Katharine Childs, Author at Raspberry Pi Foundation https://www.raspberrypi.org/blog/author/katharinechilds/ Teach, learn and make with Raspberry Pi Wed, 31 May 2023 15:33:31 +0000 en-GB hourly 1 https://wordpress.org/?v=6.2.2 https://www.raspberrypi.org/app/uploads/2020/06/cropped-raspberrry_pi_logo-100x100.png Katharine Childs, Author at Raspberry Pi Foundation https://www.raspberrypi.org/blog/author/katharinechilds/ 32 32 Introducing data science concepts and skills to primary school learners https://www.raspberrypi.org/blog/data-science-data-literacy-primary-school-scotland/ https://www.raspberrypi.org/blog/data-science-data-literacy-primary-school-scotland/#respond Thu, 18 May 2023 11:31:01 +0000 https://www.raspberrypi.org/?p=83906 Every day, most of us both consume and create data. For example, we interpret data from weather forecasts to predict our chances of a good weather for a special occasion, and we create data as our carbon footprint leaves a trail of energy consumption information behind us. Data is important in our lives, and countries…

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Every day, most of us both consume and create data. For example, we interpret data from weather forecasts to predict our chances of a good weather for a special occasion, and we create data as our carbon footprint leaves a trail of energy consumption information behind us. Data is important in our lives, and countries around the world are expanding their school curricula to teach the knowledge and skills required to work with data, including at primary (K–5) level.

In our most recent research seminar, attendees heard about a research-based initiative called Data Education in Schools. The speakers, Kate Farrell and Professor Judy Robertson from the University of Edinburgh, Scotland, shared how this project aims to empower learners to develop data literacy skills and succeed in a data-driven world.

“Data literacy is the ability to ask questions, collect, analyse, interpret and communicate stories about data.”

– Kate Farrell & Prof. Judy Robertson

Being a data citizen

Scotland’s national curriculum does not explicitly mention data literacy, but the topic is embedded in many subjects such as Maths, English, Technologies, and Social Studies. Teachers in Scotland, particularly in primary schools, have the flexibility to deliver learning in an interdisciplinary way through project-based learning. Therefore, the team behind Data Education in Schools developed a set of cross-curricular data literacy projects. Educators and education policy makers in other countries who are looking to integrate computing topics with other subjects may also be interested in this approach.

Becoming a data citizen involves finding meaning in data, controlling your personal data trail, being a critical consumer of data, and taking action based on data.
Data citizens have skills they need to thrive in a world shaped by digital technology.

The Data Education in Schools projects are aimed not just at giving learners skills they may need for future jobs, but also at equipping them as data citizens in today’s world. A data citizen can think critically, interpret data, and share insights with others to effect change.

Kate and Judy shared an example of data citizenship from a project they had worked on with a primary school. The learners gathered data about how much plastic waste was being generated in their canteen. They created a data visualisation in the form of a giant graph of types of rubbish on the canteen floor and presented this to their local council.

A child arranges objects to visualise data.
Sorting food waste from lunch by type of material

As a result, the council made changes that reduced the amount of plastic used in the canteen. This shows how data citizens are able to communicate insights from data to influence decisions.

A cycle for data literacy projects

Across its projects, the Data Education in Schools initiative uses a problem-solving cycle called the PPDAC cycle. This cycle is a useful tool for creating educational resources and for teaching, as you can use it to structure resources, and to concentrate on areas to develop learner skills.

The PPDAC project cycle.
The PPDAC data problem-solving cycle

The five stages of the cycle are: 

  1. Problem: Identifying the problem or question to be answered
  2. Plan: Deciding what data to collect or use to answer the question
  3. Data: Collecting the data and storing it securely
  4. Analysis: Preparing, modelling, and visualising the data, e.g. in a graph or pictogram
  5. Conclusion: Reviewing what has been learned about the problem and communicating this with others 

Smaller data literacy projects may focus on one or two stages within the cycle so learners can develop specific skills or build on previous learning. A large project usually includes all five stages, and sometimes involves moving backwards — for example, to refine the problem — as well as forwards.

Data literacy for primary school learners

At primary school, the aim of data literacy projects is to give learners an intuitive grasp of what data looks like and how to make sense of graphs and tables. Our speakers gave some great examples of playful approaches to data. This can be helpful because younger learners may benefit from working with tangible objects, e.g. LEGO bricks, which can be sorted by their characteristics. Kate and Judy told us about one learner who collected data about their clothes and drew the results in the form of clothes on a washing line — a great example of how tangible objects also inspire young people’s creativity.

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

As learners get older, they can begin to work with digital data, including data they collect themselves using physical computing devices such as micro:bit microcontrollers or Raspberry Pi computers.

You can access the seminar slides here.

Free resources for primary (and secondary) schools

For many attendees, one of the highlights of the seminar was seeing the range of high-quality teaching resources for learners aged 3–18 that are part of the Data Education in Schools project. These include: 

  • Data 101 videos: A set of 11 videos to help primary and secondary teachers understand data literacy better.
  • Data literacy live lessons: Data-related activities presented through live video.
  • Lesson resources: Lots of projects to develop learners’ data literacy skills. These are mapped to the Scottish primary and secondary curriculum, but can be adapted for use in other countries too.

