research seminar Archives - Raspberry Pi Foundation https://www.raspberrypi.org/blog/tag/research-seminar/ 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 research seminar Archives - Raspberry Pi Foundation https://www.raspberrypi.org/blog/tag/research-seminar/ 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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Integrating primary computing and literacy through multimodal storytelling https://www.raspberrypi.org/blog/primary-computing-programming-literacy-storytelling/ https://www.raspberrypi.org/blog/primary-computing-programming-literacy-storytelling/#comments Tue, 02 May 2023 09:43:18 +0000 https://www.raspberrypi.org/?p=83808 Broadening participation and finding new entry points for young people to engage with computing is part of how we pursue our mission here at the Raspberry Pi Foundation. It was also the focus of our March online seminar, led by our own Dr Bobby Whyte. In this third seminar of our series on computing education…

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Broadening participation and finding new entry points for young people to engage with computing is part of how we pursue our mission here at the Raspberry Pi Foundation. It was also the focus of our March online seminar, led by our own Dr Bobby Whyte. In this third seminar of our series on computing education for primary-aged children, Bobby presented his work on ‘designing multimodal composition activities for integrated K-5 programming and storytelling’. In this research he explored the integration of computing and literacy education, and the implications and limitations for classroom practice.

Young learners at computers in a classroom.

Motivated by challenges Bobby experienced first-hand as a primary school teacher, his two studies on the topic contribute to the body of research aiming to make computing less narrow and difficult. In this work, Bobby integrated programming and storytelling as a way of making the computing curriculum more applicable, relevant, and contextualised.

Critically for computing educators and researchers in the area, Bobby explored how theories related to ‘programming as writing’ translate into practice, and what the implications of designing and delivering integrated lessons in classrooms are. While the two studies described here took place in the context of UK schooling, we can learn universal lessons from this work.

What is multimodal composition?

In the seminar Bobby made a distinction between applying computing to literacy (or vice versa) and true integration of programming and storytelling. To achieve true integration in the two studies he conducted, Bobby used the idea of ‘multimodal composition’ (MMC). A multimodal composition is defined as “a composition that employs a variety of modes, including sound, writing, image, and gesture/movement [… with] a communicative function”.

Storytelling comes together with programming in a multimodal composition as learners create a program to tell a story where they:

  • Decide on content and representation (the characters, the setting, the backdrop)
  • Structure text they’ve written
  • Use technical aspects (i.e. motion blocks, tension) to achieve effects for narrative purposes
A screenshot showing a Scratch project.
Defining multimodal composition (MMC) for a visual programming context

Multimodality for programming and storytelling in the classroom

To investigate the use of MMC in the classroom, Bobby started by designing a curriculum unit of lessons. He mapped the unit’s MMC activities to specific storytelling and programming learning objectives. The MMC activities were designed using design-based research, an approach in which something is designed and tested iteratively in real-world contexts. In practice that means Bobby collaborated with teachers and students to analyse, evaluate, and adapt the unit’s activities.

A list of learning objectives that could be covered by a multimodal composition activity.
Mapping of the MMC activities to storytelling and programming learning objectives

The first of two studies to explore the design and implementation of MMC activities was conducted with 10 K-5 students (age 9 to 11) and showed promising results. All students approached the composition task multimodally, using multiple representations for specific purposes. In other words, they conveyed different parts of their stories using either text, sound, or images.

Bobby found that broadcast messages and loops were the least used blocks among the group. As a consequence, he modified the curriculum unit to include additional scaffolding and instructional support on how and why the students might embed these elements.

A list of modifications to the MMC curriculum unit based on testing in a classroom.
Bobby modified the classroom unit based on findings from his first study

In the second study, the MMC activities were evaluated in a classroom of 28 K-5 students led by one teacher over two weeks. Findings indicated that students appreciated the longer multi-session project. The teacher reported being satisfied with the project work the learners completed and the skills they practised. The teacher also further integrated and adapted the unit into their classroom practice after the research project had been completed.

How might you use these research findings?

