Raspberry Pi Foundation blog: news, announcements, stories, ideas https://www.raspberrypi.org/blog/ Teach, learn and make with Raspberry Pi Thu, 01 Jun 2023 08:16:37 +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 Raspberry Pi Foundation blog: news, announcements, stories, ideas https://www.raspberrypi.org/blog/ 32 32 Introducing Code Clubs in eastern India: 32,000 more young digital makers https://www.raspberrypi.org/blog/code-club-eastern-india-computer-science-education/ https://www.raspberrypi.org/blog/code-club-eastern-india-computer-science-education/#respond Thu, 01 Jun 2023 08:16:34 +0000 https://www.raspberrypi.org/?p=84035 At the Raspberry Pi Foundation, our mission is to enable young people to realise their full potential through the power of computing and digital technologies. One way we achieve this is through supporting a global network of school-based Code Clubs for young people, in partnership with organisations that share our mission. For the past couple…

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At the Raspberry Pi Foundation, our mission is to enable young people to realise their full potential through the power of computing and digital technologies. One way we achieve this is through supporting a global network of school-based Code Clubs for young people, in partnership with organisations that share our mission.

For the past couple of years we have been working with Mo School Abhiyan, a citizen–government partnership that aims to help people to connect, collaborate, and contribute to revamping the government schools and government-aided schools in the Indian state of Odisha. Together with Mo School Abhiyan we have established many more Code Clubs to increase access to computer science education, which is an important priority in Odisha.

Learners in a computing classroom.

We evaluate all of our projects to understand their impact, and this was no exception. We found that our training improved teachers’ skills, and we learned some valuable lessons — read on to find out more.

Background and aims of the project

After some successful small-scale trials with 5 and then 30 schools, our main project with Mo School Abhiyan began in August 2021. In the first phase, between August 2021 and January 2022, we aimed to train 1000 teachers from 1000 schools.

Teachers in Code Club training in Odisha, India.

For a number of reasons, including coronavirus-related school closures, not all teachers were able to complete their training during this phase. Therefore we revised the programme, splitting the teachers in two groups depending on how far they had progressed with their initial training. We also added more teachers, so our overall aim became to support 1075 teachers to complete their training and start running clubs in 2022.

Our training and ongoing support for the teachers

We trained the teachers using a hybrid approach through online courses and in-person training by our team based in India. As we went along and learned more about what worked for the teachers, we adapted the training. This included making some of the content, such as the Prepare to run a Code Club online course, more suitable for an Indian context.

Teachers in Code Club training in Odisha, India.

As most of the teachers were not computing specialists but more often teachers of other STEM subjects, we decided to focus the training on the basics of using Scratch programming in a Code Club.

We continue to provide support to the teachers now that they’ve completed their training. For instance, each Friday we run ‘Coding pe Charcha’ (translating to ‘Discussion on Coding’) sessions online. In these sessions, teachers come together, get answers to their questions about Scratch, take part in codealongs, and find out on how their students can take part in our global technology showcase Coolest Projects.

Measuring the impact of the training

To understand the impact of our partnership with Mo School Abhiyan and learn lessons we can apply in future work, we evaluated the impact of the teacher training using a mixed-methods approach. This included surveys at the start and end of the main training programme, shorter feedback forms after some elements of the training, and follow-up surveys to understand teachers’ progress with establishing clubs. We used Likert-style questions to measure impact quantitatively, and free-text questions for teachers to provide qualitative feedback.

Teachers in Code Club training in Odisha, India.

One key lesson early on was that the teachers were using email infrequently. We adapted by setting up Whatsapp groups to keep in touch with them and send out the evaluation surveys.

Gathering feedback from teachers

Supported by our team in India, teachers progressed well through the training, with nine out of every ten teachers completing each element of the training.

Teachers’ feedback about the training was positive. The teachers who filled in the feedback survey reported increases in knowledge of coding concepts that were statistically significant. Following the training, nine out of every ten teachers agreed that they felt confident to teach children about coding. They appeared to particularly value the in-person training and the approach taken to supporting them: eight out of every ten teachers rated the trainer as “extremely engaging”.

Teachers in Code Club training in Odisha, India.

The teachers’ feedback helped us identify possible future improvements. Some teachers indicated they would have liked more training with opportunities to practise their skills. We also learned how important it is that we tailor Code Club to suit the equipment and internet connectivity available in schools, and that we take into account that Code Clubs need to fit with school timetables and teachers’ other commitments. This feedback will inform our ongoing work.

