Schlagwort: physical computing

  • Make a robot: A fun and educational journey into robotics for kids

    Make a robot: A fun and educational journey into robotics for kids

    Reading Time: 5 minutes

    Lots of kids are excited about robotics, and we have the free resources you need to help your children start making robots.

    A smiling girl holding a robot buggy in her lap

    What’s a robot anyway?

    Did you know that the concept of robotics dates back to ancient Greece, where a mathematician built a self-propelled flying pigeon to understand bird flight? Today, we have robots assisting people in everything from manufacturing to medicine. But what exactly is a robot? Ask two people, and you might get two different answers. Some may tell you about Star Wars’ C3PO and R2D2, while others may tell you about self-driving cars or even toys.

    In my view, a robot is a machine that can carry out a series of physical tasks, programmed via a computer. These tasks could range from picking up an object and placing it elsewhere, to navigating a maze, to even assembling a car without human interaction.

    Why robotics?

    My first encounter with robotics was the Big Trak, a programmable toy vehicle created in 1979. You could program up to 16 commands into Big Trak, which it then executed in sequence. My family and I used the toy to transport items to each other around our house. It was a fun and engaging way to explore the basics of robotics and programming.

    A Big Trak toy robot on wheels with a keypad on top and with a cart attached.

    Understanding something about robotics is not just for scientists and engineers. It involves learning a range of skills that empower your kids to be creators of our digital world, instead of just consumers.

    A child codes at a desktop computer.

    Robotics combines various aspects of science, technology, engineering, and mathematics (STEM) in a fun and engaging way. It also encourages young people’s problem-solving abilities, creativity, and critical thinking — skills that are key for the innovators of tomorrow.

    Machine learning and robotics: A powerful duo

    What happens when we add machine learning to robotics? Machine learning is an area of artificial intelligence where people design computer systems so they “learn” from data. This is not unlike how people learn from experience. Machine learning can enable robots to adapt to new situations and perform tasks that only people used to do.

    A girl shows off a robot she has built.

    We’ve already built robots that can play chess with you, or clean your house, or deliver your food. As people develop machine learning for robotics further, the possibilities are vast. By the time our children start their careers, it might be normal to have robots as software-driven “coworkers”. It’s important that we prepare children for the possible future that robotics and machine learning could open up. We need to empower them to contribute to creating robots with capabilities that complement and benefit all people.

    To see what free resources we’re offering to help young people understand and create with machine learning and AI, check out this blog post about our Experience AI learning programme.

    Getting started with robotics

    So, how can kids start diving into the world of robotics? Here are three online resources to kickstart their journey:

    Physical computing with Scratch and the Raspberry Pi

    Physical computing with Scratch and the Raspberry Pi‘ is a fantastic introduction to using electronics with the block-based Scratch programming language for young learners.

    A girl with a Raspberry Pi computer.

    Kids will learn to create interactive stories, games, and animations, all while getting a taste of physical computing. They’ll explore how to use sound and light, and even learn how to create improvised buttons.

    Introduction to Raspberry Pi Pico and MicroPython

    This project path introduces the Raspberry Pi Pico, a tiny yet powerful digital device that kids can program using the text-based MicroPython language.

    Blink on Raspberry Pi Pico.
    A Raspberry Pi Pico.

    It’s a great way to delve deeper into the world of electronics and programming. The path includes a variety of fun and engaging projects that incorporate crafting and allow children to see the tangible results of their coding efforts.

    Build a robot

    ‘Build a robot’ is a project path that allows young people to create a simple programmable buggy. They can then make it remote-controlled and even transform it so it can follow a line by itself.

    A robot buggy with a Raspberry Pi.

    This hands-on project path not only teaches the basics of robotics but also encourages problem-solving as kids iteratively improve their robot buggy’s design.

    The robot building community

    Let’s take a moment to celebrate two young tech creators who love building robots.
    Selin is a digital maker from Istanbul, Turkey, who is passionate about robotics and AI. Selin’s journey into the world of digital making began with a wish: after her family’s beloved dog Korsan passed away, she wanted to bring him back to life. This led her to design a robotic dog on paper, and to learn coding and digital making to build that robot.