More resources are due to be published later in 2023, including a set of prompt cards to guide learners through the PPDAC cycle, a handbook for teachers to support the teaching of data literacy, and a set of virtual data-themed escape rooms.  

You may also be interested in the units of work on data literacy skills that are part of The Computing Curriculum, our complete set of classroom resources to teach computing to 5- to 16-year-olds.

Join our next seminar on primary computing education

At our next seminar we welcome Aim Unahalekhaka from Tufts University, USA, who will share research about a rubric to evaluate young learners’ ScratchJr projects. If you have a tablet with ScratchJr installed, make sure to have it available to try out some activities. The seminar will take place online on Tuesday 6 June at 17.00 UK time, sign up now to not miss out.

To find out more about connecting research to practice for primary computing education, you can see a list of our upcoming monthly seminars on primary (K–5) teaching and learning and watch the recordings of previous seminars in this series.

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How can computing education promote an equitable digital future? Ideas from research https://www.raspberrypi.org/blog/computing-education-gender-equality-equitable-digital-future-iwd-23/ https://www.raspberrypi.org/blog/computing-education-gender-equality-equitable-digital-future-iwd-23/#respond Wed, 08 Mar 2023 09:24:58 +0000 https://www.raspberrypi.org/?p=83298 This year’s International Women’s Day (IWD) focuses on innovation and technology for gender equality. This cause aligns closely with our mission as a charity: to enable young people to realise their full potential through the power of computing and digital technologies. An important part of our mission is to shift the gender balance in computing…

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This year’s International Women’s Day (IWD) focuses on innovation and technology for gender equality. This cause aligns closely with our mission as a charity: to enable young people to realise their full potential through the power of computing and digital technologies. An important part of our mission is to shift the gender balance in computing education.

Learners in a computing classroom.

Gender inequality in the digital and computing sector

As the UN Women’s announcement for IWD 2023 says: “Growing inequalities are becoming increasingly evident in the context of digital skills and access to technologies, with women being left behind as the result of this digital gender divide. The need for inclusive and transformative technology and digital education is therefore crucial for a sustainable future.”

According to the UN, women currently hold only 2 in every 10 science, engineering, and information and communication technology jobs globally. Women are a minority of university-level students in science, technology, engineering, and mathematics (STEM) courses, at only 35%, and in information and communication technology courses, at just 3%. This is especially concerning since the WEF predicts that by 2050, 75% of jobs will relate to STEM.

We see this situation reflected in England: computer science is the secondary school subject with the largest gender gap at A level, with girls accounting for only 15% of students. That’s why over the past three years, we have run a research programme to trial ways to encourage more young women to study Computer Science. The programme, Gender Balance in Computing, has produced useful insights for designing equitable computing education around the world.

Who belongs in computing?

The UN says that “across countries, girls are systematically steered away from science and math careers. Teachers and parents, intentionally or otherwise, perpetuate biases around areas of education and work best ‘suited’ for women and men.” There is strong evidence to suggest that the representation of women and girls in computing can be improved by introducing them to computing role models such as female computing students or women in tech careers.

A learner and educator at a desktop computer.

Presenting role models was central to the Belonging trial in our Gender Balance in Computing programme. One arm of this trial used resources developed by WISE called My Skills My Life to explore the effect of introducing role models into computing lessons for primary school learners. The trial provided opportunities for learners to speak to women who work in technology. It also offered a quiz to help learners identify their strengths and characteristics and to match them with role models who were similar to them, which research shows is more effective for increasing learners’ confidence.

Teachers who used the resources reported learners’ increased understanding of the types and range of technology jobs, and a widening of learners’ career aspirations. 

“Learning about computing makes me feel good because it helps me think more about what I want to be.” — Primary school learner in the Belonging trial

“When [the resources were] showing all of the females in the jobs, nobody went ‘Oh, I didn’t know that a female could do that’, but I think they were amazed by the role of jobs and the fact it was all females doing it.“ — Primary school teacher in the Belonging trial

Learning together to give everyone a voice

When teachers and students enter a computing classroom, they bring with them diverse social identities that affect the dynamics of the classroom. Although these dynamics are often unspoken, they can become apparent in which students answer questions or succeed visibly in activities. Without intervention, a dominant group of confident speakers can emerge, and students who are not in this dominant group may lose confidence in their abilities. When teachers set collaborative learning activities that use defined roles or structured discussions, this gives a wider range of students the opportunity to speak up and participate.

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

Pair programming is one such activity that has been used in research studies to improve learner attitudes and confidence towards computing. In pair programming, one learner is the ‘driver’.  They control the keyboard and mouse to write the code. The other learner is the ‘navigator’. They read out the instructions and monitor the code for errors. Learners swap roles regularly, so that both can participate equitably. The Pair Programming trial we conducted as part of Gender Balance in Computing explored the use of this teaching approach with students aged 8 to 11. Feedback from the teachers showed that learners found working in structured pairs engaging. 

“Even those who are maybe a little bit more reluctant… those who put their hands up today and said they still prefer to work independently, they are still all engaging quite clearly in that with their pair and doing it really, really well. However much they say they prefer working independently, I think they clearly showed how much they enjoy it, engage with it. And you know they’re achieving with it — so we should be doing this.” – Primary school teacher in the Pair Programming trial

Another collaborative teaching approach is peer instruction. In lessons that use peer instruction, students work in small groups to discuss the answer to carefully constructed multiple choice questions. A whole-class discussion then follows. In the Peer Instruction trial with learners aged 12 to 13 in our Gender Balance in Computing programme, we found that this approach was welcomed by the learners, and that it changed which learners offered answers and ideas. 

