Raspberry Pi Foundation blog: news, announcements, stories, ideas https://www.raspberrypi.org/blog/ Teach, learn and make with Raspberry Pi Thu, 15 Feb 2024 11:55:26 +0000 en-GB hourly 1 https://wordpress.org/?v=6.4.3 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 Supporting learners with programming tasks through AI-generated Parson’s Problems https://www.raspberrypi.org/blog/supporting-learners-with-programming-tasks-through-ai-generated-parsons-problems/ https://www.raspberrypi.org/blog/supporting-learners-with-programming-tasks-through-ai-generated-parsons-problems/#respond Thu, 15 Feb 2024 11:55:25 +0000 https://www.raspberrypi.org/?p=86424 The use of generative AI tools (e.g. ChatGPT) in education is now common among young people (see data from the UK’s Ofcom regulator). As a computing educator or researcher, you might wonder what impact generative AI tools will have on how young people learn programming. In our latest research seminar, Barbara Ericson and Xinying Hou…

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The use of generative AI tools (e.g. ChatGPT) in education is now common among young people (see data from the UK’s Ofcom regulator). As a computing educator or researcher, you might wonder what impact generative AI tools will have on how young people learn programming. In our latest research seminar, Barbara Ericson and Xinying Hou (University of Michigan) shared insights into this topic. They presented recent studies with university student participants on using generative AI tools based on large language models (LLMs) during programming tasks. 

A girl in a university computing classroom.

Using Parson’s Problems to scaffold student code-writing tasks

Barbara and Xinying started their seminar with an overview of their earlier research into using Parson’s Problems to scaffold university students as they learn to program. Parson’s Problems (PPs) are a type of code completion problem where learners are given all the correct code to solve the coding task, but the individual lines are broken up into blocks and shown in the wrong order (Parsons and Haden, 2006). Distractor blocks, which are incorrect versions of some or all of the lines of code (i.e. versions with syntax or semantic errors), can also be included. This means to solve a PP, learners need to select the correct blocks as well as place them in the correct order.

A presentation slide defining Parson's Problems.

In one study, the research team asked whether PPs could support university students who are struggling to complete write-code tasks. In the tasks, the 11 study participants had the option to generate a PP when they encountered a challenge trying to write code from scratch, in order to help them arrive at the complete code solution. The PPs acted as scaffolding for participants who got stuck trying to write code. Solutions used in the generated PPs were derived from past student solutions collected during previous university courses. The study had promising results: participants said the PPs were helpful in completing the write-code problems, and 6 participants stated that the PPs lowered the difficulty of the problem and speeded up the problem-solving process, reducing their debugging time. Additionally, participants said that the PPs prompted them to think more deeply.

A young person codes at a Raspberry Pi computer.

This study provided further evidence that PPs can be useful in supporting students and keeping them engaged when writing code. However, some participants still had difficulty arriving at the correct code solution, even when prompted with a PP as support. The research team thinks that a possible reason for this could be that only one solution was given to the PP, the same one for all participants. Therefore, participants with a different approach in mind would likely have experienced a higher cognitive demand and would not have found that particular PP useful.

An example of a coding interface presenting adaptive Parson's Problems.

Supporting students with varying self-efficacy using PPs

To understand the impact of using PPs with different learners, the team then undertook a follow-up study asking whether PPs could specifically support students with lower computer science self-efficacy. The results show that study participants with low self-efficacy who were scaffolded with PPs support showed significantly higher practice performance and higher problem-solving efficiency compared to participants who had no scaffolding. These findings provide evidence that PPs can create a more supportive environment, particularly for students who have lower self-efficacy or difficulty solving code writing problems. Another finding was that participants with low self-efficacy were more likely to completely solve the PPs, whereas participants with higher self-efficacy only scanned or partly solved the PPs, indicating that scaffolding in the form of PPs may be redundant for some students.

Secondary school age learners in a computing classroom.

These two studies highlighted instances where PPs are more or less relevant depending on a student’s level of expertise or self-efficacy. In addition, the best PP to solve may differ from one student to another, and so having the same PP for all students to solve may be a limitation. This prompted the team to conduct their most recent study to ask how large language models (LLMs) can be leveraged to support students in code-writing practice without hindering their learning.

Generating personalised PPs using AI tools

This recent third study focused on the development of CodeTailor, a tool that uses LLMs to generate and evaluate code solutions before generating personalised PPs to scaffold students writing code. Students are encouraged to engage actively with solving problems as, unlike other AI-assisted coding tools that merely output a correct code correct solution, students must actively construct solutions using personalised PPs. The researchers were interested in whether CodeTailor could better support students to actively engage in code-writing.

An example of the CodeTailor interface presenting adaptive Parson's Problems.

In a study with 18 undergraduate students, they found that CodeTailor could generate correct solutions based on students’ incorrect code. The CodeTailor-generated solutions were more closely aligned with students’ incorrect code than common previous student solutions were. The researchers also found that most participants (88%) preferred CodeTailor to other AI-assisted coding tools when engaging with code-writing tasks. As the correct solution in CodeTailor is generated based on individual students’ existing strategy, this boosted students’ confidence in their current ideas and progress during their practice. However, some students still reported challenges around solution comprehension, potentially due to CodeTailor not providing sufficient explanation for the details in the individual code blocks of the solution to the PP. The researchers argue that text explanations could help students fully understand a program’s components, objectives, and structure. 

In future studies, the team is keen to evaluate a design of CodeTailor that generates multiple levels of natural language explanations, i.e. provides personalised explanations accompanying the PPs. They also aim to investigate the use of LLM-based AI tools to generate a self-reflection question structure that students can fill in to extend their reasoning about the solution to the PP.