    Selin is posing on one knee, next to her robot.

    Selin has since built seven different robotics projects. One of them is IC4U, a robotic guide dog designed to help people with impaired sight. Selin’s commitment to making projects that help make the world a better place was recognised when she was awarded the Aspiring Teen Award by Women in Tech.

    [youtube https://www.youtube.com/watch?v=jdMW9u-kY3A?feature=oembed&w=500&h=281]

    Jay, a young digital maker from Preston, UK, started experimenting with code at a young age to make his own games. He attended free local coding groups, such as CoderDojo, and was introduced to the block-based programming language Scratch. Soon, Jay was combining his interests in programming with robotics to make his own inventions.

    Young coder Jay shows off some of his robotics projects.

    Jay’s dad, Biren, comments: “With robotics and coding, what Jay has learned is to think outside of the box and without any limits. This has helped him achieve amazing things.”

    [youtube https://www.youtube.com/watch?v=YKseSCYwoc4?feature=oembed&w=500&h=281]

    Open up the world of making robots for your child

    Robotics and machine learning are not just science fiction — they shape our lives today in ways kids might not even realise. Whether your child is just interested in playing with robots, wants to learn more about them, or is considering a career in robotics, our free resources are a great place to start.

    If a Greek mathematician was able to build a flying pigeon millennia ago, imagine what children could create today!

    Website: LINK

  • Take part in the Hour of Code

    Take part in the Hour of Code

    Reading Time: 5 minutes

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

    A girl doing a physical computing project.

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

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

    Two young digital makers using Raspberry Pi

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

    Ages 7–11

    Beginner

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

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

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

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

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

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

    Comfortable

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

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    Ages 11–14

    Beginner

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

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

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

    A blinking LED with paper wings.

    Comfortable

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

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

    Ages 14+

    Beginner

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

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    Comfortable

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

    Coding for Hour of Code and beyond

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

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

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

    Two members of the Code Club working at computers.

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

    Website: LINK

  • Computing and sustainability in your classroom | Hello World #19

    Computing and sustainability in your classroom | Hello World #19

    Reading Time: 5 minutes

    Issue 19 of our free magazine Hello World, written by and for the computing education community, focuses on the interaction between sustainability and computing, from how we can interact with technology responsibly, to its potential to mitigate climate change.

    Cover of issue 19 of Hello World magazine.

    To give you a taste of this brand-new issue, here is primary school teacher Peter Gaynord’s article about his experience of using an environmental case study to develop a cross-curricular physical computing unit that gives his learners a real-life context.

    Peter Gaynord.
    Peter Gaynord.

    Real-life problem solving

    The prospect of developing your own unit of work from scratch can feel very daunting. With the number of free resources available, it begs the question, why do it? Firstly, it gives you the opportunity to deliver computing that is interwoven with the rest of your curriculum. It also naturally lends itself to a constructionist approach to learning through meaningful engagement with real-world problem-solving. In this article, I am going to share my experience of developing a ten-lesson unit of physical computing for students aged nine to ten that is linked to the more general topic of the environment.

    To engage children in the process of problem-solving, it is important that the problem is presented as a real and meaningful one. To introduce the topic of the environment, we showed pupils a video of the Panama Canal, including information about the staggering amount of CO2 that is saved by ships taking this route instead of the alternative, longer routes that use more fuel. However, we explained that because of the special geographical features, a moving bridge needed to be constructed over the canal. The students’ challenge was first to design a solution to the problem, and then to make a working model.

    An model of a bridge.
    One bridge model from Peter’s class.

    The model would use physical computing as part of the solution to the problem. The children would program a single-geared motor using a Crumble microcontroller to slowly lift and lower the bridge by the desired amount. We decided to issue a warning to drivers that the road bridge was about to close using a Sparkle, a programmable LED. Ultimately, the raising and lowering of the bridge would happen automatically when a ship approached. For this purpose, we would use an ultrasonic sensor to detect the presence of the ship.