“I prefer talking in a group because then you get the other side of other people’s thoughts.” – Secondary school learner (female) in the Peer Instruction trial

“[…] you can have a bit of time to think for yourself then you can bounce ideas off other people.” – Secondary school learner (male) in the Peer Instruction trial

“I was very pleased that a lot of the girls were doing a lot of the talking.” – Secondary school teacher in the Peer Instruction trial

We need to do more, and sooner

Our Gender Balance in Computing research programme showed that no single intervention we trialled significantly increased girls’ engagement in computing or their intention to study it further. Combining several of the approaches we tested may be more impactful. If you’re part of an educational setting where you’d like to adopt multiple approaches at the same time, you can freely access the materials associated with the research programme (see our blog posts about the trials for links).

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

The research programme also showed that age matters: across Gender Balance in Computing, we observed a big difference in intent to study Computing between primary school and secondary school learners (data from ages 8–11 and 12–13). Fewer secondary school learners reported intent to study the subject further, and while this difference was apparent for both girls and boys, it was more marked for girls.

This finding from England is mirrored by a study the UN Women’s Gender Snapshot 2022 refers to: “A 2020 study of Filipina girls demonstrated that loss of interest in STEM subjects started as early as age 10, when girls began perceiving STEM careers as male-dominated and believing that girls are naturally less adept in STEM subjects. The relative lack of female STEM role models reinforced such perceptions.” That’s why it’s necessary that all primary school learners — no matter what their gender is — have a successful start in the computing classroom, that they encounter role models they can relate to, and that they are supported to engage in computing and creating with technology by their parents, teachers, and communities.

An educator teaches students to create with technology.

The Foundation’s vision is that every young person develops the knowledge, skills, and confidence to use digital technologies effectively, and to be able to critically evaluate these technologies and confidently engage with technological change. While making changes inside the computing classroom will be beneficial for gender equality, this is just one aspect of building an equitable digital future. We all need to contribute to creating a world where innovation and technology support gender equity.

What do you think is needed?

In all our work, we make sure gender equity is at the forefront, whether that’s in programmes we run for young people, in resources we create for schools, or in partnerships we have, such as with Pratham Education Foundation in India or Team4Tech and Kenya Connect in Wamunyu, Kenya. Computing education is a global challenge, and we are proud to be part of a community that is committed to making it equitable.

Kenyan educators work on a physical computing project.

This IWD, we invite you to share your thoughts on what equitable computing education means to you, and what you think is needed to achieve it, whether that’s in your school or club, in your local community, or in your country. 

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Combining computing and maths to teach primary learners about variables https://www.raspberrypi.org/blog/variables-primary-school-computing-maths-education-seminar/ https://www.raspberrypi.org/blog/variables-primary-school-computing-maths-education-seminar/#respond Wed, 25 Jan 2023 12:17:44 +0000 https://www.raspberrypi.org/?p=82812 In our first seminar of 2023, we were delighted to welcome Dr Katie Rich and Carla Strickland. They spoke to us about teaching the programming construct of variables in Grade 3 and 4 (age 8 to 10). We are hearing from a diverse range of speakers in our current series of monthly online research seminars…

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

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

Variables in computing and mathematics

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

Young person using Scratch.

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

Defining a learning trajectory

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

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

Learning materials about variables

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

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

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

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

Takeaways: Cross-curricular teaching, collaborative research

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

A learner does physical computing in the primary school classroom.

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

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

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

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

Join our seminar series on primary computing education

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

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

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Using relevant contexts to engage girls in the Computing classroom: Study results https://www.raspberrypi.org/blog/gender-balance-in-computing-relevance/ https://www.raspberrypi.org/blog/gender-balance-in-computing-relevance/#comments Tue, 29 Nov 2022 12:19:08 +0000 https://www.raspberrypi.org/?p=82264 Today we are sharing an evaluation report on another study that’s part of our Gender Balance in Computing research programme. In this study, we investigated the impact of using relevant contexts in classroom programming activities for 12- to 13-year-olds on girls’ and boys’ attitudes towards Computing. We have been working on Gender Balance in Computing…

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

Two female learners code at a computer together.

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

Components of a Computing curriculum

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

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

Developing teaching materials to highlight the relevance of Computing

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

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

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

The Relevance research study

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

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

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

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

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

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

What we learned from the Relevance study

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

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

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

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

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

Find out more about making computing relevant for your learners

Gender Balance in Computing is now complete — read our summary of the findings.

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Non-formal learning activities: What do we know and how do we apply it to computing? https://www.raspberrypi.org/blog/gender-balance-in-computing-non-formal-learning/ Tue, 01 Nov 2022 11:04:21 +0000 https://www.raspberrypi.org/?p=81743 At the Raspberry Pi Foundation, we engage young people in learning about computing and creating with digital technologies. We do this not only by developing curricula for formal education and introducing tens of thousands of children around the world to coding at home, but also through supporting non-formal learning activities such as Code Club and…

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

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

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

What is non-formal learning?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What did we learn from these research projects? 