Barbara and Xinying’s seminar is available to watch here: 

Find examples of PPs embedded in free interactive ebooks that Barbara and her team have developed over the years, including CSAwesome and Python for Everybody. You can also read more about the CodeTailor platform in Barbara and Xinying’s paper.

Join our next seminar

The focus of our ongoing seminar series is on teaching programming with or without AI. 

For our next seminar on Tuesday 12 March at 17:00–18:30 GMT, we’re joined by Yash Tadimalla and Prof. Mary Lou Maher (University of North Carolina at Charlotte). The two of them will share further insights into the impact of AI tools on the student experience in programming courses. To take part in the seminar, click the button below to sign up, and we will send you information about joining. We hope to see you there.

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

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Registration is open for Coolest Projects 2024 https://www.raspberrypi.org/blog/registration-is-open-for-coolest-projects-2024/ https://www.raspberrypi.org/blog/registration-is-open-for-coolest-projects-2024/#respond Wed, 14 Feb 2024 09:59:37 +0000 https://www.raspberrypi.org/?p=86395 Big news for young coders and everyone who supports them: project registration is now open for Coolest Projects 2024! Coolest Projects is our global technology showcase for young people aged up to 18. It gives young creators the incredible opportunity to share the cool stuff they’ve made with digital technology with a global audience, and…

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Big news for young coders and everyone who supports them: project registration is now open for Coolest Projects 2024! Coolest Projects is our global technology showcase for young people aged up to 18. It gives young creators the incredible opportunity to share the cool stuff they’ve made with digital technology with a global audience, and receive certificates and rewards to celebrate their achievements.

A young coder shows off her tech project Five young coders show off their robotic garden tech project for Coolest Projects to two other young tech creators.

What you need to know about Coolest Projects

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

Four young coders show off their tech project for Coolest Projects.

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

Here’s how it works:

  • Coolest Projects is completely free to take part in!
  • All digital technology projects are welcome, from very first projects to advanced builds, and the projects don’t have to be complete
  • Projects can be registered in one of six categories: Scratch, games, web, mobile apps, hardware, and advanced programming
  • Young creators up to age 18 can take part individually or in teams of up to five friends
  • Any young person anywhere in the world can take part in the online showcase, and there are in-person events in some countries for local creators too (find out more below)
  • Registration for the online showcase is now open and closes on 22 May 2024
  • All creators, mentors, volunteers, teachers, parents, and supporters are invited to the special celebration livestream on 26 June 2024

Taking part in Coolest Projects is simple:

  • Young people think of an idea for their project, or choose something they’ve already made and are proud of
  • Young people work with friends to create their project, or make it on their own 
  • Creators (with the help of mentors if needed) register projects via the Coolest Projects website by 22 May
  • Creators’ projects are shared with the world in the online showcase gallery
  • Creators, mentors, and supporters explore the amazing projects in the online gallery, and join the livestream on 26 June to celebrate young creators’ achievements with the Coolest Projects community worldwide
Two young coders work on their tech project on a laptop to control a sewing machine for Coolest Projects.

Coolest Projects in-person events in 2024

As well as the global online showcase, Coolest Projects in-person events are held for young people locally in certain countries too, and we encourage creators to take part in both the online showcase and their local in-person event.

The exhibition hall at Coolest Projects Ireland 2023.

In 2024, creators can look forward to the following in-person events, run by us and partner organisations around the world:

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

A Coolest Projects sign with two people doing handstands in front of it.

Help for you is at hand

Coolest Projects welcomes all digital tech projects, from beginner to advanced, and there are loads of great resources available to help you support the young people in your community to take part.

Young people and an adult mentor at a computer at Coolest Projects Ireland 2023.

We are running a series of online calls and webinars for mentors and young people to share practical tips and help participants develop their ideas and build their creations. Sign up for the sessions here. All sessions will be recorded, so you can watch them back if you can’t join live.

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

Five young coders show off their robotic garden tech project for Coolest Projects.

To inspire your coders, encourage them to take a look at the 2023 showcase gallery, where they can explore the incredible projects submitted by participants last year.

Our projects site is also a great place for participants to begin — there are hundreds of free step-by-step project guides to help young people create their own projects, whether they’re experienced tech creators or they’re just getting started.

Sign up for Coolest Projects updates

There’s lots more exciting news to come, from the announcement of our VIP judges to details about this year’s swag, so sign up for email updates to be the first to know. And whether your coders have already made something fun, innovative, or amazing that they want to share, or they’re inspired to make something new, Coolest Projects is the place for them. We can’t wait to see what they create!

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Our T Level resources to support vocational education in England https://www.raspberrypi.org/blog/t-level-resources-support-vocational-education-england/ https://www.raspberrypi.org/blog/t-level-resources-support-vocational-education-england/#respond Thu, 08 Feb 2024 14:11:03 +0000 https://www.raspberrypi.org/?p=86351 You can now access classroom resources created by us for the T Level in Digital Production, Design and Development. T Levels are a type of vocational qualification young people in England can gain after leaving school, and we are pleased to be able to support T Level teachers and students. With our new resources, we…

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You can now access classroom resources created by us for the T Level in Digital Production, Design and Development. T Levels are a type of vocational qualification young people in England can gain after leaving school, and we are pleased to be able to support T Level teachers and students.

A teenager learning computer science.

With our new resources, we aim to empower more young people to develop their digital skills and confidence while studying, meaning they can access more jobs and opportunities for further study once they finish their T Levels.