    Building the required skills

    To develop the skills required to use the Crumble microcontroller, we led some discrete computing lessons based largely on the Teach Computing Curriculum’s ‘Programming A — Selection in physical computing’ unit. In these lessons, the children developed the skill of sensing and responding differently to conditions using the selection programming construct. They learnt this key concept alongside controlling and connecting the motor, the Sparkle, and the ultrasonic sensor.

    A learner does physical computing in the primary school classroom.
    Physical computing allows learners to get hands-on.

    For students to succeed, we also had to teach them skills from other subjects, and consider at what stage it would be most useful to introduce them. For example, before asking children to document their designs, we first needed to teach the design technology (DT) objectives for communicating ideas through sketches. Most other DT objectives that covered the practical skills to make a model were interwoven as the project progressed. At the end of the project, we guided the children through how to evaluate their design ideas and reflect on the process of model making. Before pupils designed their solutions, we also had to introduce some science for them to apply to their designs. We covered increasing forces using levers, pulleys, and gears, as well as the greenhouse effect and how burning fossil fuels contributes to global warming.

    An end pivot model of a bridge.
    Another bridge model made in Peter’s class.

    It is very important not to specify a solution for students at the beginning, otherwise the whole project becomes craft instead of problem-solving. However, it is important to spend some time thinking about any practical aspects of the model building that may need extra scaffolding. Experience suggested that it was important to limit the scale of the children’s models. We did this by showing them a completed central bridge span and later, guiding the building of this component so that all bridges had the same scale. It also turned out to be very important that the children were limited in their model building to using one single-geared motor. This would ensure that all children engaged with actively thinking about how to utilise the lever and pulley system to increase force, instead of relying on using more motors to lift the bridge.

    If you want to finish reading Peter’s article and see his unit outline, download Hello World issue 19 as a free PDF.

    Discover more in Hello World 19 — for free

    As always, you’ll find this new issue of Hello World packed with resources, ideas, and insights to inspire your learners and your own classroom practice:

    • Portraits of scientists who apply artificial intelligence models to sustainability research
    • Research behind device-repair cafés
    • A deep dive into the question of technology obsolescence
    • And much more

    All issues of Hello World as available as free PDF downloads. Subscribe to never miss a digital issue — and if you’re an educator in the UK, you can subscribe to receive free print copies in the post.

    PS: US-based educators, if you’re at CSTA Annual Conference in Chicago this month, come meet us at booth 521 and join us at our sessions about writing for Hello World, the Big Book of Computing Pedagogy, and more. We look forward to seeing you there!

    Website: LINK

  • Teaching with Raspberry Pi Pico in the computing classroom

    Teaching with Raspberry Pi Pico in the computing classroom

    Reading Time: 6 minutes

    Raspberry Pi Pico is a low-cost microcontroller that can be connected to another computer to be programmed using MicroPython. We think it’s a great tool for exploring physical computing in classrooms and coding clubs. Pico has been available since last year, amid school closures, reopenings, isolation periods, and restrictions for students and teachers. Recently, I spoke to some teachers in England about how their reception of Raspberry Pi Pico, and how they have found using it to teach physical computing to their learners.

    A student uses a Raspberry Pi Pico in the computing classroom.

    This blog post is adapted from issue 18 of Hello World, our free magazine written by computing educators for computing educators.

    Extra-curricular engagement

    At secondary schools, a key use of Raspberry Pi Pico was in teacher-led lunchtime or after-school clubs. One teacher from a girls’ secondary school in Liverpool described how he introduced it to his Women in Tech club, which he runs for 11- to 12-year-old students for half an hour per week at lunchtime. As this teacher has free rein over the club content and a personal passion for Raspberry Pi, his eventual aim for the club participants was to build a line-following car using Pico.

    On a wooden desktop, electronic components, a Raspberry Pi Pico, and a motor next to a keyboard.

    The group started by covering the basics of Pico, such as connecting it with a breadboard and making LEDs flash, using our ‘Getting started with Raspberry Pi Pico’ project guide. The teacher described how walking into a room with Picos and physical computing kits grabs students’ attention: “It’s massively more engaging than programming Python on a screen… They love the idea of building something physical, like a car.” He has to remind them that phones aren’t allowed at school, as they’re keen to take photos of the flashing lights to show their parents. His overall verdict? “Once the software had been installed, [Picos are] just plug and play. As a tool in school, it gives you something physical, enthuses interest in the subject. If it gets just one person choosing the subject, who wouldn’t have done otherwise, then job done.”