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

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

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

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

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

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

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

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

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

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Girls’ sense of belonging in the Computing classroom: Study results https://www.raspberrypi.org/blog/gender-balance-in-computing-sense-of-belonging/ https://www.raspberrypi.org/blog/gender-balance-in-computing-sense-of-belonging/#comments Fri, 14 Oct 2022 08:42:14 +0000 https://www.raspberrypi.org/?p=81571 We’re sharing the fourth evaluation report on projects in our Gender Balance in Computing research programme today. This is a programme we’ve been running, with partner organisations, as part of the National Centre for Computing Education, funded by the Department for Education in England. The programme’s overall goal is to identify ways to encourage more…

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

A girl in a university computing classroom.

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

The importance of belonging in computing

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

Two learners do physical computing in the primary school classroom.

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

Interventions to encourage girls’ sense of belonging

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

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

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

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

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

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

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

– Primary school pupil (report, p. 50)

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

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

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

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

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

Results and recommendations from the intervention evaluations

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

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

One male and two female teenagers at a computer

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

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

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

We are very grateful to all the schools, pupils, and teachers who took part in this project.

Gender Balance in Computing is now complete — read our summary of the findings.

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Take part in our research study to develop culturally relevant Computing resources for primary schools https://www.raspberrypi.org/blog/adapting-culturally-relevant-computing-resources-primary-school-research-study/ Wed, 07 Sep 2022 12:24:15 +0000 https://www.raspberrypi.org/?p=81188 We are looking for primary schools in England to get involved in our new research study investigating how to adapt Computing resources to make them culturally relevant for pupils. In a project in 2021, we created guidelines that included ideas about how teachers can modify Computing lessons so they are culturally relevant for their learners.…

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We are looking for primary schools in England to get involved in our new research study investigating how to adapt Computing resources to make them culturally relevant for pupils. In a project in 2021, we created guidelines that included ideas about how teachers can modify Computing lessons so they are culturally relevant for their learners. In this new project, we will work closely with primary teachers to explore this adaptation process.

In a computing classroom, a boy looks down at a keyboard.
Designing equitable and authentic learning experiences requires a conscious effort to take into account the characteristics of all learners and their social environments.

This project will help increase the education community’s understanding of ways to widen participation in Computing. The need to do this is demonstrated (as only one example among many) by the fact that in England’s 2017 GCSE Computer Science cohort, Black students were the most underrepresented group. We will investigate how resources adapted to be culturally relevant might influence students’ ideas about computing and contribute to their sense of identity as a “computer person”.

In a computing classroom, two girls concentrate on their programming task.
We need to work to enable a more diverse group of learners to feel that they belong in computing, encouraging them to choose to continue with it as a discipline in qualifications and careers.

This study is funded by the Cognizant Foundation and we are grateful for their generous support. Since 2018, the Cognizant Foundation has worked to ensure that all individuals have equitable opportunities to thrive in the jobs driving the future. Their work aligns with our mission to enable young people to realise their full potential through the power of computing and digital technologies.

What will taking part in the project involve? 

This project about culturally adapted resources will take place between October 2022 and July 2023. It draws from ideas on how to bridge the gap between academic research and classroom teaching, and we are looking for 12 primary teachers to work closely with our researchers and content writers in three phases using a tested co-creation model.

Two children code on laptops while an adult supports them.
We will work closely with a group of teachers so we can learn from each other.

By taking part, you will gain an excellent understanding of culturally relevant pedagogy and develop your knowledge and skills in delivering culturally responsive Computing lessons. We will value your expertise and your insights into what works in your classroom, and we will listen to your ideas.

Phase 1 (November 2022) 

We will kick off the project with a day-long workshop on 2 November at our head office in Cambridge, which will bring all the participating teachers together. (Funding is available for participating schools to cover supply costs and teachers’ travel costs.) In the workshop, we will first explore what culturally relevant and responsive computing means. Then we will work together to look at a half-term unit of work of Computing lessons and identify how it could be adapted. After the workshop day, we will produce an adapted version of the unit of work based on the teachers’ input and ideas.

Phase 2 (February to March 2023)

In the Spring Term, teachers will deliver the adapted unit of work to their class in the second half of the term. Through a survey before and after the set of lessons, students will be asked about their views of computing. Throughout this time, the research team will be available for online support. We may also visit your school to carry out an observation of one of the lessons. 

Phase 3 (April to May 2023) 

During this phase, the research team will ask participating teachers about their experiences, and about whether and how they further adapted the lessons. Teachers will likely spend 2 to 3 hours in either April or May sharing their insights and recommendations. After this phase, we will analyse the findings from the study and share the results both with the participating teachers and the wider computing education community.

Who are we looking for to take part in this study?

For this study, we are looking for primary teachers who teach Computing to Year 4 or Year 5 pupils in a school in England

  • You may be a generalist primary class teacher who teaches all subjects to your year group, or you may be a specialist primary Computing teacher 
  • To take part, your pupils will need access to desktop or laptop computers in the Spring Term, but your school will not need any specialist hardware or software
  • You will need to attend the in-person workshop in Cambridge on Wednesday 2 November and commit to the project for the rest of the 2022/2023 academic year; funding is available for participating schools to cover supply costs and teachers’ travel costs
  • Your headteacher will need to support your participation in the study

We will also give preference to schools with culturally diverse catchment areas.

