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Insights into students’ attitudes to using AI tools in programming education

Educators around the world are grappling with the problem of whether to use artificial intelligence (AI) tools in the classroom. As more and more teachers start exploring the ways to use these tools for teaching and learning computing, there is an urgent need to understand the impact of their use to make sure they do not exacerbate the digital divide and leave some students behind.

A teenager learning computer science.

Sri Yash Tadimalla from the University of North Carolina and Dr Mary Lou Maher, Director of Research Community Initiatives at the Computing Research Association, are exploring how student identities affect their interaction with AI tools and their perceptions of the use of AI tools. They presented findings from two of their research projects in our March seminar.

How students interact with AI tools 

A common approach in research is to begin with a preliminary study involving a small group of participants in order to test a hypothesis, ways of collecting data from participants, and an intervention. Yash explained that this was the approach they took with a group of 25 undergraduate students on an introductory Java programming course. The research observed the students as they performed a set of programming tasks using an AI chatbot tool (ChatGPT) or an AI code generator tool (GitHub Copilot). 

The data analysis uncovered five emergent attitudes of students using AI tools to complete programming tasks: 

  • Highly confident students rely heavily on AI tools and are confident about the quality of the code generated by the tool without verifying it
  • Cautious students are careful in their use of AI tools and verify the accuracy of the code produced
  • Curious students are interested in exploring the capabilities of the AI tool and are likely to experiment with different prompts 
  • Frustrated students struggle with using the AI tool to complete the task and are likely to give up 
  • Innovative students use the AI tool in creative ways, for example to generate code for other programming tasks

Whether these attitudes are common for other and larger groups of students requires more research. However, these preliminary groupings may be useful for educators who want to understand their students and how to support them with targeted instructional techniques. For example, highly confident students may need encouragement to check the accuracy of AI-generated code, while frustrated students may need assistance to use the AI tools to complete programming tasks.

An intersectional approach to investigating student attitudes

Yash and Mary Lou explained that their next research study took an intersectional approach to student identity. Intersectionality is a way of exploring identity using more than one defining characteristic, such as ethnicity and gender, or education and class. Intersectional approaches acknowledge that a person’s experiences are shaped by the combination of their identity characteristics, which can sometimes confer multiple privileges or lead to multiple disadvantages.

A student in a computing classroom.

In the second research study, 50 undergraduate students participated in programming tasks and their approaches and attitudes were observed. The gathered data was analysed using intersectional groupings, such as:

  • Students who were from the first generation in their family to attend university and female
  • Students who were from an underrepresented ethnic group and female 

Although the researchers observed differences amongst the groups of students, there was not enough data to determine whether these differences were statistically significant.

Who thinks using AI tools should be considered cheating? 

Participating students were also asked about their views on using AI tools, such as “Did having AI help you in the process of programming?” and “Does your experience with using this AI tool motivate you to continue learning more about programming?”

The same intersectional approach was taken towards analysing students’ answers. One surprising finding stood out: when asked whether using AI tools to help with programming tasks should be considered cheating, students from more privileged backgrounds agreed that this was true, whilst students with less privilege disagreed and said it was not cheating.

This finding is only with a very small group of students at a single university, but Yash and Mary Lou called for other researchers to replicate this study with other groups of students to investigate further. 

You can watch the full seminar here:

Acknowledging differences to prevent deepening divides

As researchers and educators, we often hear that we should educate students about the importance of making AI ethical, fair, and accessible to everyone. However, simply hearing this message isn’t the same as truly believing it. If students’ identities influence how they view the use of AI tools, it could affect how they engage with these tools for learning. Without recognising these differences, we risk continuing to create wider and deeper digital divides. 

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 16 April at 17:00 to 18:30 GMT, we’re joined by Brett A. Becker (University College Dublin), who will talk about how generative AI can be used effectively in secondary school programming education and how it can be leveraged so that students can be best prepared for continuing their education or beginning their careers. To take part in the seminar, click the button below to sign up, and we will send you information about how to join. We hope to see you there.

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

The post Insights into students’ attitudes to using AI tools in programming education appeared first on Raspberry Pi Foundation.

Using an AI code generator with school-age beginner programmers

AI models for general-purpose programming, such as OpenAI Codex, which powers the AI pair programming tool GitHub Copilot, have the potential to significantly impact how we teach and learn programming. 

Learner in a computing classroom.

The basis of these tools is a ‘natural language to code’ approach, also called natural language programming. This allows users to generate code using a simple text-based prompt, such as “Write a simple Python script for a number guessing game”. Programming-specific AI models are trained on vast quantities of text data, including GitHub repositories, to enable users to quickly solve coding problems using natural language. 

As a computing educator, you might ask what the potential is for using these tools in your classroom. In our latest research seminar, Majeed Kazemitabaar (University of Toronto) shared his work in developing AI-assisted coding tools to support students during Python programming tasks.

Evaluating the benefits of natural language programming

Majeed argued that natural language programming can enable students to focus on the problem-solving aspects of computing, and support them in fixing and debugging their code. However, he cautioned that students might become overdependent on the use of ‘AI assistants’ and that they might not understand what code is being outputted. Nonetheless, Majeed and colleagues were interested in exploring the impact of these code generators on students who are starting to learn programming.

Using AI code generators to support novice programmers

In one study, the team Majeed works in investigated whether students’ task and learning performance was affected by an AI code generator. They split 69 students (aged 10–17) into two groups: one group used a code generator in an environment, Coding Steps, that enabled log data to be captured, and the other group did not use the code generator.

A group of male students at the Coding Academy in Telangana.

Learners who used the code generator completed significantly more authoring tasks — where students manually write all of the code — and spent less time completing them, as well as generating significantly more correct solutions. In multiple choice questions and modifying tasks — where students were asked to modify a working program — students performed similarly whether they had access to the code generator or not. 

A test was administered a week later to check the groups’ performance, and both groups did similarly well. However, the ‘code generator’ group made significantly more errors in authoring tasks where no starter code was given. 

Majeed’s team concluded that using the code generator significantly increased the completion rate of tasks and student performance (i.e. correctness) when authoring code, and that using code generators did not lead to decreased performance when manually modifying code. 

Finally, students in the code generator group reported feeling less stressed and more eager to continue programming at the end of the study.

Student perceptions when (not) using AI code generators

Understanding how novices use AI code generators

In a related study, Majeed and his colleagues investigated how novice programmers used the code generator and whether this usage impacted their learning. Working with data from 33 learners (aged 11–17), they analysed 45 tasks completed by students to understand:

  1. The context in which the code generator was used
  2. What learners asked for
  3. How prompts were written
  4. The nature of the outputted code
  5. How learners used the outputted code 

Their analysis found that students used the code generator for the majority of task attempts (74% of cases) with far fewer tasks attempted without the code generator (26%). Of the task attempts made using the code generator, 61% involved a single prompt while only 8% involved decomposition of the task into multiple prompts for the code generator to solve subgoals; 25% used a hybrid approach — that is, some subgoal solutions being AI-generated and others manually written.

In a comparison of students against their post-test evaluation scores, there were positive though not statistically significant trends for students who used a hybrid approach (see the image below). Conversely, negative though not statistically significant trends were found for students who used a single prompt approach.

A positive correlation between hybrid programming and post-test scores

Though not statistically significant, these results suggest that the students who actively engaged with tasks — i.e. generating some subgoal solutions, manually writing others, and debugging their own written code — performed better in coding tasks.

Majeed concluded that while the data showed evidence of self-regulation, such as students writing code manually or adding to AI-generated code, students frequently used the output from single prompts in their solutions, indicating an over-reliance on the output of AI code generators.

He suggested that teachers should support novice programmers to write better quality prompts to produce better code.  

If you want to learn more, you can watch Majeed’s seminar:

You can read more about Majeed’s work on his personal website. You can also download and use the code generator Coding Steps yourself.

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 16 April at 17:00–18:30 GMT, we’re joined by Brett Becker (University College Dublin), who will discuss how generative AI may be effectively utilised in secondary school programming education and how it can be leveraged so that students can be best prepared for whatever lies ahead. 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.

The post Using an AI code generator with school-age beginner programmers appeared first on Raspberry Pi Foundation.

Supporting learners with programming tasks through AI-generated Parson’s Problems

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.

The post Supporting learners with programming tasks through AI-generated Parson’s Problems appeared first on Raspberry Pi Foundation.

Grounded cognition: physical activities and learning computing

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.

The post Grounded cognition: physical activities and learning computing appeared first on Raspberry Pi Foundation.

Integrating computational thinking into primary teaching

“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:

The post Integrating computational thinking into primary teaching appeared first on Raspberry Pi Foundation.

Culturally relevant Computing: Experiences of primary learners

Today’s blog is written by Dr Alex Hadwen-Bennett, who we worked with to find out primary school learners’ experiences of engaging with culturally relevant Computing lessons. Alex is a Lecturer in Computing Education at King’s College London, where he undertakes research focusing on inclusive computing education and the pedagogy of making.