    “If it gets just one person choosing the subject, who wouldn’t have done otherwise, then job done.”

    Teacher at a Liverpool girls’ secondary school

    Another teacher from a school in Hampshire used Picos at an after-school club with students aged 13 to 15. After about six sessions of less than 50 minutes last term, the students have almost finished building motorised buggies. The first two sessions were spent familiarising students with the Picos, making LEDs flash, and using sensors. In the next four sessions, the students made their way through the Pico-focused physical computing unit from our Teach Computing Curriculum. The students worked in pairs, and initially some learners had trouble getting the motors to turn the wheels on their buggies. Rather than giving them the correct code, the teacher gave them duplicate sets of the hardware and suggested that they test each piece in turn to ‘debug’ the hardware. Thus the students quickly worked out what they needed to do to make the wheels turn.

    A soldered Raspberry Pi Pico on a breadboard.

    For non-formal learning settings such as computing and coding clubs, we’ve just released a six-project learning path called ‘Introduction to Raspberry Pi Pico’ for beginner digital makers. You can check out the path directly, or learn more about how we’ve designed it to encourage learners’ independence.

    Reinforcing existing computing skills

    Another key theme that came through in my conversations with teachers was how Raspberry Pi Pico can be used to reinforce learners’ existing computing skills. One teacher I interviewed, from a school in Essex, has been using Picos to teach computing to 12- to 14-year-olds in class, and talked about the potential for physical computing as a pedagogical tool for recapping topics that have been covered before. “If [physical computing] is taught well, it enhances students’ understanding of programming. If they just copy code from the board, it becomes about the kit and not how you solve a problem, it’s not as effective at helping them develop their computational thinking. Teaching Python on Pico really can strengthen existing understanding of using Python libraries and subroutines, as well as passing subroutine arguments.”

    “If [physical computing] is taught well, it enhances students’ understanding of programming.”

    Teacher at an Essex secondary school

    Another teacher I spoke to, working at a Waterlooville school and relatively new to teaching, talked about the benefits of using Pico to teach Python: “It takes some of the anxiety away from computing for some of the younger students and makes them more resilient. They can be wary of making mistakes, and see them as a hurdle, but working towards a tangible output can help some students to see the value of learning through their mistakes.”

    Raspberry Pi Pico attached with jumper wires to a purple LED.

    This teacher was keen for his students to get a sense of the variety of jobs that are available in the computing sector, and not just in software. He explained how physical computing can demonstrate to students how you can make inputs, outputs, and processing very real: “Give students a Pico and make them thirsty about what they could do with it — the device allows them to interact with it and work out how to bend it to what they want to do. You can be creative in computing without just writing code, you can capture information and output it again in a more useful way.”

    “Working towards a tangible output can help some students to see the value of learning through their mistakes.”

    Teacher at a Waterlooville school

    One of the teachers we spoke to was initially a bit cynical about Pico, but had a much better experience of using it in the classroom than expected: “It’s not such a big progression from block-based microcontrollers to Pico — it could be a good stepping stone between, for example, a micro:bit and a Raspberry Pi computer.”

    Why not try out Raspberry Pi Pico in your classroom or club? It might be the engagement booster you’ve been looking for!  

    Top teacher tips for activities with Raspberry Pi Pico

    • Prepare to install Thonny (the software we recommend to program Pico) on your school’s or venue’s IT systems, and ask your IT technician for support.
    • It takes time to unpack devices, connect them, and pack them back up again. Build this time into your plan!

    Free learning resources for using Raspberry Pi Pico in your classroom or club

    Teachers at state schools in England can borrow physical computing kits with class sets of Raspberry Pi Picos from their local Computing Hub. We’ve made these kits available through our work as part of the National Centre for Computing Education. The Pico kit is perfect for teaching the Pico-focused physical computing unit from our Teach Computing Curriculum.