We worked collaboratively with the Gatsby Charitable Foundation on this pilot project as part of their Technical Education Networks Programme, the first time that we have created classroom resources for post-16 vocational education.

Post-16 vocational training and T Levels

T Levels are Technical Levels, 2-year courses for 16- to 18-year-old school leavers. Launched in England in September 2020, T Levels cover a range of subjects and have been developed in collaboration with employers, education providers, and other organisations. The aim is for T Levels to specifically prepare young people for entry into skilled employment, an apprenticeship, or related technical study in further or higher education.

A group of young people in a lecture hall.

For us, this T Level pilot project follows on from work we did in 2022 to learn more about post-16 vocational training and identify gaps where we could make a difference. 

Something interesting we found was the relatively low number of school-age young people who started apprenticeships in the UK in 2019/20. For example, a 2021 Worldskills UK report stated that only 18% of apprentices were young people aged 19 and under. 39% were aged 19-24, and the remaining 43% were people aged 25 and over.

To hear from young people about their thoughts directly, we spoke to a group of year 10 students (ages 14 to 15) at Gladesmore School in Tottenham. Two thirds of these students said that digital skills were ‘very important’ to them, and that they would consider applying for a digital apprenticeship or T Level. When we asked them why, one of the key reasons they gave was the opportunity to work and earn money, rather than moving into further study in higher education and paying tuition fees. One student’s answer was for example, “It’s a good way to learn new skills while getting paid, and also gives effective work experience.”

T Level curriculum materials and project brief

To support teachers in delivering the Digital Production, Design and Development T Level qualification, we created a new set of resources: curriculum materials as well a project brief with examples to support the Occupational Specialism component of the qualification. 

A girl in a university computing classroom.

The curriculum materials on the topic ‘Digital environments’ cover content related to computer systems including hardware, software, networks, and cloud environments. They are designed for teachers to use in the classroom and consist of a complete unit of work: lesson plans, slide decks, activities, a progression chart, and assessment materials. The materials are designed in line with our computing content framework and pedagogy principles, on which the whole of our Computing Curriculum is based.

The project brief is a real-world scenario related to our work and gives students the opportunity to problem-solve as though they are working in an industry job.

Access the T Level resources

The T Level project brief materials are available for download now, with the T Level classroom materials coming in the next few weeks.

We hope T Level teachers and students find the resources useful and interesting — if you’re using them, please let us know your thoughts and feedback.

Our thanks to the Gatsby Foundation for collaborating with us on this work to empower more young people to fulfil their potential through the power of computing and digital technologies.

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Grounded cognition: physical activities and learning computing https://www.raspberrypi.org/blog/grounded-cognition/ https://www.raspberrypi.org/blog/grounded-cognition/#respond Tue, 06 Feb 2024 11:13:14 +0000 https://www.raspberrypi.org/?p=86312 Everyone who has taught children before will know the excited gleam in their eyes when the lessons include something to interact with physically. Whether it’s printed and painstakingly laminated flashcards, laser-cut models, or robots, learners’ motivation to engage with the topic will increase along with the noise levels in the classroom. However, these hands-on activities…

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Everyone who has taught children before will know the excited gleam in their eyes when the lessons include something to interact with physically. Whether it’s printed and painstakingly laminated flashcards, laser-cut models, or robots, learners’ motivation to engage with the topic will increase along with the noise levels in the classroom.

Two learners do physical computing in the primary school classroom.

However, these hands-on activities are often seen as merely a technique to raise interest, or a nice extra project for children to do before the ‘actual learning’ can begin. But what if this is the wrong way to think about this type of activity? 

How do children learn?

In our 2023 online research seminar series, focused on computing education for primary-aged (K–5) learners, we delved into the most recent research aimed at enhancing learning experiences for students in the earliest stages of education. From a deep dive into teaching variables to exploring the integration of computational thinking, our series has looked at the most effective ways to engage young minds in the subject of computing.

An adult on a plain background.

It’s only fitting that in our final seminar in the series, Anaclara Gerosa from the University of Glasgow tackled one of the most fundamental questions in education: how do children actually learn? Beyond the conventional methods, emerging research has been shedding light on a fascinating approach — the concept of grounded cognition. This theory suggests that children don’t merely passively absorb knowledge; they physically interact with it, quite literally ‘grasping’ concepts in the process.

Grounded cognition, also known in variations as embodied and situated cognition, offers a new perspective on how we absorb and process information. At its core, this theory suggests that all cognitive processes, including language and thought, are rooted in the body’s dynamic interactions with the environment. This notion challenges the conventional view of learning as a purely cognitive activity and highlights the impact of action and simulation.

A group of learners do physical computing in the primary school classroom.

There is evidence from many studies in psychology and pedagogy that using hands-on activities can enhance comprehension and abstraction. For instance, finger counting has been found to be essential in understanding numerical systems and mathematical concepts. A recent study in this field has shown that children who are taught basic computing concepts with unplugged methods can grasp abstract ideas from as young as 3. There is therefore an urgent need to understand exactly how we could use grounded cognition methods to teach children computing — which is arguably one of the most abstract subjects in formal education.

A recent study in this field has shown that children who are taught basic computing concepts with unplugged methods can grasp abstract ideas from as young as 3.

A new framework for teaching computing

Anaclara is part of a group of researchers at the University of Glasgow who are currently developing a new approach to structuring computing education. Their EIFFEL (Enacted Instrumented Formal Framework for Early Learning in Computing) model suggests a progression from enacted to formal activities.

Following this model, in the early years of computing education, learners would primarily engage with activities that allow them to work with tangible 3D objects or manipulate intangible objects, for instance in Scratch. Increasingly, students will be able to perform actions in an instrumented or virtual environment which will require the knowledge of abstract symbols but will not yet require the knowledge of programming languages. Eventually, students will have developed the knowledge and skills to engage in fully formal environments, such as writing advanced code.