Despite many efforts to make a career in Computing more accessible, many groups of people are still underrepresented in the field. For instance, a 2022 report revealed that only 22% of people currently working in the IT industry in the UK are women. Additionally, among learners who study Computing at schools in England, Black Caribbean students are currently one of the most underrepresented groups. One approach that has been suggested to address this underrepresentation at school is culturally relevant pedagogy.

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

For this reason, a particular focus of the Raspberry Pi Foundation’s academic research programme is to support Computing teachers in the use of culturally relevant pedagogy. This pedagogy involves developing learning experiences that deliberately aim to enable all learners to engage with and succeed in Computing, including by bringing their culture and interests into the classroom.

The Foundation’s work in this area started with the development of guidelines for culturally relevant and responsive teaching together with a group of teachers and external researchers. The Foundation’s researchers then explored how a group of Computing teachers employed the guidelines in their own teaching. In a follow-on study funded by Cognizant, the team worked with 13 primary school teachers in England to adapt Computing lessons to make them culturally relevant for their learners. In this process, the teachers adapted a unit on photo editing for Year 4 (ages 8–9), and a unit about vector graphics for Year 5 (ages 9–10). As part of the project, I worked with the Foundation team to analyse and report on data gathered from focus groups of primary learners who had engaged with the adapted units.

At the beginning of this study, teachers adapted two units of work that cover digital literacy skills

Conducting the focus groups

For the focus groups, the Foundation team asked teachers from three schools to each choose four learners to take part. All children in the three focus groups had taken part in all the lessons involving the culturally adapted resources. The children were both boys and girls, and came from diverse cultural backgrounds where possible.

The questions for the focus groups were prepared in advance and covered:

  • Perceptions of Computing as a subject
  • Reflections of their experiences of the engaging with culturally adapted resources
  • Perceptions of who does Computing

Outcomes from the focus groups

“I feel happy that I see myself represented in some way.”

“It was nice to do something that actually represented you in many different ways, like your culture and your background.”

– Statements of learners who participated in the focus groups

When the learners were asked about what they did in their Computing lessons, most of them made references to working with and manipulating graphics; fewer made references to programming and algorithms. This emphasis on graphics is likely related to this being the most recent topic the learners engaged with. The learners were also asked about their reflections on the culturally adapted graphics unit that they had recently completed. Many of them felt that the unit gave them the freedom to incorporate things that related to their interests or culture. The learners’ responses also suggested that they felt represented in the work they completed during the unit. Most of them indicated that their interests were acknowledged, whereas fewer mentioned that they felt their cultural backgrounds were highlighted.

“Anyone can be good at computing if they have the passion to do it.”

– Statement by a learner who participated in a focus group

When considering who does computing, the learners made multiple references to people who keep trying or do not give up. Whereas only a couple of learners said that computer scientists need to be clever or intelligent to do computing. A couple of learners suggested that they believed that anyone can do computing. It is encouraging that the learners seemed to associate being good at computing with effort rather than with ability. However, it is unclear whether this is associated with the learners engaging with the culturally adapted resources.

Reflections and next steps

While this was a small-scale study, the focus groups findings do suggest that engaging with culturally adapted resources can make primary learners feel more represented in their Computing lessons. In particular, engaging with an adapted unit led learners to feel that their interests were recognised as well as, to a lesser extent, their cultural backgrounds. This suggests that primary-aged learners may identify their practical interests as the most important part of their background, and want to share this in class.

Two children code on laptops while an adult supports them.

Finally, the responses of the learners suggest that they feel that perseverance is a more important quality than intelligence for success in computing and that anyone can do it. While it is not possible to say whether this is directly related to their engagement with a culturally adapted unit, it would be an interesting area for further research.

More information and resources

You can find out more about culturally relevant pedagogy and the Foundation’s research on it, for example by:

The Foundation would like to extend thanks to Cognizant for funding this research, and to the primary computing teachers and learners who participated in the project. 

The post Culturally relevant Computing: Experiences of primary learners appeared first on Raspberry Pi Foundation.

Engaging primary Computing teachers in culturally relevant pedagogy through professional development

Underrepresentation in computing is a widely known issue, in industry and in education. To cite some statistics from the UK: a Black British Voices report from August 2023 noted that 95% of respondents believe the UK curriculum neglects black lives and experiences; fewer students from working class backgrounds study GCSE Computer Science; when they leave formal education, fewer female, BAME, and white working class people are employed in the field of computer science (Kemp 2021); only 21% of GCSE Computer Science students, 15% at A level, and 22% at undergraduate level are female (JCQ 2020, Ofqual 2020, UCAS 2020); students with additional needs are also underrepresented.

In a computing classroom, two girls concentrate on their programming task.

Such statistics have been the status quo for too long. Many Computing teachers already endeavour to bring about positive change where they can and engage learners by including their interests in the lessons they deliver, so how can we support them to do this more effectively? Extending the reach of computing so that it is accessible to all also means that we need to consider what formal and informal values predominate in the field of computing. What is the ‘hidden’ curriculum in computing that might be excluding some learners? Who is and who isn’t represented?

Katharine Childs.
Katharine Childs (Raspberry Pi Foundation)

In a recent research seminar, Katharine Childs from our team outlined a research project we conducted, which included a professional development workshop to increase primary teachers’ awareness of and confidence in culturally relevant pedagogy. In the workshop, teachers considered how to effectively adapt curriculum materials to make them culturally relevant and engaging for the learners in their classrooms. Katharine described the practical steps teachers took to adapt two graphics-related units, and invited seminar participants to apply their learning to a graphics activity themselves.

What is culturally relevant pedagogy?

Culturally relevant pedagogy is a teaching framework which values students’ identities, backgrounds, knowledge, and ways of learning. By drawing on students’ own interests, experiences and cultural knowledge educators can increase the likelihood that the curriculum they deliver is more relevant, engaging and accessible to all.

The idea of culturally relevant pedagogy was first introduced in the US in the 1990s by African-American academic Gloria Ladson-Billings (Ladson-Billings 1995). Its aim was threefold: to raise students’ academic achievement, to develop students’ cultural competence and to promote students’ critical consciousness. The idea of culturally responsive teaching was later advanced by Geneva Gay (2000) and more recently  brought into focus in US computer science education by Kimberly Scott and colleagues (2015). The approach has been localised for England by Hayley Leonard and Sue Sentance (2021) in work they undertook here at the Foundation.

Ten areas of opportunity

Katharine began her presentation by explaining that the professional development workshop in the Primary culturally adapted resources for computing project built on two of our previous research projects to develop guidelines for culturally relevant and responsive computing and understand how teachers used them in practice. This third project ran as a pilot study funded by Cognizant, starting in Autumn 2022 with a one-day, in-person workshop for 13 primary computing teachers.

The research structure was a workshop followed by research adaption, then delivery of resources, and evaluation through a parent survey, teacher interviews, and student focus groups.

Katharine then introduced us to the 10 areas of opportunity (AO) our research at the Raspberry Pi Computing Education Research Centre had identified for culturally relevant pedagogy. These 10 areas were used as practical prompts to frame the workshop discussions:

  1. Find out about learners
  2. Find out about ourselves as teachers
  3. Review the content
  4. Review the context
  5. Make the learning accessible to all
  6. Provide opportunities for open-ended and problem solving activities
  7. Promote collaboration and structured group discussion
  8. Promote student agency through choice
  9. Review the learning environment
  10. Review related policies, processes, and training in your school and department

At first glance it is easy to think that you do most of those things already, or to disregard some items as irrelevant to the computing curriculum. What would your own cultural identity (see AO2) have to do with computing, you might wonder. But taking a less complacent perspective might lead you to consider all the different facets that make up your identity and then to think about the same for the students you teach. You may discover that there are many areas which you have left untapped in your lesson planning.

Two young people learning together at a laptop.

Katharine explained how this is where the professional development workshop showed itself as beneficial for the participants. It gave teachers the opportunity to reflect on how their cultural identity impacted on their teaching practices — as a starting point to learning more about other aspects of the culturally relevant pedagogy approach.

Our researchers were interested in how they could work alongside teachers to adapt two computing units to make them more culturally relevant for teachers’ specific contexts. They used the Computing Curriculum units on Photo Editing (Year 4) and Vector Graphics (Year 5).

A slide about adapting an emoji teaching activity to make it culturally relevant.

Katharine illustrated some of the adaptations teachers and researchers working together had made to the emoji activity above, and which areas of opportunity (AO) had been addressed; this aspect of the research will be reported in later publications.