    Qualified US-based educators can still get their hands on 1 of 1000 free Raspberry Pi Pico hardware kits if they sign up to our free course Design, build, and code a rover with Raspberry Pi Pico. This course shows you how to introduce Pico in your classroom. We’ve designed the course on the Pathfinders Online Institute platform, specifically for US-based educators, thanks to our partners at Infosys Foundation USA. These Raspberry Pi Pico kits are also available at PiShop.us.

    For non-formal learning settings, such as Code Clubs and CoderDojos, we’ve created a six-project learning path: ‘Introduction to Raspberry Pi Pico’. This path is for beginner digital makers to follow and create Pico projects, all the while learning the skills to independently design, code, and build their own projects. All of the components for the path are available as a kit from Pimoroni.

    Website: LINK

  • Build a Raspberry Pi robot buggy with your kids

    Build a Raspberry Pi robot buggy with your kids

    Reading Time: < 1 minute

    [youtube https://www.youtube.com/watch?v=ZrxqaF1ZHOA?feature=oembed&w=500&h=281]

    Join us for Digital Making at Home: this week, young people can build a Raspberry Pi robot buggy with us! Through Digital Making at Home, we invite kids all over the world to code and make along with us and our new videos every week.

    So get your Raspberry Pi, wheels, wires, and breadboards ready! We’re building a robot:

    Let’s build a robot together this week!

    And tune in on Wednesday 2pm BST / 9am EDT / 7.30pm IST at rpf.io/home to code along with our live stream session with Estefannie from Estefannie Explains it All to ask us your questions about robots and build something cool with Adafruit’s Circuit Playground.

    Website: LINK

  • Come to our free educator sessions next to Bett 2020

    Come to our free educator sessions next to Bett 2020

    Reading Time: 4 minutes

    Are you attending Bett Show this year? Then come to our free educator sessions on Friday 24 January right next to Bett to take a break from the hustle and bustle of the show floor and learn something new!

    Our team will be in a private room below the [email protected] pub, next door to Bett, all day on Friday 24 January. We’ll be offering free physical computing sessions for primary and secondary educators during the day. Then from 17:30, you can drop in to chat to us about computing in your classroom, and to connect with like-minded educators.

    A teacher attending a physical computing sessions laughs as she works through an activity

    Our schedule for you on 24 January

    11:00–12:30: Physical computing session for primary teachers (limited spaces, please register to attend)

    12:45–13:30: Panel and Q&A for primary teachers: Code Club and the National Centre of Computing Education (drop in without registering)

    14:30–16:00: Physical computing session for secondary teachers (limited spaces, please register to attend)

    16:15–17:00: Panel and Q&A for secondary teachers: Code Club and the National Centre of Computing Education (drop in without registering)

    17:30–21:00: Informal meet and greet with the Raspberry Pi team for everyone (drop in without registering)

    • Snacks and refreshments will be provided at all the sessions
    • Directions to the [email protected] pub, where you’ll find us, are below
    • You don’t need to have a pass to Bett Show to attend any of our sessions

    What are these physical computing sessions?

    In these free, registration-only, practical sessions (tailored to primary and secondary educators, respectively), we’ll highlight the value of delivering curriculum objectives through physical computing activities.

    You’ll learn about:

    • Setting up a Raspberry Pi computer
    • Controlling LEDs using Scratch, Python, and Raspberry Pi
    • Pedagogical approaches such as pair programming and Parson’s Puzzles

    Women using Raspberry Pi and Trinket

    The sessions are perfect for you if you’d like an introduction to how to bring physical computing to your classroom, because no experience of physical computing is needed.

    Both sessions are free and open to all teachers and educators working with learners in the relevant Key Stages.

    Spaces are limited for both sessions, so make sure you register to reserve your space:

    Find out how to bring more computing opportunities to your school

    Following each of the physical computing sessions, you’ll have the chance to find out how else we can help you bring computing to your school! During a 45-minute panel and Q&A, our team will introduce you all things Code Club and how to set up an engaging coding club in your school, and to the comprehensive, free support we offer you through the National Centre of Computing Education. You’ll also be able to ask us any questions you have about the programmes and resources we offer to you.

    There is no need to register for this ‘panel and Q&A’ part of the day — just drop in when it suits you.