The project’s impact for young people

In our follow-up surveys, 443 teachers have confirmed they have already started running Code Club sessions, with an estimated reach to at least 32,000 young people. And this reach has the potential to be even greater, as through our partnership with Mo School Abhiyan, teachers have registered more than 950 Code Clubs to date.

An educator helps two young people at a computer.

Supported by the teachers we’ve trained, each of the young people attending these Code Clubs will get the opportunity to learn to code and create with technology through our digital making projects. The projects enable young people to be creative and to share their creations with each other. Our team in India has started visiting Code Clubs to better understand how the clubs are benefiting young people.

What’s next for our work in India

The experience we’ve gained through the partnership with Mo School Abhiyan and the findings from the evaluation are helping to inform our growing work with communities in India and around the world that lack access to computing education. 

In India we will continue to work with state governments and agencies to build on our experience with Mo School Abhiyan. We are also exploring opportunities to develop a computing education curriculum for governments and schools in India to adopt.

If you would like to know more about our work and impact in India, please reach out to us via india@raspberrypi.org.

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Hello World #21 out now: Focus on primary computing education https://www.raspberrypi.org/blog/hello-world-21-primary-computing-education/ https://www.raspberrypi.org/blog/hello-world-21-primary-computing-education/#respond Tue, 30 May 2023 09:21:07 +0000 https://www.raspberrypi.org/?p=84018 How do we best prepare young children for a world filled with digital technology? This is the question the writers in our newest issue of Hello World respond to with inspiration and ideas for computing education in primary school. It is vital that young children gain good digital literacy skills and understanding of computing concepts,…

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How do we best prepare young children for a world filled with digital technology? This is the question the writers in our newest issue of Hello World respond to with inspiration and ideas for computing education in primary school.

Cover of Hello World issue 21.

It is vital that young children gain good digital literacy skills and understanding of computing concepts, which they can then build on as they grow up. Digital technology is here to stay, and as Sethi De Clercq points out in his article, we need to prepare our youngest learners for circumstances and jobs that don’t yet exist.

Primary computing education: Inspiration and ideas

Issue 21 of Hello World covers a big range of topics in the theme of primary computing education, including:

  • Cross-curricular project ideas to keep young learners engaged
  • Perfecting typing skills in the primary school classroom
  • Using picture books to introduce programming concepts to children
  • Toolkits for new and experienced computing primary teachers, by Neil Rickus and Catherine Archer
  • Explorations of different approaches to improving diversity in computing and instilling a sense of belonging from the very start of a child’s educational journey, by Chris Lovell and Peter Marshman

The issue also has useful news and updates about our work: we share insights from our primary-specialist learning managers, tell you a bit about the research presented at our ongoing primary education seminar series, and include some relevant lesson plans from The Computing Curriculum.

A child at a laptop in a classroom in rural Kenya.

As always, you’ll find many other articles to support and inspire you in your computing teaching in this new issue. Topics include programming with dyslexia, exploring filter bubbles with your learners to teach them about data science, and using metaphors, similes, and analogies to help your learners understand abstract concepts.

What do you think?

This issue of Hello World focusses on primary computing education because readers like you told us in the annual readers’ survey that they’d like more articles for primary teachers.

We love to hear your ideas about what we can do to continue making Hello World interesting and relevant for you. So please get in touch on Twitter with your thoughts and suggestions.

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24850 young people’s programs ran in space for Astro Pi 2022/23 https://www.raspberrypi.org/blog/young-peoples-computer-programs-space-iss-astro-pi-22-23/ https://www.raspberrypi.org/blog/young-peoples-computer-programs-space-iss-astro-pi-22-23/#respond Tue, 30 May 2023 08:30:51 +0000 https://www.raspberrypi.org/?p=83974 Over 15,000 teams of young people from across Europe had their computer programs run on board the International Space Station (ISS) this month as part of this year’s European Astro Pi Challenge. Astro Pi is run in collaboration by us and ESA Education, and offers two ways to get involved: Mission Zero and Mission Space…

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Over 15,000 teams of young people from across Europe had their computer programs run on board the International Space Station (ISS) this month as part of this year’s European Astro Pi Challenge.

Logo of the European Astro Pi Challenge.