Results after the workshop

Although the number of participants in this pilot study was small, the findings show that the professional development workshop significantly increased teachers’ awareness of culturally relevant pedagogy and their confidence in adapting resources to take account of local contexts:

  • After the workshop, 10/13 teachers felt more confident to adapt resources to be culturally relevant for their own contexts, and 8/13 felt more confident in adapting resources for others.
  • Before the workshop, 5/13 teachers strongly agreed that it was an important part of being a computing teacher to examine one’s own attitudes and beliefs about race, gender, disabilities, sexual orientation. After the workshop, the number in agreement rose to 12/13.
  • After the workshop, 13/13 strongly agreed that part of a computing teacher’s responsibility is to challenge teaching practices which maintain social inequities (compared to 7/13 previously).
  • Before the workshop, 4/13 teachers strongly agreed that it is important to allow student choice when designing computing activities; this increased to 9/13 after the workshop.

These quantitative shifts in perspective indicate a positive effect of the professional development pilot. 

Katharine described that in our qualitative interviews with the participating teachers, they expressed feeling that their understanding of culturally relevant pedagogy had increased and they recognized the many benefits to learners of the approach. They valued the opportunity to discuss their contexts and to adapt materials they currently used with other teachers, because it made it a more ‘authentic’ and practical professional development experience.

The seminar ended with breakout sessions inviting viewers to consider possible adaptations that could be made to the graphics activities which had been the focus of the workshop.

In the breakout sessions, attendees also discussed specific examples of culturally relevant teaching practices that had been successful in their own classrooms, and they considered how schools and computing educational initiatives could support teachers in their efforts to integrate culturally relevant pedagogy into their practice. Some attendees observed that it was not always possible to change schemes of work without a ‘whole-school’ approach, senior leadership team support, and commitment to a research-based professional development programme.

Where do you see opportunities for your teaching?

The seminar reminds us that the education system is not culture neutral and that teachers generally transmit the dominant culture (which may be very different from their students’) in their settings (Vrieler et al, 2022). Culturally relevant pedagogy is an attempt to address the inequities and biases that exist, which result in many students feeling marginalised, disenfranchised, or underachieving. It urges us to incorporate learners’ cultures and experiences in our endeavours  to create a more inclusive computing curriculum; to adopt an intersectional lens so that all can thrive.

Secondary school age learners in a computing classroom.

As a pilot study, the workshop was offered to a small cohort of 13, yet the findings show that the intervention significantly increased participants’ awareness of culturally relevant pedagogy and their confidence in adapting resources to take account of local contexts.

Of course there are many ways in which teachers already adapt resources to make them interesting and accessible to their pupils. Further examples of the sort of adaptations you might make using these areas of opportunity include:

  • AO1: You could find out to what extent learners feel like they ‘belong’ or are included in a particular computing-related career. This is sure to yield valuable insights into learners’ knowledge and/or preconceptions of computing-related careers. 
  • AO3: You could introduce topics such as the ethics of AI, data bias, investigations of accessibility and user interface design. 
  • AO4: You might change the context of a unit of work on the use of conditional statements in programming, from creating a quiz about ‘Vikings’ to focus on, for example, aspects of youth culture which are more engaging to some learners such as football or computer games, or to focus on religious celebrations, which may be more meaningful to others.
  • AO5: You could experiment with a particular pedagogical approach to maximise the accessibility of a unit of work. For example, you could structure a programming unit by using the PRIMM model, or follow the Universal Design for Learning framework to differentiate for diversity.
  • AO6/7: You could offer more open-ended and collaborative activities once in a while, to promote engagement and to allow learners to express themselves autonomously.
  • AO8: By allowing learners to choose topics which are relevant or familiar to their individual contexts and identities, you can increase their feeling of agency. 
  • AO9: You could review both your learning materials and your classroom to ensure that all your students are fully represented.
  • AO10: You can bring colleagues on board too; the whole enterprise of embedding culturally relevant pedagogy will be more successful when school- as well as department-level policies are reviewed and prioritised.

Can you see an opportunity for integrating culturally relevant pedagogy in your classroom? We would love to hear about examples of culturally relevant teaching practices that you have found successful. Let us know your thoughts or questions in the comments below.

You can watch Katharine’s seminar here:

You can download her presentation slides on our ‘previous seminars’ page, and you can read her research paper.

To get a practical overview of culturally relevant pedagogy, read our 2-page Quick Read on the topic and download the guidelines we created with a group of teachers and academic specialists.

Tomorrow we’ll be sharing a blog about how the learners who engaged with the culturally adapted units found the experience, and how it affected their views of computing. Follow us on social media to not miss it!

Join our upcoming seminars live

On 12 December we’ll host the last seminar session in our series on primary (K-5) computing. Anaclara Gerosa will share her work on how to design and structure early computing activities that promote and scaffold students’ conceptual understanding. As always, the seminar is free and takes place online at 17:00–18:30 GMT / 12:00–13:30 ET / 9:00–10:30 PT / 18:00–19:30 CET. Sign up and we’ll send you the link to join on the day.

In 2024, our new seminar series will be about teaching and learning programming, with and without AI tools. If you’re signed up to our seminars, you’ll receive the link to join every monthly seminar.

The post Engaging primary Computing teachers in culturally relevant pedagogy through professional development appeared first on Raspberry Pi Foundation.

Experience AI: Making AI relevant and accessible

Par : Jan Ander

Google DeepMind’s Aimee Welch discusses our partnership on the Experience AI learning programme and why equal access to AI education is key. This article also appears in issue 22 of Hello World on teaching and AI.

From AI chatbots to self-driving cars, artificial intelligence (AI) is here and rapidly transforming our world. It holds the potential to solve some of the biggest challenges humanity faces today — but it also has many serious risks and inherent challenges, like reinforcing existing patterns of bias or “hallucinating”, a term that describes AI making up false outputs that do not reflect real events or data.

A teenager learning computer science.
Young people need the knowledge and skills to navigate and shape AI.

Teachers want to build young people’s AI literacy

As AI becomes an integral part of our daily lives, it’s essential that younger generations gain the knowledge and skills to navigate and shape this technology. Young people who have a foundational understanding of AI are able to make more informed decisions about using AI applications in their daily lives, helping ensure safe and responsible use of the technology. This has been recognised for example by the UK government’s AI Council, whose AI Roadmap sets out the goal of ensuring that every child in the UK leaves school with a basic sense of how AI works.

Learner in a computing classroom.
Every young person should have access to learning AI literacy.

But while AI literacy is a key skill in this new era, not every young person currently has access to sufficient AI education and resources. In a recent survey by the EdWeek Research Center in the USA, only one in 10 teachers said they knew enough about AI to teach its basics, and very few reported receiving any professional development related to the topic. Similarly, our work with the Raspberry Pi Computing Education Research Centre has suggested that UK-based teachers are eager to understand more about AI and how to engage their students in the topic.

Bringing AI education into classrooms

Ensuring broad access to AI education is also important to improve diversity in the field of AI to ensure safe and responsible development of the technology. There are currently stark disparities in the field and these start already early on, with school-level barriers contributing to underrepresentation of certain groups of people. By increasing diversity in AI, we bring diverse values, hopes, and concerns into the design and deployment of the technology — something that’s critical for AI to benefit everyone.

Kenyan children work on a physical computing project.
Bringing diverse values into AI is critical.

By focusing on AI education from a young age, there is an opportunity to break down some of these long-standing barriers. That’s why we partnered with the Raspberry Pi Foundation to co-create Experience AI, a new learning programme with free lesson plans, slide decks, worksheets and videos, to address gaps in AI education and support teachers in engaging and inspiring young people in the subject.

The programme aims to help young people aged 11–14 take their first steps in understanding the technology, making it relevant to diverse learners, and encouraging future careers in the field. All Experience AI resources are freely available to every school across the UK and beyond.

A woman teacher helps a young person with a coding project.
The Experience AI resources are free for every school.

The partnership is built on a shared vision to make AI education more inclusive and accessible. Bringing together the Foundation’s expertise in computing education and our cutting-edge technical knowledge and industry insights has allowed us to create a holistic learning experience that connects theoretical concepts and practical applications.

Experience AI: Informed by AI experts

A group of 15 research scientists and engineers at Google DeepMind contributed to the development of the lessons. From drafting definitions for key concepts, to brainstorming interesting research areas to highlight, and even featuring in the videos included in the lessons, the group played a key role in shaping the programme in close collaboration with the Foundation’s educators and education researchers.

Interview for Experience AI at Google DeepMind.
Interviews with AI scientists and engineers at Google DeepMind are part of Experience AI.

To bring AI concepts to life, the lessons include interactive activities as well as real-life examples, such as a project where Google DeepMind collaborated with ecologists and conservationists to develop machine learning methods to study the behaviour of an entire animal community in the Serengeti National Park and Grumeti Reserve in Tanzania.

Elephants in the Serengeti.
One of the Experience AI lessons focuses on an AI-enabled research project in the Serengeti.

Member of the working group, Google DeepMind Research Scientist Petar Veličković, shares: “AI is a technology that is going to impact us all, and therefore educating young people on how to interact with this technology is likely going to be a core part of school education going forward. The project was eye-opening and humbling for me, as I learned of the challenges associated with making such a complex topic accessible — not only to every pupil, but also to every teacher! Observing the thoughtful approach undertaken by the Raspberry Pi Foundation left me deeply impressed, and I’m taking home many useful ideas that I hope to incorporate in my own AI teaching efforts going forward.”