Apply today to get involved

If you are an interested teacher, please apply to take part in this project by the closing date of Monday, 3 October. If you have any questions, email us at research@raspberrypi.org.

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Repair cafés in computing education | Hello World #19 https://www.raspberrypi.org/blog/repair-cafes-computing-education-hello-world-19/ Fri, 26 Aug 2022 08:37:38 +0000 https://www.raspberrypi.org/?p=81081 Many technology items are disposed of each year, either because they are broken, are no longer needed, or have been upgraded. Researchers from Germany have identified this as an opportunity to develop a scheme of work for Computing, while at the same time highlighting the importance of sustainability in hardware and software use. They hypothesised…

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Many technology items are disposed of each year, either because they are broken, are no longer needed, or have been upgraded. Researchers from Germany have identified this as an opportunity to develop a scheme of work for Computing, while at the same time highlighting the importance of sustainability in hardware and software use. They hypothesised that by repairing defective devices, students would come to understand better how these devices work, and therefore meet some of the goals of their curriculum.

A smartphone with the back cover taken off so it can be repaired.

The research team visited three schools in Germany to deliver Computing lessons based around the concept of a repair café, where defective items are repaired or restored rather than thrown away. This idea was translated into a series of lessons about using and repairing smartphones. Learners first of all explored the materials used in smartphones and reflected on their personal use of these devices. They then spent time moving around three repair workstations, examining broken smartphones and looking at how they could be repaired or repurposed. Finally, learners reflected on their own ecological footprint and what they had learnt about digital hardware and software.

An educational repair café

In the classroom, repair workstations were set up for three different categories of activity: fixing cable breaks, fixing display breaks, and tinkering to upcycle devices. Each workstation had a mentor to support learners in investigating faults themselves by using the question prompt, “Why isn’t this feature or device working?” At the display breaks and cable breaks workstations, a mentor was on hand to provide guidance with further questions about the hardware and software used to make the smartphone work. On the other hand, the tinkering workstation offered a more open-ended approach, asking learners to think about how a smartphone could be upcycled to be used for a different purpose, such as a bicycle computer. It was interesting to note that students visited each of the three workstations equally.

Two girls solder physical computing components in a workshop.
Getting hands-on with hardware through physical computing activities can be very engaging for learners.

The feedback from the participants showed there had been a positive impact in prompting learners to think about the sustainability of their smartphone use. Working with items that were already broken also gave them confidence to explore how to repair the technology. This is a different type of experience from other Computing lessons, in which devices such as laptops or tablets are provided and are expected to be carefully looked after. The researchers also asked learners to complete a questionnaire two weeks after the lessons, and this showed that 10 of the 67 participants had gone on to repair another smartphone after taking part in the lessons.

Links to computing education

The project drew on a theory called duality reconstruction that has been developed by a researcher called Carsten Schulte. This theory argues that in computing education, it is equally important to teach learners about the function of a digital device as about the structure. For example, in the repair café lessons, learners discovered more about the role that smartphones play in society, as well as experimenting with broken smartphones to find out how they work. This brought a socio-technical perspective to the lessons that helped make the interaction between the technology and society more visible.

A young girl solders something at a worktop while a man looks over her shoulder.
It’s important to make sure young people know how to work safely with electronic and physical computing components.

Using this approach in the Computing classroom may seem counter-intuitive when compared to the approach of splitting the curriculum into topics and teaching each topic sequentially. However, the findings from this project suggest that learners understand better how smartphones work when they also think about how they are manufactured and used. Including societal implications of computing can provide learners with useful contexts about how computing is used in real-world problem-solving, and can also help to increase learners’ motivation for studying the subject.

Working together

The final aspect of this research project looked at collaborative problem-solving. The lessons were structured to include time for group work and group discussion, to acknowledge and leverage the range of experiences among learners. At the workstations, learners formed small groups to carry out repairs. The paper doesn’t mention whether these groups were self-selecting or assigned, but the researchers did carry out observations of group behaviours in order to evaluate whether the collaboration was effective. In the findings, the ideal group size for the repair workstation activity was either two or three learners working together. The researchers noticed that in groups of four or more learners, at least one learner would become disinterested and disengaged. Some groups were also observed taking part in work that wasn’t related to the task, and although no further details are given about the nature of this, it is possible that the groups became distracted.

The findings from this project suggest that learners understand better how smartphones work when they also think about how they are manufactured and used.

Further investigation into effective pedagogies to set group size expectations and maintain task focus would be helpful to make sure the lessons met their learning objectives. This research was conducted as a case study in a small number of schools, and the results indicate that this approach may be more widely helpful. Details about the study can be found in the researchers’ paper (in German).

Repair café start-up tips

If you’re thinking about setting up a repair café in your school to promote sustainable computing, either as a formal or informal learning activity, here are ideas on where to begin:

  • Connect with a network of repair cafés in your region; a great place to start is repaircafe.org
  • Ask for volunteers from your local community to act as mentors
  • Use video tutorials to learn about common faults and how to fix them
  • Value upcycling as much as repair — both lead to more sustainable uses of digital devices
  • Look for opportunities to solve problems in groups and promote teamwork

Discover more in Hello World

This article is from our free computing education magazine Hello World. Every issue is written by educators for educators and packed with resources, ideas, and insights to inspire your learners and your own classroom practice.