Factors that impacted the integration of storytelling and programming included the teacher’s confidence to teach programming as well as the teacher’s ability to differentiate between students and what kind of support they needed depending on their previous programming experience.

In addition, there are considerations regarding the curriculum. The school where the second study took place considered the activities in the unit to be literacy-light, as the English literacy curriculum is ‘text-heavy’ and the addition of multimodal elements ‘wastes’ opportunities to produce stories that are more text-based.

Woman teacher and female student at a laptop.

Bobby’s research indicates that MMC provides useful opportunities for learners to simultaneously pursue storytelling and programming goals, and the curriculum unit designed in the research proved adaptable for the teacher to integrate into their classroom practice. However, Bobby cautioned that there’s a need to carefully consider both the benefits and trade-offs when designing cross-curricular integration projects in order to ensure a fair representation of both subjects.

Can you see an opportunity for integrating programming and storytelling in your classroom? Let us know your thoughts or questions in the comments below.

You can watch Bobby’s full presentation:

And you can read his research paper Designing for Integrated K-5 Computing and Literacy through Story-making Activities (open access version).

You may also be interested in our pilot study on using storytelling to teach computing in primary school, which we conducted as part of our Gender Balance in Computing programme.

Join our next seminar on primary computing education

At our next seminar, we welcome Kate Farrell and Professor Judy Robertson (University of Edinburgh). This session will introduce you to how data literacy can be taught in primary and early-years education across different curricular areas. It will take place online on Tuesday 9 May at 17.00 UK time, don’t miss out and sign up now.

Yo find out more about connecting research to practice for primary computing education, you can find other 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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Supporting beginner programmers in primary school using TIPP-SEE https://www.raspberrypi.org/blog/teaching-programming-in-primary-school-tippsee/ https://www.raspberrypi.org/blog/teaching-programming-in-primary-school-tippsee/#comments Wed, 22 Feb 2023 09:27:39 +0000 https://www.raspberrypi.org/?p=83145 Every young learner needs a successful start to their learning journey in the primary computing classroom. One aspect of this for teachers is to introduce programming to their learners in a structured way. As computing education is introduced in more schools, the need for research-informed strategies and approaches to support beginner programmers is growing. Over…

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

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

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

Dr Jean Salac
Dr Jean Salac

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

What is TIPP&SEE?

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

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

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

Using, modifying and creating

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

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

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

Impact of TIPP&SEE

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

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

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

Using TIPP&SEE in the classroom

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

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

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

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

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

Learning about learning in computing education

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

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

Free support for teaching programming and more to primary school learners

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

Join our next seminar

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

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

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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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Gender Balance in Computing — the big picture https://www.raspberrypi.org/blog/gender-balance-in-computing-big-picture/ https://www.raspberrypi.org/blog/gender-balance-in-computing-big-picture/#comments Thu, 05 Jan 2023 10:08:08 +0000 https://www.raspberrypi.org/?p=82616 Improving gender balance in computing is part of our work to ensure equitable learning opportunities for all young people. Our Gender Balance in Computing (GBIC) research programme has been the largest effort to date to explore ways to encourage more girls and young women to engage with Computing. Commissioned by the Department for Education in…

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

A girl in a university computing classroom.

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

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

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

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

Gender balance in computing is not a new problem

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

A computing classroom filled with learners.

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

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

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

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

In total we conducted the following studies:

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

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

The impact of the pandemic

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

A learner and a teacher in a computing classroom.

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

The overall results of Gender Balance in Computing

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

Woman teacher and female students at a computer

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

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

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

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

2. Age matters

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

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

What’s next?