The lessons have been carefully developed to:

  • Follow a clear learning journey, underpinned by the SEAME framework which guides learners sequentially through key concepts and acts as a progression framework.
  • Build foundational knowledge and provide support for teachers. Focus on teacher training and support is at the core of the programme.
  • Embed ethics and responsibility. Crucially, key concepts in AI ethics and responsibility are woven into each lesson and progressively built on. Students are introduced to concepts like data bias, user-focused approaches, model cards, and how AI can be used for social good. 
  • Ensure cultural relevance and inclusion. Experience AI was designed with diverse learners in mind and includes a variety of activities to enable young people to pick topics that most interest them. 

What teachers say about the Experience AI lessons

To date, we estimate the resources have reached 200,000+ students in the UK and beyond. We’re thrilled to hear from teachers already using the resources about the impact they are having in the classroom, such as Mrs J Green from Waldegrave School in London, who says: “I thought that the lessons covered a really important topic. Giving the pupils an understanding of what AI is and how it works will become increasingly important as it becomes more ubiquitous in all areas of society. The lessons that we trialled took some of the ‘magic’ out of AI and started to give the students an understanding that AI is only as good as the data that is used to build it. It also started some really interesting discussions with the students around areas such as bias.”

An educator points to an image on a student's computer screen.
Experience AI offers support for teachers.

At North Liverpool Academy, teacher Dave Cross tells us: “AI is such a current and relevant topic in society that [these lessons] will enable Key Stage 3 computing students [ages 11–14] to gain a solid foundation in something that will become more prevalent within the curriculum, and wider subjects too as more sectors adopt AI and machine learning as standard. Our Key Stage 3 computing students now feel immensely more knowledgeable about the importance and place that AI has in their wider lives. These lessons and activities are engaging and accessible to students and educators alike, whatever their specialism may be.”

A stronger global AI community

Our hope is that the Experience AI programme instils confidence in both teachers and students, helping to address some of the critical school-level barriers leading to underrepresentation in AI and playing a role in building a stronger, more inclusive AI community where everyone can participate irrespective of their background. 

Children in a Code Club in India.

Today’s young people are tomorrow’s leaders — and as such, educating and inspiring them about AI is valuable for everybody.

Teachers can visit experience-ai.org to download all Experience AI resources for free.

We are now building a network of educational organisations around the world to tailor and translate the Experience AI resources so that more teachers and students can engage with them and learn key AI literacy skills. Find out more.

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Spotlight on teaching programming with and without AI in our 2024 seminar series

How do you best teach programming in school? It’s one of the core questions for primary and secondary computing teachers. That’s why we’re making it the focus of our free online seminars in 2024. You’re invited to attend and hear about the newest research about the teaching and learning of programming, with or without AI tools.

Two smiling adults learn about computing at desktop computers.

Building on the success and the friendly, accessible session format of our previous seminars, this coming year we will delve into the latest trends and innovative approaches to programming education in school.

Secondary school age learners in a computing classroom.

Our online seminars are for everyone interested in computing education

Our monthly online seminars are not only for computing educators but also for everyone else who is passionate about teaching young people to program computers. The seminar participants are a diverse community of teachers, technology enthusiasts, industry professionals, coding club volunteers, and researchers.

Two adults learn about computing at desktop computers.

With the seminars we aim to bridge the gap between the newest research and practical teaching. Whether you are an educator in a traditional classroom setting or a mentor guiding learners in a CoderDojo or Code Club, you will gain insights from leading researchers about how school-age learners engage with programming. 

What to expect from the seminars

Each online seminar begins with an expert presenter delivering their latest research findings in an accessible way. We then move into small groups to encourage discussion and idea exchange. Finally, we come back together for a Q&A session with the presenter.

Here’s what attendees had to say about our previous seminars:

“As a first-time attendee of your seminars, I was impressed by the welcoming atmosphere.”

“[…] several seminars (including this one) provided valuable insights into different approaches to teaching computing and technology.”

“I plan to use what I have learned in the creation of curriculum […] and will pass on what I learned to my team.”

“I enjoyed the fact that there were people from different countries and we had a chance to see what happens elsewhere and how that may be similar and different to what we do here.”

January seminar: AI-generated Parson’s Problems

Computing teachers know that, for some students, learning about the syntax of programming languages is very challenging. Working through Parson’s Problem activities can be a way for students to learn to make sense of the order of lines of code and how syntax is organised. But for teachers it can be hard to precisely diagnose their students’ misunderstandings, which in turn makes it hard to create activities that address these misunderstandings.

A group of students and a teacher at the Coding Academy in Telangana.

At our first 2024 seminar on 9 January, Dr Barbara Ericson and Xinying Hou (University of Michigan) will present a promising new approach to helping teachers solve this difficulty. In one of their studies, they combined Parsons Problems and generative AI to create targeted activities for students based on the errors students had made in previous tasks. Thus they were able to provide personalised activities that directly addressed gaps in the students’ learning.

Sign up now to join our seminars

All our seminars start at 17:00 UK time (18:00 CET / 12:00 noon ET / 9:00 PT) and are held online on Zoom. To ensure you don’t miss out, sign up now to receive calendar invitations, and access links for each seminar on the day.

If you sign up today, we’ll also invite you to our 12 December seminar with Anaclara Gerosa (University of Glasgow) about how to design and structure of computing activities for young learners, the final session in our 2023 series about primary (K-5) computing education.

The post Spotlight on teaching programming with and without AI in our 2024 seminar series appeared first on Raspberry Pi Foundation.

Support for new computing teachers: A tool to find Scratch programming errors

We all know that learning to program, and specifically learning how to debug or fix code, can be frustrating and leave beginners overwhelmed and disheartened. In a recent blog article, our PhD student Lauria at the Raspberry Pi Computing Education Research Centre highlighted the pivotal role that teachers play in shaping students’ attitudes towards debugging. But what about teachers who are coding novices themselves?

Two adults learn about computing at desktop computers.

In many countries, primary school teachers are holistic educators and often find themselves teaching computing despite having little or no experience in the field. In a recent seminar of our series on computing education for primary-aged children, Luisa Greifenstein told attendees that struggling with debugging and negative attitudes towards programming were among the top ten challenges mentioned by teachers.

Luisa Greifenstein.

Luisa is a researcher at the University of Passau, Germany, and has been working closely with both teacher trainees and experienced primary school teachers in Germany. She’s found that giving feedback to students can be difficult for primary school teachers, and especially for teacher trainees, as programming is still new to them. Luisa’s seminar introduced a tool to help.

A unique approach: Visualising debugging with LitterBox

To address this issue, the University of Passau has initiated the primary::programming project. One of its flagship tools, LitterBox, offers a unique solution to debugging and is specifically designed for Scratch, a beginners’ programming language widely used in primary schools.

A screenshot from the LitterBox tool.
You can upload Scratch program files to LitterBox to analyse them. Click to enlarge.

LitterBox serves as a static code debugging tool that transforms code examination into an engaging experience. With a nod to the Scratch cat, the tool visualises the debugging of Scratch code as checking the ‘litterbox’, categorising issues into ‘bugs’ and ‘smells’:

  • Bugs represent code patterns that have gone wrong, such as missing loops or specific blocks
  • Smells indicate that the code couldn’t be processed correctly because of duplications or unnecessary elements
A screenshot from the LitterBox tool.
The code patterns LitterBox recognises. Click to enlarge.

What sets LitterBox apart is that it also rewards correct code by displaying ‘perfumes’. For instance, it will praise correct broadcasting or the use of custom blocks. For every identified problem or achievement, the tool provides short and direct feedback.

A screenshot from the LitterBox tool.
LitterBox also identifies good programming practice. Click to enlarge.

Luisa and her team conducted a study to gauge the effectiveness of LitterBox. In the study, teachers were given fictitious student code with bugs and were asked to first debug the code themselves and then explain in a manner appropriate to a student how to do the debugging.

The results were promising: teachers using LitterBox outperformed a control group with no access to the tool. However, the team also found that not all hints proved equally helpful. When hints lacked direct relevance to the code at hand, teachers found them confusing, which highlighted the importance of refining the tool’s feedback mechanisms.

A bar chart showing that LitterBox helps computing teachers.

Despite its limitations, LitterBox proved helpful in another important aspect of the teachers’ work: coding task creation. Novice students require structured tasks and help sheets when learning to code, and teachers often invest substantial time in developing these resources. While LitterBox does not guide educators in generating new tasks or adapting them to their students’ needs, in a second study conducted by Luisa’s team, teachers who had access to LitterBox not only received support in debugging their own code but also provided more scaffolding in task instructions they created for their students compared to teachers without LitterBox.