Cover of issue 19 of Hello World magazine.

For more about computing education in the context of sustainability, climate change, and environmental impact, download issue 19 of Hello World, which focuses on these topics.

You can subscribe to Hello World for free to never miss a digital issue, and if you’re an educator in the UK, a print subscription will get you free print copies in the post.

PS If you’re interested in facilitating productive classroom discussions with your learners about ethical, legal, cultural, and environmental concerns surrounding computer science, take a look at our free online course ‘Impacts of Technology: How To Lead Classroom Discussions’.

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A peer instruction approach for engaging girls in the Computing classroom: Study results https://www.raspberrypi.org/blog/gender-balance-in-computing-peer-instruction-approach-engaging-girls/ https://www.raspberrypi.org/blog/gender-balance-in-computing-peer-instruction-approach-engaging-girls/#comments Wed, 24 Aug 2022 13:10:05 +0000 https://www.raspberrypi.org/?p=81027 Today, we are publishing the third report of our findings from our Gender Balance in Computing research programme. This report shares the outcomes from the Peer Instruction project, which is the last in our set of three interventions that has explored teaching approaches to engage more girls in computing. The premise of the teaching approach…

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Today, we are publishing the third report of our findings from our Gender Balance in Computing research programme. This report shares the outcomes from the Peer Instruction project, which is the last in our set of three interventions that has explored teaching approaches to engage more girls in computing.

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

The premise of the teaching approach research is that the way Computing is taught may not always match the teaching approaches to which girls are most likely to respond positively [1]. As with the Storytelling project and the Pair Programming project, this project aimed to find new contexts and approaches to help increase the number of girls choosing to study and work in computing. 

What is peer instruction? 

Peer instruction is a structured, collaborative teaching approach. It has been shown to be an effective pedagogy for novice programmers and those studying computer science at a university level because the interactive, cooperative activities help learners to perceive the topics as less stressful and less difficult [2]. 

Multiple-choice questions (MCQs) and peer conversations about the question answers are at the core of the peer instruction approach. Through talking to each other about MCQs, pupils can deepen their understanding about why a particular concept or fact is correct, and correct any misconceptions.

A diagram showing The five stages of the peer instruction teaching approach covered in a computing lesson: based on a misconception focused multiple-choice question, stage 1 is solo response, stage 2 is peer discussion, stage 3 is peer response, stage 4 is sharing results, stage 5 is class discussion. Optional steps are pre-instruction and follow-up multiple-choice question.
The five stages of the peer instruction teaching approach covered in a Computing lesson.

In England, the Computing curriculum at Key Stage 3 (ages 11–14) introduces learners to some new concepts, such as data representation, and moves learners to text-based programming languages. Towards the end of this Key Stage, learners will make choices about the subjects that they go onto study for GCSEs. These choices are influenced by learners’ attitudes towards the subject, and so we decided to trial whether the peer instruction teaching approach might lead to more positive attitudes towards Computing among girls.

The Peer Instruction intervention

The initial pilot of this trial ran from January to March 2020 with 15 secondary schools. We then used teacher feedback to develop resources to use in a full randomised controlled trial which ran from October 2021 to February 2022 in more than 60 secondary schools in England. Due to the COVID-19 pandemic, we changed our original plan to run face-to-face training and instead developed an online course to train teachers in the peer instruction approach. After taking part in the training, the teachers delivered 12 weeks of Computing lessons in data representation and Python programming. The two six-week units of work covered computing concepts for Key Stage 3 learners such as: 

  • Understanding how numbers can be represented in binary format
  • Understanding how data of various types can be represented and manipulated digitally in the form of binary digits
  • Using a text-based programming language to solve a variety of computational problems 

The study was run as a randomised controlled trial where participating schools were randomly divided into two groups. Schools in the treatment group used the peer instruction resources, and schools in the control group taught their normal Computing lessons. The independent evaluators from the Behavioural Insights Team used pupil surveys to measure the impact of the resources and supported this with lesson observations and teacher interviews to better understand the  themes emerging from the data. 

“I think peer instruction lessons are actually better than the normal lessons because you can ask other people around you to help more.”

– Female pupil who took part in the peer instruction lessons (report, p. 45)

Findings from the evaluation

The outcome measures of the peer instruction approach evaluation were quantitative data obtained from Year 8 pupils (aged 12 to 13) via pre- and post-surveys about the pupils’ stated intent to select Computer Science as a GCSE subject, and attitudes towards Computing as captured by the Student Computer Science Attitude Survey (SCSAS). When compared with the control group, the treatment group did not show a statistically significant increase in stated intent or positive attitudes towards Computing. This is a really valuable finding to help us build our understanding of what works in computing education. 