    Network with us and other educators

    Your evening at [email protected], from 17:30 onwards, will be an informal meet and greet with the Raspberry Pi team. Snacks and refreshments will be provided, and you can drop in whenever you like.

    This is your time to chat to us, discover more about the other educational activities we run, and network with other primary and secondary educators who want to encourage children and young adults to get hands-on with computing.

    Code Club

    We hope to see many of you there, and we’re looking forward to chatting with you!

    If you have any questions about this event, or want to find out more, please contact [email protected] and we will get back to you!

    How to find us

    The [email protected] is a pub located in Warehouse K next to the ExCel Center, easily accessed from the footpath between the ExCel West Entrance and Custom House DLR Station.

    Map of where the Fox@ExCel London is

    You will find us in a private area below the main floor of the [email protected]. There should be a sign directing you to the location, and you can also ask the pub staff to point the way.

    From Custom House DLR Station:

    Follow the signs along the footbridge towards the ExCel main entrance, enter the door labelled ‘[email protected]’ on the first building to your right, and head down the stairs.

    From the ExCel West Entrance:

    Turn right out of the main entrance and follow the footbridge towards the ExCel. You will find the entrance to the [email protected] in the second pair of doorways on your left. Enter the building and go down the stairs.

    Website: LINK

  • GPIO expander: access a Pi’s GPIO pins on your PC/Mac

    GPIO expander: access a Pi’s GPIO pins on your PC/Mac

    Reading Time: 4 minutes

    Use the GPIO pins of a Raspberry Pi Zero while running Debian Stretch on a PC or Mac with our new GPIO expander software! With this tool, you can easily access a Pi Zero’s GPIO pins from your x86 laptop without using SSH, and you can also take advantage of your x86 computer’s processing power in your physical computing projects.

    A Raspberry Pi zero connected to a laptop - GPIO expander

    What is this magic?

    Running our x86 Stretch distribution on a PC or Mac, whether installed on the hard drive or as a live image, is a great way of taking advantage of a well controlled and simple Linux distribution without the need for a Raspberry Pi.

    The downside of not using a Pi, however, is that there aren’t any GPIO pins with which your Scratch or Python programs could communicate. This is a shame, because it means you are limited in your physical computing projects.

    I was thinking about this while playing around with the Pi Zero’s USB booting capabilities, having seen people employ the Linux gadget USB mode to use the Pi Zero as an Ethernet device. It struck me that, using the udev subsystem, we could create a simple GUI application that automatically pops up when you plug a Pi Zero into your computer’s USB port. Then the Pi Zero could be programmed to turn into an Ethernet-connected computer running pigpio to provide you with remote GPIO pins.

    So we went ahead and built this GPIO expander application, and your PC or Mac can now have GPIO pins which are accessible through Scratch or the GPIO Zero Python library. Note that you can only use this tool to access the Pi Zero.

    You can also install the application on the Raspberry Pi. Theoretically, you could connect a number of Pi Zeros to a single Pi and (without a USB hub) use a maximum of 140 pins! But I’ve not tested this — one for you, I think…

    Making the GPIO expander work

    If you’re using a PC or Mac and you haven’t set up x86 Debian Stretch yet, you’ll need to do that first. An easy way to do it is to download a copy of the Stretch release from this page and image it onto a USB stick. Boot from the USB stick (on most computers, you just need to press F10 during booting and select the stick when asked), and then run Stretch directly from the USB key. You can also install it to the hard drive, but be aware that installing it will overwrite anything that was on your hard drive before.

    Whether on a Mac, PC, or Pi, boot through to the Stretch desktop, open a terminal window, and install the GPIO expander application:

    sudo apt install usbbootgui

    Next, plug in your Raspberry Pi Zero (don’t insert an SD card), and after a few seconds the GUI will appear.

    A screenshot of the GPIO expander GUI

    The Raspberry Pi USB programming GUI

    Select GPIO expansion board and click OK. The Pi Zero will now be programmed as a locally connected Ethernet port (if you run ifconfig, you’ll see the new interface usb0 coming up).

    What’s really cool about this is that your plugged-in Pi Zero is now running pigpio, which allows you to control its GPIOs through the network interface.