Astro Pi is run in collaboration by us and ESA Education, and offers two ways to get involved: Mission Zero and Mission Space Lab.

Mission Zero: Images of Earth’s fauna and flora in space 

Mission Zero is the Astro Pi beginners’ activity. To take part, young people spend an hour writing a short Python program for the Astro Pi computers on the International Space Station (ISS). This year we invited them to create an 8×8 pixel image or animation on the theme of fauna and flora, which their program showed on an Astro Pi LED matrix display for 30 seconds.

This year, 23605 young people’s Mission Zero programs ran on the ISS. We need to check all the programs before we can send them to space and that means we got to see all the images and animations that the young people created. Their creativity was absolutely incredible! Here are some inspiring examples:

Pixel images from Mission Zero participants.

Mission Space Lab: Young people’s experiments on the ISS

Mission Space Lab runs over eight months and empowers teams of young people to design real science experiments on the ISS, executed by Python programs they write themselves. Teams choose between two themes: ‘Life in space’ and ‘Life on Earth’.

This year, the Mission Space Lab programs of 1245 young people in 294 teams from 21 countries passed our rigorous judging and testing process. These programs were awarded flight status and sent to the Astro Pis on board the ISS, where they captured data for the teams to analyse back down on Earth.

Mission Space Lab teams this year decided to design experiments such as analysing cloud formations to identify where storms commonly occur, looking at ocean colour as a measure of depth, and analysing freshwater systems and the surrounding areas they supply water to.

The Earth’s surface from the perspective of the International Space Station.
A selection of images taken by the Astro Pis of the Earth’s surface, including mountains, deserts, Aotearoa New Zealand south island, and lakes

Teams will be receiving their experiment data later this week, and will be analysing and interpreting it over the next few weeks. For example, the team analysing freshwater systems want to investigate how these systems may be affected by climate change. What their Mission Space Lab program has recorded while running on the Astro Pis is a unique data set that the team can compare against other scientific data.

The challenges of running programs in space

For the ‘Life on Earth’ category of Mission Space Lab experiments this year, the Astro Pis were positioned in a different place to previous years: in the Window Observational Research Facility (WORF). Therefore the Astro Pis could take photos with a wider view. Combined with the High Quality Camera of the upgraded Astro Pi computers we sent to the ISS in 2021, this means that the teams got amazing-quality photos of the Earth’s surface.

The Astro Pi computers inside the International Space Station.
The two Astro Pis positioned in an observation window on the ISS

Once the experiments for ‘Life on Earth’ were complete, the astronauts moved the Astro Pis back to the Columbus module and replaced their SD cards, ready for capturing the data for the ‘Life in Space’ experiments.

Running programs in an environment as unique as the ISS, where all hardware and software is put to the test, brings many complexities and challenges. Everything that happens on the ISS has to be scheduled well in advance, and astronauts have a strict itinerary to follow to keep the ISS running smoothly.

The earth’s surface from the perspective of the International Space Station, with a large robotic arm in view.
The Canadarm in view on the ISS, photographed by an Astro Pi computer

As usual, this year’s experiments met with their fair share of challenges. One initial challenge the Astro Pis had this year was that the Canadarm, a robotic arm on the outside of the ISS, was in operation during some of the ‘Life on Earth’ experiments. Although it’s fascinating to see part of the ISS in-shot, it also slightly obscured some of the photos.

Another challenge was that window shutters were scheduled to close during some of the experiments, which meant we had to switch around the schedule for Mission Space Lab programs to run so that all of the experiments aiming to capture photos could do so.

What’s next for Astro Pi?

Well done to all the young people who’ve taken part in the European Astro Pi Challenge this year.

  • If you’ve mentored young people in Mission Zero, then we will share their unique participation certificates with you very soon.
  • If you are taking part in Mission Space Lab, then we wish you the best of luck with your analysis and final reports. We are excited to read about your findings.

If you’d like to hear about upcoming Astro Pi Challenges, sign up to the newsletter at astro-pi.org.