How to maximise the impact of new tools: use existing frameworks and materials

One important realisation that we had in the Q&A phase of Luisa’s seminar was that many different research teams are working on solutions for similar challenges, and that the impact of this research can be maximised by integrating new findings and resources. For instance, what the LitterBox tool cannot offer could be filled by:

  • Pedagogical frameworks to enhance teachers’ lessons and feedback structures. Frameworks such as PRIMM (Predict, Run, Investigate, Modify, and Make) or TIPP&SEE for Scratch projects (Title, Instructions, Purpose, Play & Sprites, Events, Explore) can serve as valuable resources. These frameworks provide a structured approach to lesson design and teaching methodologies, making it easier for teachers to create engaging and effective programming tasks. Additionally, by adopting semantic waves in the feedback for teachers and students, a deeper understanding of programming concepts can be fostered. 
  • Existing courses and materials to aid task creation and adaptation. Our expert educators at the Raspberry Pi Foundation have not only created free lesson plans and courses for teachers and educators, but also dedicated non-formal learning paths for Scratch, Python, Unity, web design, and physical computing that can serve as a starting point for classroom tasks.

Exploring innovative ideas in computing education

As we navigate the evolving landscape of programming education, it’s clear that innovative tools like LitterBox can make a significant difference in the journey of both educators and students. By equipping educators with effective debugging and task creation solutions, we can create a more positive and engaging learning experience for students.

If you’re an educator, consider exploring how such tools can enhance your teaching and empower your students in their coding endeavours.

You can watch the recording of Luisa’s seminar here:

Sign up now to join our next seminar

If you’re interested in the latest developments in computing education, join us at one of our free, monthly seminars. In these sessions, researchers from all over the world share their innovative ideas and are eager to discuss them with educators and students. In our December seminar, Anaclara Gerosa (University of Edinburgh) will share her findings about how to design and structure early-years computing activities.

This will be the final seminar in our series about primary computing education. Look out for news about the theme of our 2024 seminar series, which are coming soon.

The post Support for new computing teachers: A tool to find Scratch programming errors appeared first on Raspberry Pi Foundation.

Young children’s ScratchJr coding projects: Assessment and support

Block-based programming applications like Scratch and ScratchJr provide millions of children with an introduction to programming; they are a fun and accessible way for beginners to explore programming concepts and start making with code. ScratchJr, in particular, is designed specifically for children between the ages of 5 and 7, enabling them to create their own interactive stories and games. So it’s no surprise that they are popular tools for primary-level (K–5) computing teachers and learners. But how can teachers assess coding projects built in ScratchJr, where the possibilities are many and children are invited to follow their imagination?

Aim Unahalekhala
Aim Unahalekhala

In the latest seminar of our series on computing education for primary-aged children, attendees heard about two research studies that explore the use of ScratchJr in K–2 education. The speaker, Apittha (Aim) Unahalekhala, is a graduate researcher at the DevTech Research Group at Tufts University. The two studies looked at assessing young children’s ScratchJr coding projects and understanding how they create projects. Both of the studies were part of the Coding as Another Language project, which sees computer science as a new literacy for the 21st century, and is developing a literacy-based coding curriculum for K–2.

How to evaluate children’s ScratchJr projects

ScratchJr offers children 28 blocks to choose from when creating a coding project. Some of these are simple, such as blocks that determine the look of a character or setting, while others are more complex, such as messaging blocks and loops. Children can combine the blocks in many different ways to create projects of different levels of complexity.

A child select blocks for a ScratchJr project on a tablet.
Selecting blocks for a ScratchJr project

At the start of her presentation, Aim described a rubric that she and her colleagues at DevTech have developed to assess three key aspects of a ScratchJr coding project. These aspects are coding concepts, project design, and purposefulness.

  • Coding concepts in ScratchJr are sequencing, repeats, events, parallelism, coordination, and the number parameter
  • Project design includes elaboration (number of settings and characters, use of speech bubbles) and originality (character and background customisation, animated looks, sounds)

The rubric lets educators or researchers:

  • Assess learners’ ability to use their coding knowledge to create purposeful and creative ScratchJr projects
  • Identify the level of mastery of each of the three key aspects demonstrated within the project
  • Identify where learners might need more guidance and support
The elements covered by the ScratchJr project evaluation rubric.
The elements covered by the ScratchJr project evaluation rubric. Click to enlarge.

As part of the study, Aim and her colleagues collected coding projects from two schools at the start, middle, and end of a curriculum unit. They used the rubric to evaluate the coding projects and found that project scores increased over the course of the unit.

They also found that, overall, the scores for the project design elements were higher than those for coding concepts: many learners enjoyed spending lots of time designing their characters and settings, but made less use of other features. However, the two scores were correlated, meaning that learners who devoted a lot of time to the design of their project also got higher scores on coding concepts.

The rubric is a useful tool for any teachers using ScratchJr with their students. If you want to try it in your classroom, the validated rubric is free to download from the DevTech research group’s website.

How do young children create a project?

The rubric assesses the output created by a learner using ScratchJr. But learning is a process, not just an end outcome, and the final project might not always be an accurate reflection of a child’s understanding.

By understanding more about how young children create coding projects, we can improve teaching and curriculum design for early childhood computing education.

In the second study Aim presented, she set out to explore this question. She conducted a qualitative observation of children as they created coding projects at different stages of a curriculum unit, and used Google Analytics data to conduct a quantitative analysis of the steps the children took.

A Scratch project creation process involving iteration.
A project creation process involving iteration

Her findings highlighted the importance of encouraging young learners to explore the full variety of blocks available, both by guiding them in how to find and use different blocks, and by giving them the time and tools they need to explore on their own.

She also found that different teaching strategies are needed at different stages of the curriculum unit to support learners. This helps them to develop their understanding of both basic and advanced blocks, and to explore, customise, and iterate their projects.

Early-unit strategy:

  • Encourage free play to self-discover different functions, especially basic blocks

Mid-unit strategy:

  • Set plans on how long children will need on customising vs coding
  • More guidance on the advanced blocks, then let children explore

End-of-unit strategy:

  • Provide multiple sessions to work
  • Promote iteration by encouraging children to keep improving code and adding details
Teaching strategies for different stages of a ScratchJr curriculum.
Teaching strategies for different stages of the curriculum

You can watch Aim’s full presentation here:

You can also access the seminar slides here.

Join our next seminar on primary computing education

At our next seminar, we welcome Aman Yadav (Michigan State University), who will present research on computational thinking in primary school. The session will take place online on Tuesday 7 November at 17:00 UK time. Don’t miss out and sign up now:

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

The post Young children’s ScratchJr coding projects: Assessment and support appeared first on Raspberry Pi Foundation.

Apply for a free UK teacher’s place at the WiPSCE conference

From 27 to 29 September 2023, we and the University of Cambridge are hosting the WiPSCE International Workshop on Primary and Secondary Computing Education Research for educators and researchers. This year, this annual conference will take place at Robinson College in Cambridge. We’re inviting all UK-based teachers of computing subjects to apply for one of five ‘all expenses paid’ places at this well-regarded annual event.

Educators and researchers mingle at a conference.

You could attend WiPSCE with all expenses paid

WiPSCE is where teachers and researchers discuss research that’s relevant to teaching and learning in primary and secondary computing education, to teacher training, and to related topics. You can find more information about the conference, including the preliminary programme, at wipsce.org

Educators and researchers listen to a talk at a conference.
Educators and researchers mingle at a conference.

As a teacher at the conference, you will:

  • Engage with high-quality international research in the field where you teach
  • Learn ways to use that research to develop your own classroom practice
  • Find out how to become an advocate in your professional community for research-informed approaches to the teaching of computing.

We are delighted to welcome Google as a sponsor of WiPSCE. Google believes that every student deserves the opportunity to access the benefits of a computing education to help shape their future. However, many students aren’t getting the education they need, and teachers don’t have sufficient resources to provide it. Google recognises the responsibility they have to support organisations, universities, and schools with deep expertise and a commitment to computing education, especially within communities that have been historically underserved.

With support from Google, we will offer free places to five UK computing teachers, covering:

  • The registration fee
  • Two nights’ accommodation at Robinson College
  • Up to £500 supply costs paid to your school to cover your teaching
  • Up to £100 travel costs

To apply, you just need to fill in a short form. The application deadline is Wednesday 19 July.

The application details

To be eligible to apply:

  1. You need to be a currently practising, UK-based teacher of Computing (England), Computing Science (Scotland), ICT or Digital Technologies (N. Ireland), or Computer Science (Wales)
  2. Your headteacher needs to be able to provide written confirmation that they are happy for you to attend WiPSCE
  3. You need to be available to attend the whole conference from Wednesday lunchtime to Friday afternoon
  4. You need to be willing to share what you learn from the conference with your colleagues at school and with your broader teaching community, including through writing an article about your experience and its relevance to your teaching for this blog or Hello World magazine

The application form will ask your for:

  • Your name and contact details
  • Demographic and school information
  • Your teaching experience
  • A statement of up to 500 words on why you’re applying and how you think your teaching practice, your school and your colleagues will benefit from your attendance at WiPSCE (500 words is the maximum, feel free to be concise)

After the 19 July deadline, we’re aiming to inform you of the outcome of your application on Friday 21 July. 