    With Scratch 2

    To utilise the pins with Scratch 2, just click on the start bar and select Programming > Scratch 2.

    In Scratch, click on More Blocks, select Add an Extension, and then click Pi GPIO.

    Two new blocks will be added: the first is used to set the output pin, the second is used to get the pin value (it is true if the pin is read high).

    This a simple application using a Pibrella I had hanging around:

    A screenshot of a Scratch 2 program - GPIO expander

    With Python

    This is a Python example using the GPIO Zero library to flash an LED:

    pi@raspberrypi:~ $ export GPIOZERO_PIN_FACTORY=pigpio
    pi@raspberrypi:~ $ export PIGPIO_ADDR=fe80::1%usb0
    pi@raspberrypi:~ $ python3
    >>> from gpiozero import LED
    >>> led = LED(17)
    >>> led.blink()
    A Raspberry Pi zero connected to a laptop - GPIO expander

    The pinout command line tool is your friend

    Note that in the code above the IP address of the Pi Zero is an IPv6 address and is shortened to fe80::1%usb0, where usb0 is the network interface created by the first Pi Zero.

    With pigs directly

    Another option you have is to use the pigpio library and the pigs application and redirect the output to the Pi Zero network port running IPv6. To do this, you’ll first need to set some environment variable for the redirection:

    pi@raspberrypi:~ $ export PIGPIO_ADDR=fe80::1%usb0
    pi@raspberrypi:~ $ pigs bc2 0x8000
    pi@raspberrypi:~ $ pigs bs2 0x8000

    With the commands above, you should be able to flash the LED on the Pi Zero.

    The secret sauce

    I know there’ll be some people out there who would be interested in how we put this together. And I’m sure many people are interested in the ‘buildroot’ we created to run on the Pi Zero — after all, there are lots of things you can create if you’ve got a Pi Zero on the end of a piece of IPv6 string! For a closer look, find the build scripts for the GPIO expander here and the source code for the USB boot GUI here.

    And be sure to share your projects built with the GPIO expander by tagging us on social media or posting links in the comments!

    Website: LINK

  • What do you want your button to do?

    What do you want your button to do?

    Reading Time: 4 minutes

    Here at Raspberry Pi, we know that getting physical with computing is often a catalyst for creativity. Building a simple circuit can open up a world of making possibilities! This ethos of tinkering and invention is also being used in the classroom to inspire a whole new generation of makers too, and here is why.

    The all-important question

    Physical computing provides a great opportunity for creative expression: the button press! By explaining how a button works, how to build one with a breadboard attached to computer, and how to program the button to work when it’s pressed, you can give learners young and old all the conceptual skills they need to build a thing that does something. But what do they want their button to do? Have you ever asked your students or children at home? I promise it will be one of the most mindblowing experiences you’ll have if you do.

    A button. A harmless, little arcade button.

    Looks harmless now, but put it into the hands of a child and see what happens!

    Amy will want her button to take a photo, Charlie will want his button to play a sound, Tumi will want her button to explode TNT in Minecraft, Jack will want their button to fire confetti out of a cannon, and James Robinson will want his to trigger silly noises (doesn’t he always?)! Idea generation is the inherent gift that every child has in abundance. As educators and parents, we’re always looking to deeply engage our young people in the subject matter we’re teaching, and they are never more engaged than when they have an idea and want to implement it. Way back in 2012, I wanted my button to print geeky sayings:

    Geek Gurl Diaries Raspberry Pi Thermal Printer Project Sneak Peek!

    A sneak peek at the finished Geek Gurl Diaries ‘Box of Geek’. I’ve been busy making this for a few weeks with some help from friends. Tutorial to make your own box coming soon, so keep checking the Geek Gurl Diaries Twitter, facebook page and channel.

    What are the challenges for this approach in education?

    Allowing this kind of free-form creativity and tinkering in the classroom obviously has its challenges for teachers, especially those confined to rigid lesson structures, timings, and small classrooms. The most common worry I hear from teachers is “what if they ask a question I can’t answer?” Encouraging this sort of creative thinking makes that almost an inevitability. How can you facilitate roughly 30 different projects simultaneously? The answer is by using those other computational and transferable thinking skills:

    • Problem-solving
    • Iteration
    • Collaboration
    • Evaluation

    Clearly specifying a problem, surveying the tools available to solve it (including online references and external advice), and then applying them to solve the problem is a hugely important skill, and this is a great opportunity to teach it.