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Preparing young children for a digital world | Hello World #21 https://www.raspberrypi.org/blog/preparing-young-children-digital-world-hello-world-21/ https://www.raspberrypi.org/blog/preparing-young-children-digital-world-hello-world-21/#respond Tue, 23 May 2023 09:09:26 +0000 https://www.raspberrypi.org/?p=83940 How do we teach our youngest learners digital and computing skills? Hello World‘s issue 21 will focus on this question and all things primary school computing education. We’re excited to share this new issue with you on Tuesday 30 May. Today we’re giving you a taste by sharing an article from it, written by our…

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How do we teach our youngest learners digital and computing skills? Hello World‘s issue 21 will focus on this question and all things primary school computing education. We’re excited to share this new issue with you on Tuesday 30 May. Today we’re giving you a taste by sharing an article from it, written by our own Sway Grantham.

Cover of Hello World issue 21.

How are you preparing young children for a world filled with digital technology? Technology use of our youngest learners is a hotly debated topic. From governments to parents and from learning outcomes to screen-time rules, everyone has an opinion on the ‘right’ approach. Meanwhile, many young children encounter digital technology as a part of their world at home. For example in the UK, 87 percent of 3- to 4-year-olds and 93 percent of 5- to 7-year-olds went online at home in 2023. Schools should be no different.

A girl doing digital making on a tablet.

As educators, we have a responsibility to prepare learners for life in a digital world. We want them to understand its uses, to be aware of its risks, and to have access to the wide range of experiences unavailable without it. And we especially need to consider the children who do not encounter technology at home. Education should be a great equaliser, so we need to ensure all our youngest learners have access to the skills they need to realise their full potential.

Exploring technology and the world

A major aspect of early-years or kindergarten education is about learners sharing their world with each other and discovering that everyone has different experiences and does things in their own way. Using digital technology is no different.

Allowing learners to share their experiences of using digital technology both accepts the central role of technology in our lives today and also introduces them to its broader uses in helping people to learn, talk to others, have fun, and do work. At home, many young learners may use technology to do just one of these things. Expanding their use of technology can encourage them to explore a wider range of skills and to see technology differently.

A girl shows off a robot she has built.

In their classroom environment, these explorations can first take place as part of the roleplay area of a classroom, where learners can use toys to show how they have seen people use technology. It may seem counterintuitive that play-based use of non-digital toys can contribute to reducing the digital divide, but if you don’t know what technology can do, how can you go about learning to use it? There is also a range of digital roleplay apps (such as the Toca Boca apps) that allow learners to recreate their experiences of real-world situations, such as visiting the hospital, a hair salon, or an office. Such apps are great tools for extending roleplay areas beyond the resources you already have.

Another aspect of a child’s learning that technology can facilitate is their understanding of the world beyond their local community. Technology allows learners to explore the wider world and follow their interests in ways that are otherwise largely inaccessible. For example:

  • Using virtual reality apps, such as Expeditions Pro, which lets learners explore Antarctica or even the bottom of the ocean
  • Using augmented reality apps, such as Octagon Studio’s 4D+ cards, which make sea creatures and other animals pop out of learners’ screens
  • Doing a joint project with a class of children in another country, where learners blog or share ‘email’ with each other

Each of these opportunities gives children a richer understanding of the world while they use technology in meaningful ways.

Technology as a learning tool

Beyond helping children to better understand our world, technology offers opportunities to be expressive and imaginative. For example, alongside your classroom art activities, how about using an app like Draw & Tell, which helps learners draw pictures and then record themselves explaining what they are drawing? Or what about using filters on photographs to create artistic portraits of themselves or their favourite toys? Digital technology should be part of the range of tools learners can access for creative play and expression, particularly where it offers opportunities that analogue tools don’t.

Young learners at computers in a classroom.

Using technology is also invaluable for learners who struggle with communication and language skills. When speaking is something you find challenging, it can often be intimidating to talk to others who speak much more confidently. But speaking to a tablet? A tablet only speaks as well as you do. Apps to record sounds and listen back to them are a helpful way for young children to learn about how clear their speech is and practise speech exercises. ChatterPix Kids is a great tool for this. It lets learners take a photo of an object, e.g. their favourite soft toy, and record themselves talking about it. When they play back the recording, the app makes it look like the toy is saying their words. This is a very engaging way for young learners to practise communicating.

Technology is part of young people’s world

No matter how we feel about the role of technology in the lives of young people, it is a part of their world. We need to ensure we are giving all learners opportunities to develop digital skills and understand the role of technology, including how people can use it for social good.

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

This is not just about preparing them for their computing education (although that’s definitely a bonus!) or about online safety (although this is vital — see my articles in Hello World issue 15 and issue 19 for more about the topic). It’s about their right to be active citizens in the digital world.