Information materials at a conference.
Participants at the Clubs Conference.

Your application will be reviewed by the 2023 WiPSCE Chairs:

Sue and Mareen will:

  • Use the information you share in your form, particularly in your statement
  • Select applicants from a mix of primary and secondary schools, with a mix of years of computing teaching experience, and from a mix of geographic areas

Join us in strengthening research-informed computing classroom practice

We’d be delighted to receive your application. Being able to facilitate teachers’ attendance at the conference is very much aligned with our approach to research. Both at the Foundation and the Raspberry Pi Computing Education Research Centre, we’re committed to conducting research that’s directly relevant to schools and teachers, and to working in close collaboration with teachers.

We hope you are interested in attending WiPSCE and becoming an advocate for research-informed computing education practice. If your application is unsuccessful, we hope you consider coming along anyway. We’re looking forward to meeting you there. In the meantime, you can keep up with WiPSCE news on Twitter.

The post Apply for a free UK teacher’s place at the WiPSCE conference appeared first on Raspberry Pi Foundation.

Running a workshop with teachers to create culturally relevant Computing lessons

Who chooses to study Computing? In England, data from GCSE and A level Computer Science entries in 2019 shows that the answer is complex. Black Caribbean students were one of the most underrepresented groups in the subject, while pupils from other ethnic backgrounds, such as White British, Chinese, and Asian Indian, were well-represented. This picture is reflected in the STEM workforce in England, where Black people are also underrepresented.

Two young girls, one of them with a hijab, do a Scratch coding activity together at a desktop computer.

That’s why one of our areas of academic research aims to support Computing teachers to use culturally relevant pedagogy to design and deliver equitable learning experiences that enable all learners to enjoy and succeed in Computing and Computer Science at school. Our previous research projects within this area have involved developing guidelines for culturally relevant and responsive teaching, and exploring how a small group of primary and secondary Computing teachers used these guidelines in their teaching.

A tree symbolising culturally relevant pedagogy,with the roots labeled 'curriculum, the trunk labeled 'teaching approaches', and the crown labeled 'learning materials'.
Learning materials, teaching approaches, and the curriculum as a whole are three areas where culturally relevance is important.

In our latest research study, funded by Cognizant, we worked with 13 primary school teachers in England on adapting computing lessons to incorporate culturally relevant and responsive principles and practices. Here’s an insight into the workshop we ran with them, and what the teachers and we have taken away from it.

Adapting lesson materials based on culturally relevant pedagogy

In the group of 13 England-based primary school Computing teachers we worked with for this study:

  • One third were specialist primary Computing teachers, and the other two thirds were class teachers who taught a range of subjects
  • Some acted as Computing subject lead or coordinator at their school
  • Most had taught Computing for between three and five years 
  • The majority worked in urban areas of England, at schools with culturally diverse catchment areas 

In November 2022, we held a one-day workshop with the teachers to introduce culturally relevant pedagogy and explore how to adapt two six-week units of computing resources.

An example of a collaborative activity from a teacher-focused workshop around culturally relevant pedagogy.
An example of a collaborative activity from the workshop

The first part of the workshop was a collaborative, discussion-based professional development session exploring what culturally relevant pedagogy is. This type of pedagogy uses equitable teaching practices to:

  • Draw on the breadth of learners’ experiences and cultural knowledge
  • Facilitate projects that have personal meaning for learners
  • Develop learners’ critical consciousness

The rest of the workshop day was spent putting this learning into practice while planning how to adapt two units of computing lessons to make them culturally relevant for the teachers’ particular settings. We used a design-based approach for this part of the workshop, meaning researchers and teachers worked collaboratively as equal stakeholders to decide on plans for how to alter the units.

We worked in four groups, each with three or four teachers and one or two researchers, focusing on one of two units of work from The Computing Curriculum for teaching digital skills: a unit on photo editing for Year 4 (ages 8–9), and a unit about vector graphics for Year 5 (ages 9–10).

Descriptions of a classroom unit of teaching materials about photo editing for Year 4 (ages 8–9), and a unit about vector graphics for Year 5 (ages 9–10).
We based the workshop around two Computing Curriculum units that cover digital literacy skills.

In order to plan how the resources in these units of work could be made culturally relevant for the participating teachers’ contexts, the groups used a checklist of ten areas of opportunity. This checklist is a result of one of our previous research projects on culturally relevant pedagogy. Each group used the list to identify a variety of ways in which the units’ learning objectives, activities, learning materials, and slides could be adapted. Teachers noted down their ideas and then discussed them with their group to jointly agree a plan for adapting the unit.

By the end of the day, the groups had designed four really creative plans for:

  • A Year 4 unit on photo editing that included creating an animal to represent cultural identity
  • A Year 4 unit on photo editing that included creating a collage all about yourself 
  • A Year 5 unit on vector graphics that guided learners to create their own metaverse and then add it to the class multiverse
  • A Year 5 unit on vector graphics that contextualised the digital skills by using them in online activities and in video games

Outcomes from the workshop

Before and after the workshop, we asked the teachers to fill in a survey about themselves, their experiences of creating computing resources, and their views about culturally relevant resources. We then compared the two sets of data to see whether anything had changed over the course of the workshop.

A teacher attending a training workshop laughs as she works through an activity.
The workshop was a positive experience for the teachers.

After teachers had attended the workshop, they reported a statistically significant increase in their confidence levels to adapt resources to be culturally relevant for both themselves and others. 

Teachers explained that the workshop had increased their understanding of culturally relevant pedagogy and of how it could impact on learners. For example, one teacher said:

“The workshop has developed my understanding of how culturally adapted resources can support pupil progress and engagement. It has also highlighted how contextual appropriateness of resources can help children to access resources.” – Participating teacher

Some teachers also highlighted how important it had been to talk to teachers from other schools during the workshop, and how they could put their new knowledge into practice in the classroom:

“The dedicated time and value added from peer discourse helped make this authentic and not just token activities to check a box.” – Participating teacher

“I can’t wait to take some of the work back and apply it to other areas and subjects I teach.” – Participating teacher

What you can expect to see next from this project

After our research team made the adaptations to the units set out in the four plans made during the workshop, the adapted units were delivered by the teachers to more than 500 Year 4 and 5 pupils. We visited some of the teachers’ schools to see the units being taught, and we have interviewed all the teachers about their experience of delivering the adapted materials. This observational and interview data, together with additional survey responses, will be analysed by us, and we’ll share the results over the coming months.

A computing classroom filled with learners
As part of the project, we observed teachers delivering the adapted units to their learners.

In our next blog post about this work, we will delve into the fascinating realm of parental attitudes to culturally relevant computing, and we’ll explore how embracing diversity in the digital landscape is shaping the future for both children and their families. 

We’ve also written about this professional development activity in more detail in a paper to be published at the UKICER conference in September, and we’ll share the paper once it’s available.

Finally, we are grateful to Cognizant for funding this academic research, and to our cohort of primary computing teachers for their enthusiasm, energy, and creativity, and their commitment to this project.

The post Running a workshop with teachers to create culturally relevant Computing lessons appeared first on Raspberry Pi Foundation.

Introducing data science concepts and skills to primary school learners

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.

Kate Farrell
Kate Farrell
Prof. Judy Robertson

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.

The post Introducing data science concepts and skills to primary school learners appeared first on Raspberry Pi Foundation.

Integrating primary computing and literacy through multimodal storytelling

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.

The post Integrating primary computing and literacy through multimodal storytelling appeared first on Raspberry Pi Foundation.

Experience AI: The excitement of AI in your classroom

We are delighted to announce that we’ve launched Experience AI, our new learning programme to help educators to teach, inspire, and engage young people in the subject of artificial intelligence (AI) and machine learning (ML).

Experience AI is a new educational programme that offers cutting-edge secondary school resources on AI and machine learning for teachers and their students. Developed in partnership by the Raspberry Pi Foundation and DeepMind, the programme aims to support teachers in the exciting and fast-moving area of AI, and get young people passionate about the subject.

The importance of AI and machine learning education

Artificial intelligence and machine learning applications are already changing many aspects of our lives. From search engines, social media content recommenders, self-driving cars, and facial recognition software, to AI chatbots and image generation, these technologies are increasingly common in our everyday world.

Young people who understand how AI works will be better equipped to engage with the changes AI applications bring to the world, to make informed decisions about using and creating AI applications, and to choose what role AI should play in their futures. They will also gain critical thinking skills and awareness of how they might use AI to come up with new, creative solutions to problems they care about.

The AI applications people are building today are predicted to affect many career paths. In 2020, the World Economic Forum estimated that AI would replace some 85 million jobs by 2025 and create 97 million new ones. Many of these future jobs will require some knowledge of AI and ML, so it’s important that young people develop a strong understanding from an early age.

A group of young people investigate computer hardware together.
 Develop a strong understanding of the concepts of AI and machine learning with your learners.