    A girl plays a button reaction game at a Raspberry Pi event

    Press ALL the buttons!

    Hands-off guidance

    When we train teachers at Picademy, we group attendees around themes that have come out of the idea generation session. Together they collaborate on an achievable shared goal. One will often sketch something on a whiteboard, decomposing the problem into smaller parts; then the group will divide up the tasks. Each will look online or in books for tutorials to help them with their step. I’ve seen this behaviour in student groups too, and it’s very easy to facilitate. You don’t need to be the resident expert on every project that students want to work on.

    The key is knowing where to guide students to find the answers they need. Curating online videos, blogs, tutorials, and articles in advance gives you the freedom and confidence to concentrate on what matters: the learning. We have a number of physical computing projects that use buttons, linked to our curriculum for learners to combine inputs and outputs to solve a problem. The WhooPi cushion and GPIO music box are two of my favourites.

    A Raspberry Pi and button attached to a computer display

    Outside of formal education, events such as Raspberry Jams, CoderDojos, CAS Hubs, and hackathons are ideal venues for seeking and receiving support and advice.

    Cross-curricular participation

    The rise of the global maker movement, I think, is in response to abstract concepts and disciplines. Children are taught lots of concepts in isolation that aren’t always relevant to their lives or immediate environment. Digital making provides a unique and exciting way of bridging different subject areas, allowing for cross-curricular participation. I’m not suggesting that educators should throw away all their schemes of work and leave the full direction of the computing curriculum to students. However, there’s huge value in exposing learners to the possibilities for creativity in computing. Creative freedom and expression guide learning, better preparing young people for the workplace of tomorrow.

    So…what do you want your button to do?

    Hello World

    Learn more about today’s subject, and read further articles regarding computer science in education, in Hello World magazine issue 1.

    Read Hello World issue 1 for more…

    UK-based educators can subscribe to Hello World to receive a hard copy delivered for free to their doorstep, while the PDF is available for free to everyone via the Hello World website.

    Website: LINK

  • Physical computing blocks at Maker Faire New York

    Physical computing blocks at Maker Faire New York

    Reading Time: 2 minutes

    At events like Maker Faire New York, we love offering visitors the chance to try out easy, inviting, and hands-on activities, so we teamed up with maker Ben Light to create interactive physical computing blocks.

    Raspberry Blocks FINAL

    In response to the need for hands-on, easy and inviting activities at events such as Maker Faire New York, we teamed up with maker Ben Light to create our interactive physical computing blocks.

    Getting hands-on experience at events

    At the Raspberry Pi Foundation, we often have the opportunity to engage with families and young people at events such as Maker Faires and STEAM festivals. When we set up a booth, it’s really important to us that we provide an educational, fun experience for everyone who visits us. But there are a few reasons why this can be a challenge.

    Girls use the physical computing blocks at Maker Faire New York

    For one, you have a broad audience of people with differing levels of experience with computers. Moreover, some people want to take the time to learn a lot, others just want to try something quick and move on. And on top of that, the environment is often loud, crowded, and chaotic…in a good way!

    Creating our physical computing blocks

    We were up against these challenges when we set out to create a new physical computing experience for our World Maker Faire New York booth. Our goal was to give people the opportunity to try a little bit of circuit making and a little bit of coding — and they should be able to get hands-on with the activity right away.

    Inspired by Exploratorium’s Tinkering Studio, we sketched out physical computing blocks which let visitors use the Raspberry Pi’s GPIO pins without needing to work with tiny components or needing to understand how a breadboard works. We turned the sketches over to our friend Ben Light in New York City, and he brought the project to life.

    Father and infant child clip crocodile leads to the Raspberry Pi physical computing blocks at Maker Faire New York

    As you can see, the activity turned out really well, so we hope to bring it to more events in the future. Thank you, Ben Light, for collaborating with us on it!

    Website: LINK