So I ask again: how are you preparing young children for a digital world?

Subscribe to the Hello World digital edition for free

The first experiences children have with learning about computing and digital technologies are formative. That’s why primary computing education should be of interest to all educators, no matter what the age of your learners is. This issue covers for example:

And there’s much more besides. So don’t miss out on this upcoming issue of Hello World — subscribe for free today to receive every PDF edition in your inbox on the day of publication.

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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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Help us understand UK students’ attitudes to coding https://www.raspberrypi.org/blog/uk-schools-attitudes-to-coding-code-club/ https://www.raspberrypi.org/blog/uk-schools-attitudes-to-coding-code-club/#respond Fri, 12 May 2023 13:06:54 +0000 https://www.raspberrypi.org/?p=83872 Non-formal learning initiatives are a popular way to engage children in computing from a young age and introduce them to the fun, creative world of coding and digital making. As part of our commitment to an evidence-based approach, we are partnering with Durham University on an exciting evaluation project to study the impact non-formal activities…

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Non-formal learning initiatives are a popular way to engage children in computing from a young age and introduce them to the fun, creative world of coding and digital making. As part of our commitment to an evidence-based approach, we are partnering with Durham University on an exciting evaluation project to study the impact non-formal activities like Code Club have on young people in UK schools. Your school is invited to take part in the project.

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

We’re inviting UK schools to take part

The project will explore students’ attitudes to learning coding, and to learning generally. We hope to understand more about how extracurricular activities affect students’ confidence and skills. If you’re a teacher at a UK school, we would love for you to register your interest in taking part — your school doesn’t need to have a Code Club to participate. Taking part is easy: simply have some of your students fill in a few short surveys.

Two young people working together on a tech project.

As a token of our appreciation for your school’s involvement, you will receive some cool swag and an exclusive invitation to an online, educator-focused workshop where you will explore digital making with us. We’ll even provide you with all the kit you need to make something great, including a Raspberry Pi Pico. Your involvement will contribute to better computing education for UK students.

Computing in UK classrooms and in Code Clubs

In the UK, computing is taught at school, providing children with the opportunity to learn the importance of the subject and its many applications from a young age. In addition, non-formal education can play a pivotal role in fostering a positive learning experience, particularly in computing. Research on computing education indicates that non-formal settings are linked to improvement in students’ self-efficacy and interest in computing. Through participation in non-formal computing education, learners can gain valuable hands-on experience and develop problem-solving, collaboration, and presentation skills.

A child codes a Spiderman project at a laptop during a Code Club session.

That’s the thinking behind Code Clubs, which offer students a relaxed environment that encourages creativity, teamwork, and self-paced learning. By providing students with project-based learning opportunities and access to resources and mentors, Code Clubs help foster a passion for computing while also strengthening their understanding of key concepts.

A previous evaluation showed that students who participated in Code Clubs reported improvement in their coding skills and a positive perception about their coding abilities. Code Clubs have already made a significant impact on learners worldwide, with over 3500 Code Clubs around the world currently reaching tens of thousands of young people and inspiring a new generation of digital makers.

Help us with this project

Your school’s participation in this project will help increase our understanding of what works in computing education. Together we can ensure that young people are equipped with the skills and confidence to realise their full potential through the power of computing and digital technologies. 

To register your interest in joining the project, simply fill out our short form and we’ll be in touch soon.

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UK Bebras participants in the Oxford University Computing Challenge https://www.raspberrypi.org/blog/uk-bebras-oxford-university-computing-challenge-2022/ https://www.raspberrypi.org/blog/uk-bebras-oxford-university-computing-challenge-2022/#respond Tue, 09 May 2023 10:40:50 +0000 https://www.raspberrypi.org/?p=83840 Today we share a guest blog from Chris Roffey, who manages the UK Bebras Challenge, a computational thinking challenge we run every year in partnership with the University of Oxford. Bebras is a free annual challenge that helps schools introduce computational thinking to their learners through online, self-marking tasks. Taking part in Bebras, students solve…

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Today we share a guest blog from Chris Roffey, who manages the UK Bebras Challenge, a computational thinking challenge we run every year in partnership with the University of Oxford.