A graph illustrating the EIFFEL model for early computing.

In a recent literature review, Anaclara and her colleagues looked at existing research into using grounded cognition theory in computing education. Although several studies report the use of grounded approaches, for instance by using block-based programming, robots, toys, or construction kits, the focus is generally on looking at how concrete objects can be used in unplugged activities due to specific contexts, such as a limited availability of computing devices.

The next steps in this area are looking at how activities that specifically follow the EIFFEL framework can enhance children’s learning. 

You can watch Anaclara’s seminar here: 

You can also access the presentation slides here.

Try grounded activities in your classroom

Research into grounded cognition activities in computer science is ongoing, but we encourage you to try incorporating more hands-on activities when teaching younger learners and observing the effects yourself. Here are a few ideas on how to get started:

Join us at our next seminar

In 2024, we are exploring different ways to teach and learn programming, with and without AI tools. In our next seminar, on 13 February at 17:00 GMT, Majeed Kazemi from the University of Toronto will be joining us to discuss whether AI-powered code generators can help K–12 students learn to program in Python. All of our online seminars are free and open to everyone. Sign up and we’ll send you the link to join on the day.

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An integrated learning experience for young people https://www.raspberrypi.org/blog/code-editor-integration/ https://www.raspberrypi.org/blog/code-editor-integration/#respond Thu, 01 Feb 2024 12:00:27 +0000 https://www.raspberrypi.org/?p=86281 We’re currently trialling the full integration of our Code Editor in some of the projects on our Projects site, with the aim of providing a seamless experience for young learners. Our Projects site provides hundreds of free coding projects with step-by-step instructions for young people to use at school, in Code Clubs and CoderDojo clubs, and…

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We’re currently trialling the full integration of our Code Editor in some of the projects on our Projects site, with the aim of providing a seamless experience for young learners. Our Projects site provides hundreds of free coding projects with step-by-step instructions for young people to use at school, in Code Clubs and CoderDojo clubs, and at home. When learners make text-based programming projects in our Python and web design project paths, they use our Code Editor to write and run code in a web browser.

A young person at a computer in a classroom.

Our new integrated learning experience allows young people to follow the project instructions and work in the Code Editor in a single window. By providing a simpler workspace, where learners do not need to switch between windows to read instructions and input code, we aim to reduce cognitive load and make it easier for young people to learn.

How the new integrated experience works

In the integrated project workspace, learners can access the project instructions, coding area, and output (where they can see what they have made) all in the same view. We have reorganised the project guides into short, easy-to-follow steps made up of simple instructions, including code snippets and modelled examples, for learners to work through to create their projects. The project guides feature fresh designs for different types of learning content, such as instruction steps, concept steps, code snippets, tips, and debugging help.

A screenshot of the new Code Editor.

We have also optimised this learning experience for young people using mobiles and tablets. On mobile devices, a new ‘Steps’ tab appears alongside the ‘Code’ and ‘Output’ tabs, enabling learners to easily navigate to the project guide and follow the steps to make their projects.

Try out our new learning experience

We are testing our new integrated learning experience as a beta version in three projects: 

  • Hello world (part of our ‘Introduction to Python’ project path) 
  • Target practice (part of our ‘Introduction to Python’ project path) 
  • Anime expressions (part of our ‘Introduction to web development’ project path) 

In each of these projects, young people can choose to complete the original version of the project, with the project instructions and Code Editor in separate windows, or click the button on the project page to try out the new integrated learning experience.

A screenshot of the new Code Editor.

We’d love to hear how your young learners get on with this new integrated experience. Try it out in the three projects above and share your feedback with us here.

Code Editor developments have been made possible with generous support from the Cisco Foundation.

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Celebrating the community: Sahibjot https://www.raspberrypi.org/blog/celebrating-the-community-sahibjot/ https://www.raspberrypi.org/blog/celebrating-the-community-sahibjot/#respond Tue, 30 Jan 2024 12:18:58 +0000 https://www.raspberrypi.org/?p=86218 In our series of community stories, we celebrate some of the wonderful things young people and educators around the world are achieving through the power of technology.  In our latest story, we’re heading to Vivek High School in Mohali, India, to meet Sahibjot, a 14-year-old coding enthusiast who has taken his hobby to the next…

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In our series of community stories, we celebrate some of the wonderful things young people and educators around the world are achieving through the power of technology. 

A young person sits in a classroom.

In our latest story, we’re heading to Vivek High School in Mohali, India, to meet Sahibjot, a 14-year-old coding enthusiast who has taken his hobby to the next level thanks to mentorship, Code Club, and the exciting opportunity to take part in the Coolest Projects 2023 global online showcase.

Introducing Sahibjot

When he was younger, Sahibjot loved playing video games. His interest in gaming led him to discover the world of game development, and he was inspired to find out more and try it out himself. He began to learn to code in his spare time, using tutorials to help him develop his skills.

A young person sits at a table outside and uses a laptop.

Keen to share the joy he had experienced from gaming, Sahibjot set himself the challenge of creating a game for his cousin. This project cemented his enthusiasm for coding and developing games of his own.

“I always felt that I have played so many games in my life, why not make one and others will enjoy the same experience that I had as a child.

For my cousin, I made a personal game for him, and he played it and he liked it very much, so once he played it, I felt that, yes, this is what I want to do with my life.” – Sahibjot

Mentorship and collaboration

While continuing to hone his computing skills at home, Sahibjot heard that his school had started a Code Club. After initially feeling nervous about joining, his enthusiasm was bolstered by the club mentor, Rajan, talking about artificial intelligence and other interesting topics during the session, and he soon settled in. 