The evaluation report contains some useful suggestions on how peer instruction methods could be improved in the secondary classroom: 

  • Emphasise the importance of the stages of the peer instruction approach throughout the supporting materials. Our support for teachers changed from an in-person training day in stage one to an online course in stage two, and this impacted how much we could model the peer instruction steps that involve pupil discussion. This teaching approach differs from the traditional approach of asking learners to put their hands up to answer questions, and we believe that face-to-face training for teachers would be the best way to explore stage two of peer instruction. The importance of the discussion steps in peer instruction were further emphasised in the report: “The interviewed girls similarly reported that they preferred working in a group (as opposed to answering questions individually) as they were able to hear from people who had different ideas to them and check their answers.” So the discussion steps in peer instruction need careful thought when being delivered.
  • It may be useful to combine the peer instruction approach with other strategies. Although only a small number of girls taking part were interviewed, their feedback about the peer instruction lessons was very positive. The evaluation suggests that a multi-faceted approach to addressing gender balance is needed, given that the lack of girls in computing is indicative of a substantive societal issue, which decades of initiatives and research have attempted to address. The evaluators suggested that combining this pedagogy with other strategies, such as linking Computing to real-world problem-solving (another topic we explored in the Gender Balance in Computing programme), may have a cumulatively positive effect. 

“Year 8 is too late” 

At the start of both the Pair Programming and Peer Instruction projects, pupils were asked the same set of questions about their attitudes towards Computing via the Student Computer Science Attitude Survey (SCSAS). The mean scores from the survey results suggest that there is a small gender gap in attitudes at primary school. Boys feel slightly more confident and interested in Computing than girls. By secondary school, this gap has widened, as shown in the graph below:

Graph of the SCSAS scores to show the differences between boys’ and girls’ mean scores (out of 4) when asked about their attitudes towards computing at Year 4/6 and at year 8. Boys state a more positive attitude on average, and the difference between girls' and boys' attitudes in larger in Year 8.
Graph of the SCSAS scores to show the differences between boys’ and girls’ mean scores (out of 4) when asked about their attitudes towards Computing at Year 4/6 and at year 8.

In both projects, pupils were also asked about their intentions to continue studying Computing. In the Pair Programming project, the participating pupils (in Year 4/6) were asked whether they wanted to study Computing in the future, whereas the Year 8 pupils taking part in the Peer Instruction project were asked whether they intended to choose Computer Science as a GCSE subject. We cannot compare these two sets of answers directly, but there is general indication that as girls progress through stages of education, they begin to decide that Computing is not a subject for them. The independent evaluators commented that “it is striking that the gap between genders widens to such an extent over this 2- to 4-year time period, and that the overall proportions of pupils intending to continue to study Computing decreases to such an extent” (p. 15 of the report).  

“These findings show a clear difference in attitudes towards learning Computing between primary and secondary learners. It really makes the adage ‘Year 8 is too late’ very true, and it is important to think carefully about what happens between Year 6 and Year 8 to make sure that Computing is a subject which engages all learners.”

– Sue Sentance, Chief Learning Officer, Raspberry Pi Foundation

Want to find out more about peer instruction?  

  • Download our Big Book of Computing Pedagogy (available as a free online download) and find out more about peer instruction on pages 56 and 57.
  • Read the evaluation report of the peer instruction intervention.
  • Try the free training course on peer instruction used in this project. This course links to our research materials used by teachers as part of the intervention. 

We are very grateful to all the schools, pupils, and teachers who took part in this project.

Gender Balance in Computing is now complete — read our summary of the findings.


[1] Goode, J., Estrella, R., & Margolis, J. (2008). Lost in Translation: Gender and High School Computer Science. In Cohoon, J, & Aspray, W. (Eds.) Women and Information Technology. Cambridge, MA: The MIT Press. https://doi.org/https://doi.org/10.7551/mitpress/7272.003.0005

[2] Herman, G. L., & Azad, S. (2020, February). A comparison of peer instruction and collaborative problem solving in a computer architecture course. In Proceedings of the 51st ACM Technical Symposium on Computer Science Education. Association for Computing Machinery, New York, NY, USA. pp. 461–467. https://dl.acm.org/doi/10.1145/3328778.3366819

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Using e-textiles to deliver equitable computing lessons and broaden participation https://www.raspberrypi.org/blog/using-e-textiles-to-deliver-equitable-computing-lessons-and-broaden-participation/ https://www.raspberrypi.org/blog/using-e-textiles-to-deliver-equitable-computing-lessons-and-broaden-participation/#comments Tue, 02 Aug 2022 09:00:00 +0000 https://www.raspberrypi.org/?p=80597 In our current series of research seminars, we are exploring how computing can be connected to other subjects using cross-disciplinary approaches. In July 2022, our speakers were Professor Yasmin Kafai from the University of Pennsylvania and Elaine Griggs, an award-winning teacher from Pembroke High School, Massachusetts, and we heard about their use of e-textiles to…

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In our current series of research seminars, we are exploring how computing can be connected to other subjects using cross-disciplinary approaches. In July 2022, our speakers were Professor Yasmin Kafai from the University of Pennsylvania and Elaine Griggs, an award-winning teacher from Pembroke High School, Massachusetts, and we heard about their use of e-textiles to engage learners and broaden participation in computing. 

Professor Yasmin Kafai illustrated her research with a wonderful background made up of young people’s e-textile projects

Building new clubhouses

The spaces where young people learn about computing have sometimes been referred to as clubhouses to relate them to the places where sports or social clubs meet. A computing clubhouse can be a place where learners come together to take part in computing activities and gain a sense of community. However, as Yasmin pointed out, research has found that computing clubhouses have also often been dominated by electronics and robotics activities. This has led to clubhouses being perceived as exclusive spaces for only the young people who share those interests.