Bebras is a free annual challenge that helps schools introduce computational thinking to their learners through online, self-marking tasks. Taking part in Bebras, students solve accessible, interesting problems using their developing computational thinking skills. No programming is involved in taking part. The UK challenge is for school students aged 6 to 18 years old, with a special category for students with severe visual impairments.

Bebras UK logo
Bebras means ‘beaver’

Preparing the UK Bebras Challenge for schools

While UK schools take part in Bebras throughout two weeks in November, for me the annual cycle starts much earlier. May is the time of the annual Bebras international workshop where the year’s new tasks get decided. In 2022, 60 countries were represented — some online, some in person. For nearly a week, computer scientists and computing teachers met to discuss and work on the new cycle’s task proposals submitted by participating countries a little earlier.

A class of primary school students do coding at laptops.

After the workshop, in collaboration with teams from other European countries, the UK Bebras team chose its task sets and then worked to localise, copy-edit, and test them to get them ready for schools participating in Bebras during November. From September, schools across the UK create accounts for their students, with over 360,000 students ultimately taking part in 2022. All in all, more than 3 million students from 59 countries took part in the 2022/2023 Bebras challenge cycle.

An invitation to the Oxford University Computing Challenge

In this cycle, the UK Bebras partnership between the Raspberry Pi Foundation and the University of Oxford has been extended to include the Oxford University Computing Challenge (OUCC). This is an invitation-based, online coding challenge for students aged 10 to 18, offered in the UK as well as Australia, Jamaica, and China. We invited the students with the top 10% best results in the UK Bebras challenge to take part in the OUCC — an exciting opportunity for them.

In contrast to Bebras, which doesn’t require participants to do any coding, the OUCC asks students to create code to solve computational thinking problems. This requires students to prepare and challenges them to develop their computational thinking skills further. The two younger age groups, 10- to 14-year-olds, solve problems using the Blockly programming language. The older two age groups can use one of the 11 programming languages that Bebras supports, including all the most common ones taught in UK schools.

Over 20,000 Bebras participants took up the invitation to the first round of the OUCC in the third week of January. Then in March, the top 20 participants from each of the four OUCC age groups took part in the final round. The finalists all did amazingly well. In the first round, many of them had solved all the available tasks correctly, even though the expectation is that participants only try to solve as many as they can within the round’s time limit. In the final round, a few of the finalists managed to repeat this feat with the even more advanced tasks — which is, in modern parlance, literally impossible!

Celebrating together

Many of the participants are about to take school exams, so the last stage of the annual cycle — the prize winners’ celebration day— takes place when the exam period has ended. This year we are holding this celebration on Friday 30 June at the Raspberry Pi Foundation’s headquarters in Cambridge. It will be a lovely way to finish the annual Bebras cycle and I am looking forward to it immensely.

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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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Kids’ coding languages https://www.raspberrypi.org/blog/kids-coding-languages/ https://www.raspberrypi.org/blog/kids-coding-languages/#comments Fri, 28 Apr 2023 09:47:30 +0000 https://www.raspberrypi.org/?p=83768 Programming is becoming an increasingly useful skill in today’s society. As we continue to rely more and more on software and digital technology, knowing how to code is also more and more valuable. That’s why many parents are looking for ways to introduce their children to programming. You might find it difficult to know where…

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Programming is becoming an increasingly useful skill in today’s society. As we continue to rely more and more on software and digital technology, knowing how to code is also more and more valuable. That’s why many parents are looking for ways to introduce their children to programming. You might find it difficult to know where to begin, with so many different kids’ coding languages and platforms available. In this blog post, we explore how children can progress through different programming languages to realise their potential as proficient coders and creators of digital technology.

Two kids share their Scratch coding project on a laptop.

ScratchJr

Everyone needs to start somewhere, and one great option for children aged 5–7 is ScratchJr (Scratch Junior), a visual programming language with drag-and-drop blocks for creating simple programs. ScratchJr is available for free on Android and iOS mobile devices. It’s great for introducing young children to the basics of programming, and they can use it to create interactive stories and games.

Scratch

Moving on from ScratchJr, there’s its web-based sibling Scratch. Scratch offers drag-and-drop blocks for creating programs and comes with an assortment of graphics, sounds, and music for your child to bring their programs to life. This visual programming language is designed specifically for children to learn programming fundamentals. Scratch is available in multiple spoken languages and is perfect for beginners. It allows kids to create interactive stories, animations, and games with ease.