A group of students and a teacher at computers in a classroom.

At Code Club, with support and encouragement from Rajan, Sahibjot continued to develop and grow his coding skills. Alongside his technical skills, he also learned about teamwork and working collaboratively. He embraced the opportunity to help his peers, sharing his knowledge with others and becoming a mentor for younger club members. 

Three students chat outside a school building.

“Last year, we joined this coding club together and we became friends. He’s a very friendly person. Whenever we need him, he just quickly helps us. He helps us to troubleshoot, find any bugs, or even fix our codes.” – Akshat, fellow Code Club member

A global opportunity

The next step for Sahibjot came when Rajan introduced him and his fellow Code Club members to Coolest Projects. Coolest Projects is a celebration of young digital creators and the amazing things they make with technology. It offers participants the opportunity to share their tech creations in a global, online showcase, and local in-person events celebrating young creators are also held in several countries.

A group of students in a classroom being guided through their computing projects by a teacher.

Sahibjot was eager to take part and showcase what he had made. He submitted a Python project, a ping-pong game, to the online showcase, and was very excited to then see his creation receive a special shout-out during the Coolest Projects global livestream event. He was delighted to share this achievement with his friends and family, and he felt proud to be representing his school and his country on a global stage.

“I told everyone around me that there was going to be a livestream and I possibly might be featured in that, so that was really exciting. I learned a lot about just not representing my school and myself as an individual, I learned about representing my whole nation.” — Sahibjot

Sahibjot’s passion for computing has helped shape his aspirations and ambitions. Looking to the future, he hopes to use his technology skills to benefit others and make an impact.

“Using code and technology and all of the things like that, I aspire to make effort to do something with the world, like help out people with technology.” — Sahibjot

Inspire young creators like Sahibjot

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

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

Join us in celebrating Sahibjot’s inspiring journey by sharing his story on X (formerly Twitter), LinkedIn, and Facebook.

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Code Club at Number Ten Downing Street https://www.raspberrypi.org/blog/code-club-number-ten-downing-street/ https://www.raspberrypi.org/blog/code-club-number-ten-downing-street/#respond Thu, 25 Jan 2024 14:09:33 +0000 https://www.raspberrypi.org/?p=86184 With the rapid advances in digital technologies like artificial intelligence, it’s more important than ever that every young person has the opportunity to learn how computers are being used to change the world and to develop the skills and confidence to get creative with technology.  There’s no better way to develop those abilities (super powers…

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With the rapid advances in digital technologies like artificial intelligence, it’s more important than ever that every young person has the opportunity to learn how computers are being used to change the world and to develop the skills and confidence to get creative with technology. 

Learners at a Code Club taking place at Number Ten Downing Street.
Crown copyright. Licensed under the Open Government Licence.

There’s no better way to develop those abilities (super powers even) than getting hands-on experience of programming, whether that’s coding an animation, designing a game, creating a website, building a robot buggy, or training an AI classification model. That’s what tens of thousands of young people do every day in Code Clubs all over the world. 

Lessons at 10 

We were absolutely thrilled to organise a Code Club at Number Ten Downing Street last week, hosted by the UK Prime Minister’s wife Akshata Murty as part of Lessons at 10.

A Code Club session taking place at Number Ten Downing Street.
Crown copyright. Licensed under the Open Government Licence.

Lessons at 10 is an initiative to bring school children from all over the UK into Number Ten Downing Street, the official residence of the Prime Minister. Every week different schools visit to attend lessons led by education partners covering all kinds of subjects. 

A Code Club session taking place at Number Ten Downing Street.
Crown copyright. Licensed under the Open Government Licence.

We ran a Code Club for 20 Year 7 students (ages 11 to 12) from schools in Coventry and Middlesex. The young people had a great time with the Silly eyes and Ghostbusters projects from our collections of Scratch projects. Both stone-cold classics in my opinion, and a great place to start if you’re new to programming.

A Code Club session taking place at Number Ten Downing Street.
Crown copyright. Licensed under the Open Government Licence.

You may have spotted in the photos that the young people were programming on Raspberry Pi computers (the incredible Raspberry Pi 400 made in Wales). We also managed to get our hands on some cool new monitors. 

Mrs Murty’s father was one of the founders of Infosys, which ranks among the world’s most successful technology companies, founded in India and now operating all over the world. So it is perhaps no surprise that she spoke eloquently to the students about the importance of every young person learning about technology and seeing themselves as digital creators not consumers.

Akshata Murty talks to Philip Colligan, CEO of the Raspberry Pi Foundation.
Crown copyright. Licensed under the Open Government Licence.

We were lucky enough to be in one of the rather fancy rooms in Number Ten, featuring a portrait by John Constable of his niece Ada Lovelace, the world’s first computer programmer. Mrs Murty reminded us that one of the lessons we learn from Ada Lovelace is that computer programming combines both the logical and artistic aspects of human intelligence. So true. 

A global movement 

Since Code Club’s launch in April 2012, it has grown to be the world’s largest movement of free computing clubs and has supported over 2 million young people to get creative with technology.

Learners from a Code Club in front of Number Ten Downing Street.
Crown copyright. Licensed under the Open Government Licence.

Code Clubs provide a free, fun, and safe environment for young people from all backgrounds to develop their digital skills. Run by teachers and volunteers, most Code Clubs take place in schools, and there are also lots in libraries and other community venues. 