Experience AI Lessons

Something we get asked a lot is: “How do I teach AI and machine learning with my class?”. To answer this question, we have developed a set of free lessons for secondary school students (age 11 to 14) that give you everything you need including lesson plans, slide decks, worksheets, and videos.

The lessons focus on relatable applications of AI and are carefully designed so that teachers in a wide range of subjects can use them. You can find out more about how we used research to shape the lessons and how we aim to avoid misconceptions about AI.

The lessons are also for you if you’re an educator or volunteer outside of a school setting, such as in a coding club.

The six lessons

  1. What is AI?: Learners explore the current context of artificial intelligence (AI) and how it is used in the world around them. Looking at the differences between rule-based and data-driven approaches to programming, they consider the benefits and challenges that AI could bring to society. 
  2. How computers learn: Learners focus on the role of data-driven models in AI systems. They are introduced to machine learning and find out about three common approaches to creating ML models. Finally the learners explore classification, a specific application of ML.
  3. Bias in, bias out: Learners create their own machine learning model to classify images of apples and tomatoes. They discover that a limited dataset is likely to lead to a flawed ML model. Then they explore how bias can appear in a dataset, resulting in biased predictions produced by a ML model.
  4. Decision trees: Learners take their first in-depth look at a specific type of machine learning model: decision trees. They see how different training datasets result in the creation of different ML models, experiencing first-hand what the term ‘data-driven’ means. 
  5. Solving problems with ML models: Learners are introduced to the AI project lifecycle and use it to create a machine learning model. They apply a human-focused approach to working on their project, train a ML model, and finally test their model to find out its accuracy.
  6. Model cards and careers: Learners finish the AI project lifecycle by creating a model card to explain their machine learning model. To finish off the unit, they explore a range of AI-related careers, hear from people working in AI research at DeepMind, and explore how they might apply AI and ML to their interests.

As part of this exciting first phase, we’re inviting teachers to participate in research to help us further develop the resources. All you need to do is sign up through our website, download the lessons, use them in your classroom, and give us your valuable feedback.

An educator points to an image on a student's computer screen.
 Ben Garside, one of our lead educators working on Experience AI, takes a group of students through one of the new lessons.

Support for teachers

We’ve designed the Experience AI lessons with teacher support in mind, and so that you can deliver them to your learners aged 11 to 14 no matter what your subject area is. Each of the lesson plans includes a section that explains new concepts, and the slide decks feature embedded videos in which DeepMind’s AI researchers describe and bring these concepts to life for your learners.

We will also be offering you a range of new teacher training opportunities later this year, including a free online CPD course — Introduction to AI and Machine Learning — and a series of AI-themed webinars.

Tell us your feedback

We will be inviting schools across the UK to test and improve the Experience AI lessons through feedback. We are really looking forward to working with you to shape the future of AI and machine learning education.

Visit the Experience AI website today to get started.

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Supporting beginner programmers in primary school using TIPP-SEE

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

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

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

Dr Jean Salac
Dr Jean Salac

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

What is TIPP&SEE?

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

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

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

Using, modifying and creating

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

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

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

Impact of TIPP&SEE

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

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

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

Using TIPP&SEE in the classroom

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

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

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

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

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

Learning about learning in computing education

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

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

Free support for teaching programming and more to primary school learners

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

Join our next seminar

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

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

The post Supporting beginner programmers in primary school using TIPP-SEE appeared first on Raspberry Pi Foundation.

Combining computing and maths to teach primary learners about variables

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

Dr Katie Rich
Dr Katie Rich
Carla Strickland
Carla Strickland

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

Variables in computing and mathematics

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

Young person using Scratch.

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

Defining a learning trajectory

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

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

Learning materials about variables

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

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

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

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

Takeaways: Cross-curricular teaching, collaborative research

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

A learner does physical computing in the primary school classroom.

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

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

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

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

Join our seminar series on primary computing education

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

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

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Gender Balance in Computing — the big picture

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

A girl in a university computing classroom.

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

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

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

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

Gender balance in computing is not a new problem

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

A computing classroom filled with learners.

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

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

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

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

In total we conducted the following studies:

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

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

The impact of the pandemic

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

A learner and a teacher in a computing classroom.

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

The overall results of Gender Balance in Computing

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

Woman teacher and female students at a computer

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

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

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

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

2. Age matters

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

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

What’s next?

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

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

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

Stay in touch

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

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Combining research and practice to evaluate and improve computing education in non-formal settings

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

Dr Tracy Gardner.
Dr Tracy Gardner
Rebecca Franks
Rebecca Franks

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

How non-formal learning creates opportunities for computing education

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

Two children code on laptops while an adult supports them.
Three young people code at laptops in a CoderDojo.

At the Raspberry Pi Foundation, we support two global networks of free, volunteer-led coding clubs where regular non-formal learning takes place: Code Club, teacher- and volunteer-led coding clubs for 9- to 13-year-olds taking place in schools in more than160 countries; and CoderDojo, volunteer-led programming clubs for young people aged 7–17 taking place in community venues and offices in 100 countries. Through free learning resources and other support, we enable volunteers to run their club sessions, offering versatile opportunities and creative, inclusive spaces for young people to learn about computing outside of the school curriculum. Volunteers who run Code Clubs or CoderDojos report that participating in the club sessions positively impacts participants’ programming skills and confidence.

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

Helping learners make things that matter to them

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

3…2…1…research!

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

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

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

Join our seminar series on primary computing education

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

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

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

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Spotlight on primary computing education in our 2023 seminar series

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

Two children code on laptops while an adult supports them.

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

Are these seminars for me?

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

Learner using Scratch on a laptop.

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

What you can expect from the online seminars

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

Attendees of our previous seminars have said:

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

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

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

Learn from specialists to benefit your own learners

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

Young learners at computers in a classroom.

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

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

Sign up now to attend the seminars

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

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

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Celebrating the community: Selin

Par : Rosa Brown

We are so excited to share another story from the community! Our series of community stories takes you across the world to hear from young people and educators who are engaging with creating digital technologies in their own personal ways. 

Selin and a robot she has built.
Selin and her robot guide dog IC4U.

In this story we introduce you to Selin, a digital maker from Istanbul, Turkey, who is passionate about robotics and AI. Watch the video to hear how Selin’s childhood pet inspired her to build tech projects that aim to help others live well.  

Meet Selin 

Celebrate Selin and inspire other young people by sharing her story on Twitter, LinkedIn, and Facebook.

Selin (16) started her digital making journey because she wanted to solve a problem: after her family’s beloved dog Korsan passed away, she wanted to bring him back to life. Selin thought a robotic dog could be the answer, and so she started to design her project on paper. When she found out that learning to code would mean she could actually make a robotic dog, Selin began to teach herself about coding and digital making.

Thanks to her local CoderDojo, which is part of the worldwide CoderDojo network of free, community-based, volunteer-led programming clubs where young people explore digital technology, Selin’s interest in creating tech projects grew and grew. Selin has since built seven robots, and her enthusiasm for building things with digital technology shows no sign of stopping.  

Selin is on one knee, next to her robot.
Selin and her robot guide dog IC4U.

One of Selin’s big motivations to explore digital making was having an event to work towards. At her Dojo, Selin found out about Coolest Projects, the global technology showcase for young people. She then set herself the task of making a robot to present at the Coolest Projects event in 2018.

When thinking about ideas for what to make for Coolest Projects, Selin remembered how it felt to lose her dog. She wondered what it must be like when a blind person’s guide dog passes away, as that person loses their friend as well as their support. So Selin decided to make a robotic guide dog called IC4U. She contacted several guide dog organisations to find out how guide dogs are trained and what they need to be able to do so she could replicate their behaviour in her robot. The robot is voice-controlled so that people with impaired sight can interact with it easily. 

Selin and the judges at Coolest Projects.
Selin at Coolest Projects International in 2018.

Selin and her parents travelled to Coolest Projects International in Dublin, thanks to support from the CoderDojo Foundation. Accompanying them was Selin’s project IC4U, which became a judges’ favourite in the Hardware category. Selin enjoyed participating in Coolest Projects so much that she started designing her project for next year’s event straight away:    

“When I returned back I immediately started working for next year’s Coolest Projects.”  

Selin

Many of Selin’s tech projects share a theme: to help make the world a better place. For example, another robot made by Selin is the BB4All — a school assistant robot to tackle bullying. And last year, while she attended the Stanford AI4ALL summer camp, Selin worked with a group of young people to design a tech project to increase the speed and accuracy of lung cancer diagnoses.

Through her digital making projects, Selin wants to show how people can use robotics and AI technology to support people and their well-being. In 2021, Selin’s commitment to making these projects was recognised when she was awarded the Aspiring Teen Award by Women in Tech.           

Selin stands next to an photograph of herself. In the photograph she has a dog on one side and a robot dog on the other.

Listening to Selin, it is inspiring to hear how a person can use technology to express themselves as well as create projects that have the potential to do so much good. Selin acknowledges that sometimes the first steps can be the hardest, especially for girls  interested in tech: “I know it’s hard to start at first, but interests are gender-free.”

