at the Raspberry Pi Foundation office in Cambridge (as seen in the picture below), where educators saw previews of upcoming content on AI and machine learning and contributed their own questions to the platform.

    Group photo featuring computer science teachers and colleagues from the Raspberry PI Foundation.

    AI content and AI features

    We continued our focus on AI and machine learning, releasing new learning resources that explore the ethical and social implications of AI alongside the practical applications of AI and machine learning models. 

    To expand the Ada platform’s features, we also made considerable progress in integrating a large language model (LLM) to mark free-text responses. Our research showed that, as of June, LLM marks matched real teachers’ marks 82% of the time. In July, we received ethics approval from the University of Cambridge to add LLM-marked questions to the Ada platform. 

    Computer science education in Scotland

    We made significant strides towards supporting Scottish teachers and students with resources tailored to the SQA Computing Science curriculum. From September to November last year, we piloted a new set of materials specifically designed for Scottish teachers, receiving valuable feedback that we’ve used in 2024 to develop new content. More than half of the theory content for the National 5 and Higher specifications is now available on the platform. 

    Teacher, in the middle of a computing lesson.

    Our ‘Reform & Repair’ database scenario and project align with both SQA Higher and A level standards, providing a comprehensive resource for students preparing for project-based assessments.

    Looking ahead: New resources for September and beyond

    We have big plans for Ada for the next 12 months. Our focus will remain on continuously improving our resources and supporting the needs of both educators and students. 

    After the positive response to our ‘Repair & Reform’ database project, our content experts are planning additional practical projects to support students and teachers. The next one will be a web project that covers HTML, CSS, JavaScript, and PHP, supporting students taking SQA qualifications in Scotland or undertaking the non-examined assessment (NEA) at A level.

    We’ll be working on a number of teacher-focused improvements to the platform, which you’ll also see on Ada’s sibling site, Isaac Physics. These will include an overhaul of the markbook to make it more user-friendly, and updates to the ‘Assignments’ tool so assignments better meet the needs of teachers in schools.

    We’ll be welcoming the next cohort of computer science students to the STEM SMART programme in January 2025 where, in partnership with the University of Cambridge, we’ll offer free, complementary teaching and support to UK students at state schools. Applications are now open.

    Thank you to every teacher and student who has given their time in the last year to share feedback about Ada Computer Science — your insights are invaluable as we work to make high-quality computer science materials easily accessible. Here’s to another fantastic year of learning and growth!

    Website: LINK

  • How fun-filled Code Clubs drive learning: New evidence

    How fun-filled Code Clubs drive learning: New evidence

    Reading Time: 4 minutes

    When you walk into a vibrant Code Club, it is easy to see that the young creators are having fun with digital making. But are they actually learning anything? Our recent evaluation has shown that not only are they developing their coding skills, but there are many other benefits.

    Young person sitting at a laptop with an adult mentor helping them with their code.

    Code Club is a network of free coding clubs where young people learn how to create with technology. The Raspberry Pi Foundation supports Code Clubs through training and guidance for mentors, and by providing learning resources that lead to meaningful and lasting learning outcomes for the young people attending the clubs.

    Founded in the UK in 2012, Code Club has grown into a global movement and has already inspired more than 2 million young people to learn how to build their own apps, games, animations, websites, and so much more. We are incredibly proud of the impact Code Club has already achieved and we want many more young people to benefit. Our ambitious goal for the next decade is to reach 10 million more young people through Code Club.

    New impact insights about Code Club

    We’re ambitious about Code Club because we know it works. Over the last year, the Durham University Evidence Centre for Education (DECE) conducted an independent evaluation of the programme that confirmed earlier evidence: attending Code Club leads to positive outcomes for young people.

    Two young people smiling whilst working on their laptop with an adult mentor by their side.

    The DECE evaluation showed that young people who attend Code Club build their coding skills. They also become more confident in learning coding, grow their interest in it, and develop a sense of belonging. Researchers observed how each young person has their individual projects to work on, which promote a sense of ownership and personalised learning, but that there are also opportunities for collaboration and celebrating their achievements with other creators in the club.