The Raspberry Pi Foundation provides a broad range of projects that young people use to build their confidence and skills with lots of different hardware and software. The ultimate goal is that they are empowered to combine their logical and artistic skills to create something original. Just like Ada Lovelace did all those years ago.

Learners at a Code Club taking place at Number Ten Downing Street.
Crown copyright. Licensed under the Open Government Licence.

All of our projects are designed to be self-directed, so young people can learn independently or in groups. That means that you don’t need to be a tech expert to set up or run a Code Club. We provide you with all the support that you need to get started.

If you want to find out more about how to set up a Code Club, visit the website here.

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Get ready for Mission Space Lab with our new simulation tool https://www.raspberrypi.org/blog/get-ready-for-mission-space-lab-with-our-new-simulation-tool/ https://www.raspberrypi.org/blog/get-ready-for-mission-space-lab-with-our-new-simulation-tool/#respond Tue, 23 Jan 2024 12:21:55 +0000 https://www.raspberrypi.org/?p=86140 Since November, registration is open for Mission Space Lab, part of the European Astro Pi Challenge 2023/24. The Astro Pi Challenge is an ESA Education project run in collaboration with us here at the Raspberry Pi Foundation that gives young people up to age 19 the amazing opportunity to write computer programs that run on…

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Since November, registration is open for Mission Space Lab, part of the European Astro Pi Challenge 2023/24. The Astro Pi Challenge is an ESA Education project run in collaboration with us here at the Raspberry Pi Foundation that gives young people up to age 19 the amazing opportunity to write computer programs that run on board the International Space Station (ISS). It is free to take part and young people can participate in two missions: Mission Zero, designed for beginners, and Mission Space Lab, designed for more experienced coders.

Two young people working together on a tech project.

This year, Mission Space Lab has a brand-new format. As well as introducing a new activity for teams to work on, we have created new resources to support teams and mentors, and developed a special tool to help teams test their programs. 

A young person writes Python code.

A big motivator for these changes was to make the activity more accessible and enable more young people to have their code run in space. Listening to feedback from participants and mentors, we are creating the opportunity for even more teams to submit programs that run on the ISS this year, by offering a specific activity and providing more extensive support materials.

A scientific task

For this year’s mission, ESA astronauts have given teams a specific scientific task to solve: to calculate the speed that the ISS is travelling as it orbits the Earth. People working in science often investigate a specific phenomenon or try to solve a particular problem. They have to use their knowledge and skills and the available tools to find ways to answer their research question. For Mission Space Lab, teams will work just like this. They will look at what sensors are available on the Astro Pi computers on board the ISS, develop a solution, and then write a Python program to execute it. To test their program, they will use the new Astro Pi Replay software tool we’ve created, which simulates running their program on board the ISS.

The two Astro Pi computers.
The Astro Pi computers 

To help teams and mentors take part in Mission Space Lab, we are providing a variety of supporting materials:

  • Our mentor guide has everything mentors need to support their teams through Mission Space Lab, including guidance for structuring the mission and tips to help teams solve problems.
  • Our creator guide helps young people design and create their programs. It provides information and technical instructions to help young people develop their coding skills and create a program that can be run on the Astro Pis on board the ISS.
  • We have created an ISS speed project guide that shows an example of how the scientific task can be solved using photos captured by the Astro Pi’s camera.

We have also run virtual sessions to help mentors and teams familiarise themselves with the new Mission Space Lab activity, and to ask any technical questions they might have. You can watch the recordings of these sessions on YouTube: 

The Astro Pi Replay tool

Astro Pi Replay is a new simulation tool that we have developed to support Mission Space Lab teams to test their programs. The tool simulates running programs on the Astro Pi computers on board the ISS. It is a Python library available as a plug-in to install in the Thonny IDE where teams write their programs. Thanks to this tool, teams can develop and test their programs on any computer that supports Python, without the need for hardware like the Astro Pi units on board the ISS.

The Astro Pi Replay tool works by replaying a data set captured by a Mission Space Lab team in May 2023. The data set includes readings from the Astro Pi ‘s sensors, and images taken by its visible-light camera like the ones below. Whenever teams run their programs in Thonny with Astro Pi Replay, the tool replays some of this historical data. That means teams can use the historical data to test their programs and calculations.

A photo the Mediterranean sea with the coastline of Sicily and Tunisia
The Mediterranean sea with the coastlines of Sicily and Tunisia
A photo the Irish Sea with the coastlines of the UK and Ireland
The Irish Sea with the coastlines of Great Britain and Ireland
A photo the Coastline of Southern Egypt and the Red Sea
The coastline of southern Egypt and the Red Sea

One of the benefits of using this simulation tool is that it gives teams a taste of what they can expect if their program is run on the ISS. By replaying a sequence of data captured by the Astro Pis in space, teams using sensors will be able to see what kind of data can be collected, and teams using the camera will be able to see some incredible Earth observation images.

If you’re curious about how Astro Pi Replay works, you’ll be pleased to hear we are making it open source soon. That means you’ll be able to look at the source code and find out exactly what the library does and how.

Get involved

Community members have consistently reported how amazing it is for teams to receive unique Earth observation photos and sensor data from the Astro Pis, and how great the images and data are to inspire young people to participate in their computing classes, clubs, or events. Through the changes we’ve made to Mission Space Lab this year, we want to support as many young people as possible to have the opportunity to engage in space science and capture their own data from the ISS. 

If you want a taste of how fantastic Astro Pi is for learners, watch the story of St Joseph’s, a rural Irish school where participating in Astro Pi has inspired the whole community.

Submissions for Mission Space Lab 2023/24 are open until 19 February 2024, so there’s still time to take part! You can find full details and eligibility criteria at astro-pi.org/mission-space-lab.