The Raspberry Pi Foundation has a wealth of free Scratch resources we have created specifically for young people who are beginners, such as the ‘Introduction to Scratch’ project path. And if your child is interested in physical computing to interact with the real world using code, they can also learn how to use electronic components, such as buzzers and LEDs, with Scratch and a Raspberry Pi computer.  

Young person using a laptop to code in Scratch, our favourite of all kids' coding languages.

MakeCode

Another fun option for children who want to explore coding and physical computing is the micro:bit. This is a small programmable device with an LED display, buttons, and sensors, and it can be used to create games, animations, interactive projects, and lots more. To control a micro:bit, a visual programming language called MakeCode can be used. The micro:bit can also be programmed using Scratch or text-based languages such as Python, offering an easy transition for children as their coding skills progress. Have a look at our free collection of micro:bit resources to learn more.

HTML

Everyone is familiar with websites, but fewer people know how they are coded. HTML is a markup language that is used to create the webpages we use every day. It’s a great language for children to learn because they can see the results of their code in real time, in their web browser. They can use HTML and CSS to create simple webpages that include links, videos, pictures, and interactive elements, all the while learning how websites are structured and designed. We have many free web design resources for your child, including a basic ‘Introduction to web development’ project path.

Three kids coding at laptops.

Python 

If your child is becoming confident with Scratch and HTML, then using Python is the recommended next stage in their learning. Python is a high-level text-based programming language that is easy to read and learn. It is a popular choice for beginners as it has a simple syntax that often reads like plain English. Many free Python projects for young people are available on our website, including the ‘Introduction to Python’ path.

A kid coding in Python on a laptop.

The Python community is also really welcoming and has produced a myriad of online tutorials and videos to help learners explore this language. Python can be used to do some very powerful things with ease, which is why it is so popular. For example, it is relatively simple to create Python programs to engage in machine learning and data analysis. If you wanted to explore large language models such as GPT, on which the ChatGPT chatbot is based, then Python would be the language of choice.

JavaScript 

JavaScript is the language of the web, and if your child has become proficient in HTML, then this is the next language for them. JavaScript is used to create interactive websites and web applications. As young people become more comfortable with programming, JavaScript is a useful language to progress to, given how ubiquitous the web is today. It can be tricky to learn, but like Python, it has a vast number of libraries of functions that people have already created for it to achieve things more quickly. These libraries make JavaScript a very powerful language to use.

Try out kids’ coding languages

There are many different programming languages, and each one has its own strengths and weaknesses. Some are easy to learn and use, some are really fast, and some are very secure.

Two kids coding together on Code Club World.

Starting with visual languages such as Scratch or MakeCode allows your child to begin to understand the basic concepts of programming without needing any developed reading and keyboard skills. Once their understanding and skills have improved, they can try out text-based languages, find the one that they are comfortable with, and then continue to learn. It’s fairly common for people who are proficient in one programming language to learn other languages quite quickly, so don’t worry about which programming language your child starts with.

Whether your child is interested in working in software development or just wants to learn a valuable — and creative — skill, helping them learn to code and try out different kids’ coding languages is a great way for you to open up new opportunities for them.

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Astro Pi Mission Space Lab 2022/23: 294 teams achieved Flight Status https://www.raspberrypi.org/blog/294-teams-experiments-iss-astro-pi-mission-space-lab-2022-23/ https://www.raspberrypi.org/blog/294-teams-experiments-iss-astro-pi-mission-space-lab-2022-23/#comments Thu, 20 Apr 2023 09:59:32 +0000 https://www.raspberrypi.org/?p=83731 In brief We are excited to share that 294 teams of young people participating in this year’s Astro Pi Mission Space Lab achieved Flight Status: their programs will run on the Astro Pis installed on the International Space Station (ISS) in April. Mission Space Lab is part of the European Astro Pi Challenge, an ESA…

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In brief

We are excited to share that 294 teams of young people participating in this year’s Astro Pi Mission Space Lab achieved Flight Status: their programs will run on the Astro Pis installed on the International Space Station (ISS) in April.

Mission Space Lab is part of the European Astro Pi Challenge, an ESA Education project run in collaboration with the Raspberry Pi Foundation. It offers young people the amazing opportunity to conduct scientific investigations in space, by writing computer programs that run on Raspberry Pi computers on board the International Space Station.