Yasmin’s work is motivated by the idea of building new clubhouses that include a wide range of computing interests, with a specific focus on spaces for e-textile activities, to show that diverse uses of computing are valued. 

At Coolest Projects, a group of people explore a coding project.
A group of young people share their projects

Yasmin’s research into learning through e-textiles has taken place in formal computing lessons in high schools in America, by developing and using a unit from the Exploring Computer Science curriculum called “Stitching the Loop”. In the seminar, we were fortunate to be joined by Elaine, a computer science and robotics teacher who has used the scheme of work in her classroom. Elaine’s learners have designed wearable electronic textile projects with microcontrollers, sensors, LEDs, and conductive thread. With these materials, learners have made items such as paper circuits, wristbands, and collaborative banners, as shown in the examples below. 

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 Items created by learners in the e-textile units of work

Teaching approaches for equity-oriented learning

The hands-on, project-based approach in the e-textile unit has many similarities with the principles underpinning the work we do at the Raspberry Pi Foundation. However, there were also two specific teaching approaches that were embedded in Elaine’s teaching in order to promote equitable learning in the computing classroom: 

  1. Prioritising time for learners to design their artefacts at the start of the activity.
  2. Reflecting on learning through the use of a digital portfolio.  

Making time for design

As teachers with a set of learning outcomes to deliver, we can often feel a certain pressure to structure lessons so that our learners spend the most time on activities that we feel will deliver those outcomes. I was very interested to hear how in these e-textile projects, there was a deliberate choice to foreground the aesthetics. When learners spent time designing their artefacts and could link it to their own interests, they had a sense of personal ownership over what they were making, which encouraged them to persevere and overcome any difficulties with sewing, code, or electronics. 

Title: Process of making your project.   Learner's reflection: One main challenge that I faced while making this project was setting up my circuit diagram. I had trouble setting up where all my lights were gonna be placed at, and I had trouble color coding where the negatives and positives would be at. I sketched about 6 different papers and the 6th page was the one that came out fine because all of the other ones had negative and positive crossings which was not gonna help the program work, so I was finally able to get my diagram correct.
Spending time on design helped this learner to persevere with problem-solving

My personal reflection was that creating a digital textiles project based on a set template could be considered the equivalent of teaching programming by copying code. Both approaches would increase the chances of a successful output, but wouldn’t necessarily increase learners’ understanding of computing concepts, nor encourage learners to perceive computing as a subject where everyone belongs. I was inspired by the insights shared at the seminar about how prioritising design time can lead to more diverse representations of making. 

Reflecting on learning using a digital portfolio

Elaine told us that learners were encouraged to create a digital portfolio which included photographs of the different stages of their project, examples of their code, and reflections on the problems that they had solved during the project. In the picture below, the learner has shared both the ‘wrong’ and ‘right’ versions of their code, along with an explanation of how they debugged the error. 

A student portfolio with the title 'Coding Challenge'. The wrong code is on the left-hand side and the right code is on the right. The student has included an explanation beneath the wrong code: This is the wrong code. The problem I had was that I was putting the semicolon outside of the bracket. But the revision I needed was putting the semicolon inside of the bracket. That problem was a hard one to see because it is a very minor problem and most people wouldn't have caught it.
A learner’s example of debugging code from their portfolio

Yasmin explained the equity-oriented theories underpinning the digital portfolio teaching approach. The learners’ reflections allowed deeper understanding of the computing and electronics concepts involved and helped to balance the personalised nature of their artefacts with the need to meet learning goals.

Yasmin also emphasised how important it was for learners to take part in a series of projects so that they encountered computing and electronics concepts more than once. In this way, reflective journalling can be seen as an equitable teaching approach because it helps to move learners on from their initial engagement into more complex projects. Thinking back to the clubhouse model, it is equally important for learners to be valued for their complex e-textile projects as it is for their complex robotics projects, and so portfolios of a series of e-textile projects show that a diverse range of learners can be successful in computing at the highest levels. 

Try e-textiles with your learners

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Science and nature models made with an RPF project

If you’re thinking about ways of introducing e-textile activities to your learners, there are some useful resources here: 

  • The Exploring Computer Science page contains all the information and resources relating to the “Stitching the Loop” electronic textiles unit. You can also find the video that Yasmin and Elaine shared during the seminar. 
  • For e-textiles in a non-formal learning space, the StitchFest webpage has lots of information about an e-textile hackathon that took place in 2014, designed to broaden participation and perceptions in computing. 
  • 3D LED science display with Scratch” is a project that combines using LEDs with science and nature to create a 3D installation. This project is from the Raspberry Pi Foundation’s “Physical computing with Scratch and the Raspberry Pi” projects pathway.

Looking forward to our next free seminar

We’re having a short break in the seminar series but will be back in September when we’ll be continuing to find out more about cross-disciplinary approaches to computing.

In our next seminar on Tuesday 6 September 2022 at 17:00–18:30 BST / 12:00–13:30 EST / 9:00–10:30 PST / 18:00–19:30 CEST, we’ll be hearing all about the links between computing and dance, with our speaker Genevieve Smith-Nunes (University of Cambridge). Genevieve will be speaking about data ethics for the computing classroom through biometrics, ballet, and augmented reality (AR) which promises to be a fascinating perspective on bringing computing to new audiences.

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