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

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

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

Stay in touch

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

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Combining research and practice to evaluate and improve computing education in non-formal settings https://www.raspberrypi.org/blog/research-practice-evaluate-improve-computing-education-non-formal-settings-seminar/ https://www.raspberrypi.org/blog/research-practice-evaluate-improve-computing-education-non-formal-settings-seminar/#respond Tue, 20 Dec 2022 14:10:46 +0000 https://www.raspberrypi.org/?p=82479 In the final seminar in our series on cross-disciplinary computing, Dr Tracy Gardner and Rebecca Franks, who work here at the Foundation, described the framework underpinning the Foundation’s non-formal learning pathways. They also shared insights from our recently published literature review about the impact that non-formal computing education has on learners. Tracy and Rebecca both…

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

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

How non-formal learning creates opportunities for computing education

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

At the Raspberry Pi Foundation, we support two global networks of free, volunteer-led coding clubs where regular non-formal learning takes place: Code Club, teacher- and volunteer-led coding clubs for 9- to 13-year-olds taking place in schools in more than 160 countries; and CoderDojo, volunteer-led programming clubs for young people aged 7–17 taking place in community venues and offices in 100 countries. Through free learning resources and other support, we enable volunteers to run their club sessions, offering versatile opportunities and creative, inclusive spaces for young people to learn about computing outside of the school curriculum. Volunteers who run Code Clubs or CoderDojos report that participating in the club sessions positively impacts participants’ programming skills and confidence.

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

Helping learners make things that matter to them

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

3…2…1…research!

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

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

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

Join our seminar series on primary computing education

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

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

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

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Spotlight on primary computing education in our 2023 seminar series https://www.raspberrypi.org/blog/primary-computing-education-research-seminar-series-2023/ Fri, 25 Nov 2022 10:59:54 +0000 https://www.raspberrypi.org/?p=82236 We are excited to announce our next free online seminars, running monthly from January 2023 and focusing on new research about primary school (K–5) teaching and learning of computing. Our seminars, having covered various topics in computing education over the last three years, will now offer you a close look at current questions and research…

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

Two children code on laptops while an adult supports them.

Our seminars, having covered various topics in computing education over the last three years, will now offer you a close look at current questions and research in primary computing education for 5- to 11-year-olds. Through this series we want to connect research and teaching practice, and further primary computing education across the globe.

Are these seminars for me?

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

Learner using Scratch on a laptop.

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

What you can expect from the online seminars

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

Attendees of our previous seminars have said:

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

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

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

Learn from specialists to benefit your own learners

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

Young learners at computers in a classroom.

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

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

Sign up now to attend the seminars

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

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

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Building a maths curriculum for a world shaped by computing https://www.raspberrypi.org/blog/maths-curriculum-conrad-wolfram-computing-ai-research-seminar/ Tue, 25 Oct 2022 08:17:08 +0000 https://www.raspberrypi.org/?p=81603 In the penultimate seminar in our series on cross-disciplinary computing, we were delighted to host Conrad Wolfram (European co-founder/CEO of Wolfram Research). Conrad has been an influential figure in the areas of AI, data science, and computation for over 30 years. The company he co-founded, Wolfram Research, develops computational technologies including the Wolfram programming language,…

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

Conrad Wolfram.
Conrad Wolfram

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

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

Computation is everywhere

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

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

The power of computation for mathematics

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

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

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

What does computational problem-solving look like?

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

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

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

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

A curriculum for a world with AI

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

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

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

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

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

More to explore

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

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

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

Join our next seminar

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

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

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Data ethics for computing education through ballet and biometrics https://www.raspberrypi.org/blog/data-ethics-computing-education-ballet-biometrics-research-seminar/ Thu, 06 Oct 2022 10:18:44 +0000 https://www.raspberrypi.org/?p=81512 For our seminar series on cross-disciplinary computing, it was a delight to host Genevieve Smith-Nunes this September. Her research work involving ballet and augmented reality was a perfect fit for our theme. Genevieve has a background in classical ballet and was also a computing teacher for several years before starting Ready Salted Code, an educational…

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

Genevieve Smith-Nunes.
Genevieve Smith-Nunes

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

Why dance and computing?

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

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

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

Collecting data during dances

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

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

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

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

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

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

Are your brainwaves personal data?

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

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

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

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

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

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

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

More to explore

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

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

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

Join our next seminar

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

On 8 November, Tracy Gardner and Rebecca Franks from the Raspberry Pi Foundation team will close out this series by presenting work we have been doing on computing education in non-formal settings. Sign up now to join us for this session:

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

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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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