In depth

To take part in Mission Space Lab, young people form teams and choose between two themes for their experiments, investigating either ‘Life in space’ or ‘Life on Earth’. They send us their experiment ideas in Phase 1, and in Phase 2 they write Python programs to execute their experiments on the Astro Pis onboard the ISS. As we sent upgraded Astro Pis to space at the end of 2021, Mission Space Lab teams can now also choose to use a machine learning accelerator during their experiment time.

In total, 771 teams sent us ideas during Phase 1 in September 2022, so achieving Flight Status is a huge accomplishment for the successful teams. We are delighted that 391 teams submitted programs for their experiments. Teams who submitted had their programs checked for errors and their experiments tested, resulting in 294 teams being granted Flight Status. 134 of these teams included some aspects of machine learning in their experiments using the upgraded Astro Pis’ machine learning accelerator.

The 294 teams to whom we were able to award Flight Status this year represent 1245 young people. 34% of team members are female, and the average participant age is 15. The 294 successful teams hail from 21 countries; Italy has the most teams progressing to the next phase (48), closely followed by Spain (37), the UK (34), Greece (25), and the Czech Republic (25).

Life in space

Teams can use the Astro Pis to investigate life inside ESA’s Columbus module of the ISS, by writing a program to detect things with at least one of the Astro Pi’s sensors. This can include for example the colour and intensity of light in the module, or the temperature and humidity.

Two Astro Pis on board the International Space Station.
Mark II Astro Pis on the ISS

81 teams that created ‘Life in space’ experiments have achieved Flight Status this year. Examples of experiments from this year are investigating how the Earth’s magnetic field is felt on the ISS, what environmental conditions the astronauts experience compared to those on Earth directly beneath the ISS as it orbits, or whether the cabin might be suitable for other lifeforms, such as plants or bacteria.

Life on Earth

In the ‘Life on Earth’ theme, teams investigate features on the Earth’s surface using the cameras on the Astro Pis, which are positioned to view Earth from a window on the ISS.

An Astro Pi in a window on board the International Space Station.
Astro Pi VIS in the window on the ISS

This year the Astro Pis will be located in the Window Observational Research Facility (WORF), which is larger than the window the computers were positioned in in previous years. This means that teams running ‘Life on Earth’ experiments can capture better images. 206 teams that created experiments in the ‘Life on Earth’ theme have achieved Flight Status.

Thanks to the upgraded Astro Pi hardware, this is the second year that teams could decide whether to use visible-light or infrared (IR) photography. Teams running experiments using IR photography have chosen to examine topics such as plant health in different regions, the effects of deforestation, and desertification. Teams collecting visible light photography have chosen to design experiments analysing clouds in different regions, changes in ocean colour, the velocity of the ISS, and classification of biomes (e.g. desert, forest, grassland, wetland).

Testing, testing

Each of this year’s 391 submissions has been through a number of tests to ensure they follow the challenge rules, meet the ISS security requirements, and can run without errors on the Astro Pis. Once the experiments have started, we can’t rely on astronaut intervention to resolve any issues, so we have to make sure that all of the programs will run without any problems. 

Four photographs of the Earth and cloud formations, taken from the International Space Station by an Astro Pi.
Images taken by Astro Pi VIS on the ISS in Mission Space Lab 2021/22

This means that the start of the year is a very busy time for us. We run tests on Mission Space Lab teams’ programs on a number of exact replicas of the Astro Pis, including a final test to run every experiment that has passed all tests for the full three-hour experiment duration. The 294 experiments that received Flight Status will take over 5 weeks to run.

97 programs submitted by teams during Phase 2 of Mission Space Lab this year did not pass testing and so could not be awarded Flight Status. We wish we could run every experiment that is submitted, but there is only limited time available for the Astro Pis to be positioned in the ISS window. Therefore, we have to be extremely rigorous in our selection, and many of the 97 teams were not successful because of only small issues in their programs. We recognise how much work every Mission Space Lab team does, and all teams can be very proud of designing and creating an experiment.

Even if you weren’t successful this year, we hope you enjoyed participating and will take part again in next year’s challenge.

What next?

Once all of the experiments have run, we will send the teams the data collected during their experiments. Teams will then have time to analyse their data and write a short report to share their findings. Based on these reports, we will select winners of this year’s Mission Space Lab. The winning and highly commended teams will receive a special surprise.

Congratulations to all successful teams! We are really looking forward to seeing your results.

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