    Young people also develop positive attitudes to coding and a range of life skills such as problem solving and communication. These skills and mindsets prepare young people to confidently engage with emerging technologies and with learning in a broader context.

    “Coding is really fun when I know what to do, but sometimes it is hard. But I always keep trying.”

    – Code Club creator.

    Another finding was that Code Clubs are a place where young people who experience difficulties in formal classroom settings can thrive. This suggests Code Clubs can help educators engage a more diverse group of young people in creating with technology than formal education alone could.

    “We see pupils in completely different roles when they are doing these Code Club activities. They enjoy more, and you can see they have skills to do things that we otherwise don’t notice.”

    – Code Club mentor.

    None of the benefits for young people would be possible without the volunteers who give their time and make Code Clubs the positive learning environments they are. Their support is crucial to young people’s engagement and skill development. The evaluation showed that mentors find the experience of volunteering rewarding, and pointed us towards areas where we can offer further support to help them run engaging, impactful Code Clubs.

    “…volunteering with Code Club has helped me feel I’m a useful member of society in my old age, so the benefits have been good for me too.”

    – Code Club mentor.

    How we’re building on our support for clubs

    With AI already transforming so many parts of our lives, learning how to create with technology has never been more important. Generative AI is changing how humans give instructions to computers, and at Code Club, young people can experiment with new technologies such as AI in a safe environment. New projects that support young people to learn about AI technologies will be added to the Code Club Projects site later this month, alongside support for club leaders and mentors on this topic.

    The evaluation methods used by the DECE will help us hone our ongoing impact measurement work for Code Clubs running in communities all over the world. As we continue to support Code Clubs, we are taking into account that the independent evaluation ran in school-based Code Clubs in the UK only. In our work to grow the Code Club network across the globe, we are adapting our support and resources for local contexts in collaboration with partners who share their expertise.

    This will ensure that Code Clubs can provide a fun, welcoming space for all young people. And while they’re having fun, they will also gain relevant learning experiences that empower them to engage confidently with a world that is being transformed by digital technologies.

    If you’re interested in the DECE evaluation’s results, we’ve put together a summary for you to download.

    To get involved in Code Club, visit codeclub.org.

    Website: LINK

  • Introduce the Code Editor into your school

    Introduce the Code Editor into your school

    Reading Time: 2 minutes

    Since we first launched the Code Editor, a free online tool designed to support young people  as they learn text-based programming, we’ve been excited to hear how educators have been trying it out in their classrooms. 

    “I used the Code Editor with my computer science students yesterday and it worked a dream! Students were able to write and run code without any issues.” 

    – Head of Computer Science

    The Code Editor is designed for learning, rather than for professional use, and is informed by our understanding of pedagogy and computing education. It can be accessed from a web browser without installing any additional software. 

    Earlier this year, we announced that we’d be introducing classroom management features and we’re now pleased to confirm that we’ve launched the beta version of Code Editor for Education with school accounts. You can be the first to try out the new features, together with the many schools who have chosen to pre-register their school accounts.

    Simple and easy classroom management

    We’ve kept the educator interface clean, simple, and easy to use. School owners can invite other teachers to join, add students, organise students into classes, and help students reset their passwords quickly. Educators can create coding projects to share with students and view their work.

    Example image of the Raspberry Pi Foundation Code Editor, showcasing its classroom management features.

    All features, totally free

    We’ve added these classroom management features because one of the key problems we’ve seen educators face over the past months has been the lack of an affordable tool to teach text-based coding in the classroom. We will always provide the Code Editor and all of its features to educators and students for free. 

    Safe and private by design

    We take safeguarding seriously, providing visibility of student work at all times, as well as features such as the ability to report a concern. In line with best practices protecting children online, we minimise data capture so that we have just enough to keep students safe. 

    Future developments 

    As the platform is currently in beta, we’d love to hear what you think of the new classroom management features — please send us your feedback

    We’ll be actively looking to develop new features over the coming months. Such features are set to include an extended set of Python libraries, custom instructions that sit alongside starter code projects and teacher-to-student feedback capabilities. All new developments will be informed by ongoing educator feedback. 

    Find out more and register for a free school account.

    Website: LINK