If you have any questions about the European Astro Pi Challenge, please get in touch at contact@astro-pi.org.

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Integrating computational thinking into primary teaching https://www.raspberrypi.org/blog/integrating-computational-thinking-into-primary-teaching/ https://www.raspberrypi.org/blog/integrating-computational-thinking-into-primary-teaching/#respond Thu, 18 Jan 2024 12:23:21 +0000 https://www.raspberrypi.org/?p=86084 “Computational thinking is really about thinking, and sometimes about computing.” – Aman Yadav, Michigan State University Computational thinking is a vital skill if you want to use a computer to solve problems that matter to you. That’s why we consider computational thinking (CT) carefully when creating learning resources here at the Raspberry Pi Foundation. However,…

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“Computational thinking is really about thinking, and sometimes about computing.” – Aman Yadav, Michigan State University

Young people in a coding lesson.

Computational thinking is a vital skill if you want to use a computer to solve problems that matter to you. That’s why we consider computational thinking (CT) carefully when creating learning resources here at the Raspberry Pi Foundation. However, educators are increasingly realising that CT skills don’t just apply to writing computer programs, and that CT is a fundamental approach to problem-solving that can be extended into other subject areas. To discuss how CT can be integrated beyond the computing classroom and help introduce the fundamentals of computing to primary school learners, we invited Dr Aman Yadav from Michigan State University to deliver the penultimate presentation in our seminar series on computing education for primary-aged children. 

In his presentation, Aman gave a concise tour of CT practices for teachers, and shared his findings from recent projects around how teachers perceive and integrate CT into their lessons.

Research in context

Aman began his talk by placing his team’s work within the wider context of computing education in the US. The computing education landscape Aman described is dominated by the National Science Foundation’s ambitious goal, set in 2008, to train 10,000 computer science teachers. This objective has led to various initiatives designed to support computer science education at the K–12 level. However, despite some progress, only 57% of US high schools offer foundational computer science courses, only 5.8% of students enrol in these courses, and just 31% of the enrolled students are female. As a result, Aman and his team have worked in close partnership with teachers to address questions that explore ways to more meaningfully integrate CT ideas and practices into formal education, such as:

  • What kinds of experiences do students need to learn computing concepts, to be confident to pursue computing?
  • What kinds of knowledge do teachers need to have to facilitate these learning experiences?
  • What kinds of experiences do teachers need to develop these kinds of knowledge? 

The CT4EDU project

At the primary education level, the CT4EDU project posed the question “What does computational thinking actually look like in elementary classrooms, especially in the context of maths and science classes?” This project involved collaboration with teachers, curriculum designers, and coaches to help them conceptualise and implement CT in their core instruction.

A child at a laptop

During professional development workshops using both plugged and unplugged tasks, the researchers supported educators to connect their day-to-day teaching practice to four foundational CT constructs:

  1. Debugging
  2. Abstraction
  3. Decomposition
  4. Patterns

An emerging aspect of the research team’s work has been the important relationship between vocabulary, belonging, and identity-building, with implications for equity. Actively incorporating CT vocabulary in lesson planning and classroom implementation helps students familiarise themselves with CT ideas: “If young people are using the language, they see themselves belonging in computing spaces”. 

A main finding from the study is that teachers used CT ideas to explicitly engage students in metacognitive thinking processes, and to help them be aware of their thinking as they solve problems. Rather than teachers using CT solely to introduce their students to computing, they used CT as a way to support their students in whatever they were learning. This constituted a fundamental shift in the research team’s thinking and future work, which is detailed further in a conceptual article

The Smithsonian Science for Computational Thinking project

The work conducted for the CT4EDU project guided the approach taken in the Smithsonian Science for Computational Thinking project. This project entailed the development of a curriculum for grades 3 and 5 that integrates CT into science lessons.

Teacher and young student at a laptop.

Part of the project included surveying teachers about the value they place on CT, both before and after participating in professional development workshops focused on CT. The researchers found that even before the workshops, teachers make connections between CT and the rest of the curriculum. After the workshops, an overwhelming majority agreed that CT has value (see image below). From this survey, it seems that CT ties things together for teachers in ways not possible or not achieved with other methods they’ve tried previously.  

A graph from Aman's seminar.

Despite teachers valuing the CT approach, asking them to integrate coding into their practices from the start remains a big ask (see image below). Many teachers lack knowledge or experience of coding, and they may not be curriculum designers, which means that we need to develop resources that allow teachers to integrate CT and coding in natural ways. Aman proposes that this requires a longitudinal approach, working with teachers over several years, using plugged and unplugged activities, and working closely with schools’ STEAM or specialist technology teachers where applicable to facilitate more computationally rich learning experiences in classrooms.

A graph from Aman's seminar.

Integrated computational thinking

Aman’s team is also engaged in a research project to integrate CT at middle school level for students aged 11 to 14. This project focuses on the question “What does CT look like in the context of social studies, English language, and art classrooms?”

For this project, the team conducted three Delphi studies, and consequently created learning pathways for each subject, which teachers can use to bring CT into their classrooms. The pathways specify practices and sub-practices to engage students with CT, and are available on the project website. The image below exemplifies the CT integration pathways developed for the arts subject, where the relationship between art and data is explored from both directions: by using CT and data to understand and create art, and using art and artistic principles to represent and communicate data. 

Computational thinking in the primary classroom

Aman’s work highlights the broad value of CT in education. However, to meaningfully integrate CT into the classroom, Aman suggests that we have to take a longitudinal view of the time and methods required to build teachers’ understanding and confidence with the fundamentals of CT, in a way that is aligned with their values and objectives. Aman argues that CT is really about thinking, and sometimes about computing, to support disciplinary learning in primary classrooms. Therefore, rather than focusing on integrating coding into the classroom, he proposes that we should instead talk about using CT practices as the building blocks that provide the foundation for incorporating computationally rich experiences in the classroom. 

Watch the recording of Aman’s presentation:

You can access Aman’s seminar slides as well.

You can find out more about connecting research to practice for primary computing education by watching the recordings of the other seminars in our series on primary (K–5) teaching and learning. In particular, Bobby Whyte discusses similar concepts to Aman in his talk on integrating primary computing and literacy through multimodal storytelling

Sign up for our seminars

Our 2024 seminar series is on the theme of teaching programming, with or without AI. In this series, we explore the latest research on how teachers can best support school-age learners to develop their programming skills.

On 13 February, we’ll hear from Majeed Kazemi (University of Toronto) about his work investigating whether AI code generator tools can support K-12 students to learn Python programming.

Sign up now to join the seminar:

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Working with UK youth and community organisations to tackle the digital divide https://www.raspberrypi.org/blog/working-with-uk-youth-community-organisations-to-tackle-digital-divide/ https://www.raspberrypi.org/blog/working-with-uk-youth-community-organisations-to-tackle-digital-divide/#respond Tue, 16 Jan 2024 11:32:36 +0000 https://www.raspberrypi.org/?p=86032 At the heart of our work as a charity is the aim to democratise access to digital skills and technologies. Since 2020, we have partnered with over 100 youth and community organisations in the UK to develop programmes that increase opportunities for young people experiencing educational disadvantage to engage and create with digital technology in…

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At the heart of our work as a charity is the aim to democratise access to digital skills and technologies. Since 2020, we have partnered with over 100 youth and community organisations in the UK to develop programmes that increase opportunities for young people experiencing educational disadvantage to engage and create with digital technology in underserved communities.

Youth organisations attempting to start a coding club can face a range of practical and logistical challenges, from a lack of space, to funding restrictions, and staff shortages. However, the three issues that we hear about most often are a lack of access to hardware, lack of technical expertise among staff, and low confidence to deliver activities on an ongoing basis.

In 2023, we worked to help youth organisations overcome these barriers by designing and delivering a new hybrid training programme, supported by Amazon Future Engineer. With the programme, we aimed to help youth leaders and educators successfully incorporate coding and digital making activities as part of their provision to young people.

“Really useful, I have never used Scratch so going [through] the project made it clear to understand and how I would facilitate this for the children[.]” – Heather Coulthard, Doncaster Children’s University

Participating organisations

We invited 14 organisations from across the UK to participate in the training, based on:

  • The range of frontline services they already provide to young people in underresourced areas (everything from employability skills workshops to literacy classes, food banks, and knife crime awareness schemes)
  • Previous participation in Raspberry Pi Foundation programmes
  • Their commitment to upskill their staff and volunteers and to run sessions with young people on a regular basis following the training

Attendees included a number of previous Learn at Home partners, including Breadline London, Manchester Youth Zone, and Youth Action. They all told us that the additional support they had received from the Foundation and organisations such as The Bloomfield Trust during the coronavirus pandemic had directly inspired them to participate in the training and begin their own coding clubs. 

Online sessions to increase skills and confidence

We started with four online training sessions where we introduced the youth leaders to digital making concepts, programming languages, and recommended activities to run with their young people. This included everything from making their own block-based Scratch games, to running Python programs on our Code Editor and trying out physical computing via our new micro:bit project path.

Alongside digital skills and interactive codealongs, the training also focused on how to be an effective CoderDojo mentor, including classroom management best practice, an explanation of the thinking behind our 3…2…1…Make! project paths, and an overview of culturally relevant pedagogy.

This last part explored how youth leaders can adapt and tailor digital making resources designed for a wide, general audience for their specific groups of young people to aid their understanding, boost their learning outcomes, and increase their sense of belonging within a coding club environment — a common blocker for organisations trying to appeal to marginalised youth.

In-person training to excite and inspire

The training culminated in a day-long, in-person session at our head office in Cambridge, so that youth leaders and educators from each organisation could get hands-on experience. They experimented with physical computing components such as the Raspberry Pi Pico, trained their own artificial intelligence (AI) models using our Experience AI resources, and learned more about how their young people can get involved with Coolest Projects and Astro Pi Mission Zero.

The in-person session also gave everyone the chance to get excited about running digital making activities at their centres: the youth leaders got to ask our team questions, and had the invaluable opportunity to meet each other, share their stories, swap advice, and discuss the challenges they face with their peers.

“Having the in-person immensely improved my skills and knowledge. The instructors were all brilliant and very passionate.” – Awale Elmi, RISE Projects

Continuing support

Finally, thanks to the generous support from Amazon Future Engineer, we were able to equip each participating organisation with Raspberry Pi 400 kits so that the youth leaders can practise and share the skills and knowledge they gained on the course at their centres and the organisations can offer computing activities in-house.

Over the next 12 months, we will continue to work with each of these youth and community organisations, supporting them to establish their coding clubs, and helping to ensure that young people in their communities get a fair and equal opportunity to engage and create with technology, no matter their background or challenges they are facing.

“It was really great. The online courses are excellent and being in-person to get answers to questions really helped. The tinkering was really useful and having people on hand to answer questions [was] massively useful.” – Liam Garnett, Leeds Libraries

For more information about how we can support youth and community organisations in the UK to start their own coding clubs, please send us a message with the subject ‘Partnerships’.

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