“Be curious and courageous, and never let setbacks stop you so you can actually accomplish your dream.”    

Selin

We have loved seeing all the wonderful projects that Selin has made in the years since she first designed a robot dog on paper. And it’s especially cool to see that Selin has also continued to work on her robot IC4U, the original project that led her to coding, Coolest Projects, and more. Selin’s robot has developed with its maker, and we can’t wait to see what they both go on to do next.

Help us celebrate Selin and inspire other young people to discover coding and digital making as a passion, by sharing her story on Twitter, LinkedIn, and Facebook.

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Introduce young people to coding with our updated projects

Par : Liz Smart

A year ago we launched our Introduction to Scratch path of six new coding projects. This was the first path to use our new 3…2…1…Make! approach for prioritising fun and engagement whilst enabling creators to make the things that matter to them. Creators learn how to add code, costumes, and sounds to sprites as they make animations, a game, an app, and a book.

Young person using Scratch.

As the first birthday of the Introduction to Scratch path approached, we decided to review and refresh each project. We used input from the community, looked at remixes of the projects, and analysed visitor data to guide us in our review.

We would like to say a massive thank you to everyone who engaged in focus groups, provided input via social channels, or clicked the project feedback buttons. We really appreciate you taking the time to reach out and we hope you will be pleased with the changes. 

An illustration of the 3-2-1 structure of the new Raspberry Pi Foundation coding project paths.
Our project paths have a 3-2-1 structure (click the image to enlarge)

The updates are split into two parts, those we made specifically to the Introduction to Scratch path, and changes made across all of the 3…2…1…Make! projects.

3…2…1…Make! projects

The first thing you might notice is the revamp of our Introduction step, now called ‘You will make’. This simplified step focuses on setting the scene and encourages creators to play with a completed project example.

Young person using a computer.
Picture Conor McCabe Photography

Also changed is the Reflection step, replaced by ‘Quick quiz’ — a much neater page that guides creators through three questions before awarding a project badge. 

Introduction to Scratch

Here is an overview of the Scratch path to tell you more about the projects and the changes we’ve made to the content.

Creators can start using the updated Scratch projects right away!

Three Explore projects

Our first three projects in the path introduce creators to a set of skills and provide step-by-step instructions to help them develop initial confidence.

Explore 1: Space talk 

In this project, creators design a space scene with characters that emote to share their thoughts or feelings. We received some amazing feedback from a member of the Deaf community to enhance the Nano uses sign language task and include a great new boxout to prompt discussion amongst our creators.

We also heard from a couple of club leaders that the Text to Speech extension in Scratch was a great addition to this project so we added an optional Text to Speech information card to the Upgrade your project step.  

Three alien characters stood still on a planet. One alien has a speech bubble that says, "Hello!". Another has a thinking bubble that reads, "Hmm...".

Explore 2: Catch the bus

The bus in the Catch the bus project is a tour bus, but we originally used the school backdrop as a departure point. We liked how the backdrop looked but now recognise that doing a project about a school bus whilst in a club was probably not the most popular choice. Please forgive us! The project now uses a nighttime city scene.

We also removed the use of the ‘Timer hat block’ from this project — it isn’t needed for the rest of the path and has behaviour that complicates things. The ‘timer hat block’ has been replaced by a ‘wait block’.

A bus drives along a cityscape at night. Scratch cat is faced towards the bus. A hippo with wings flies alongside the bus and towards Scratch cat.

 

Explore 3: Find the bug

We have loved engaging with the community submissions of this project and really enjoyed seeing how quickly we can find the small bugs on each level of the games that have been created. With replicating that enthusiasm in mind, our changes to this project focused on young creators sharing their project and playing projects created by others.

Our new Share and play step has a number of options, including sharing in a club, submitting your project to a shared studio, and experiencing remixes as a user. We have also embedded some community projects into the step to provide upgrade ideas and inspiration.

An insect is on a blackboard. Next to the insect is a speech bubble that contains "13.10". A parrot is below the blackboard.

Two Design projects

The next two projects in the path encourage creators to practise the skills they learned in the previous ‘Explore’ projects, and to express themselves creatively while they grow in independence.

The revamped Get ideas task on the first step of each Design project now has a featured community project that will be regularly updated. You may also notice that the inspirational examples have been reordered or changed using analysis from interactions with them.

Additional community submissions can be found in the Share and play steps to provide upgrade ideas and creators are encouraged to look at remixes of the starter project for even more inspiration. 

Design 1: Silly eyes

Interacting with remixes of the Silly eyes project is one of our favourite things to do! The project involves creating a character whose eyes follow the mouse pointer. We love seeing how design decisions have shaped each project and how various upgrades have been used.

For this project, we decided to remove the ‘Add stage effects’ step as it was largely a repeat of the earlier ‘Add sprite effects’ step. Stage effects is now an optional upgrade which means creators can get through to the ‘Share and play’ step to look at the design decisions made by others, then use those to choose which ideas to include in their project. 

A sea creature with large eyes.

Design 2: Surprise animation

This project consists of creating an animation of a story. We looked at the remixes so far and realised the main steps of the surprise animations were:  

  1. Create your scene
  2. Show curiosity
  3. Add a surprise

Sometimes projects had a reaction in them but others relied on creating a reaction in the user watching the animation. With this in mind we moved the Reaction step and added it as an optional upgrade. We also added graphics to each step to explain the step position in the animation timeline.

A new option to remix one of the example projects was added to this project as a starting point if creators were short of time, needed help with ideas, or had perhaps already thought of an extension to the example animations. 

A filmstrip that contains three images.

One Invent project

Our final project in the path is where creators use their skills to meet a project brief for a particular audience.

The project brief has been revamped to make it more concise with the Reflection step becoming a checklist to keep track of how the project is meeting the brief. 

Invent: I made you a book

This project consists of creating a book with multiple pages to tell a story or share facts. The major change to this project is a reorganisation of the steps. The original planning step has now split in two — the first step to decide the high-level purpose and audience for the book and the second step to plan the book in more detail using either the starter Scratch project or our new planning sheet

A storyboard with images that have been drawn by hand.
Creators can use the new planning sheet to sketch their ideas on paper

The build and test step has also been restructured to break up the skills into categories and make the tasks clearer. At the end of the step, creators are encouraged to ask for feedback then repeat the process to work on their book until it is ready to share.  

What next?

We will start refreshing another path soon but in the meantime, we hope you and your creators enjoy using the revamped Introduction to Scratch path. We would love to hear your feedback on any of our projects via the feedback button on the bottom of each project page. 

Two learners working together at a computer.

We look forward to seeing what your creators make. 

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Take part in the Hour of Code

Par : Liz Smart

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

A girl doing a physical computing project.

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

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

Two young digital makers using Raspberry Pi

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

Ages 7–11

Beginner

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

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

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

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

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

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

Comfortable

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

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Ages 11–14

Beginner

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

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

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

A blinking LED with paper wings.

Comfortable

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

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

Ages 14+

Beginner

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

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Comfortable

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

Coding for Hour of Code and beyond

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

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

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

Two members of the Code Club working at computers.

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

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Building a maths curriculum for a world shaped by computing

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

Conrad Wolfram.
Conrad Wolfram

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

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

Computation is everywhere

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

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

The power of computation for mathematics

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

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

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

What does computational problem-solving look like?

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

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

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

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

A curriculum for a world with AI

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

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

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

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

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

More to explore

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

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

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

Join our next seminar

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

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

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Data ethics for computing education through ballet and biometrics

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

Genevieve Smith-Nunes.
Genevieve Smith-Nunes

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

Why dance and computing?

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

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

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

Collecting data during dances

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

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

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

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

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

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

Are your brainwaves personal data?

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

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

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

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

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

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

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

More to explore

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

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

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

Join our next seminar

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

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

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

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Experience AI with the Raspberry Pi Foundation and DeepMind

I am delighted to announce a new collaboration between the Raspberry Pi Foundation and a leading AI company, DeepMind, to inspire the next generation of AI leaders.

Young people work together to investigate computer hardware.

The Raspberry Pi Foundation’s mission is to enable young people to realise their full potential through the power of computing and digital technologies. Our vision is that every young person — whatever their background — should have the opportunity to learn how to create and solve problems with computers.

With the rapid advances in artificial intelligence — from machine learning and robotics, to computer vision and natural language processing — it’s increasingly important that young people understand how AI is affecting their lives now and the role that it can play in their future. 

DeepMind logo.

Experience AI is a new collaboration between the Raspberry Pi Foundation and DeepMind that aims to help young people understand how AI works and how it is changing the world. We want to inspire young people about the careers in AI and help them understand how to access those opportunities, including through their subject choices. 

Experience AI 

More than anything, we want to make AI relevant and accessible to young people from all backgrounds, and to make sure that we engage young people from backgrounds that are underrepresented in AI careers. 

The program has two strands: Inspire and Experiment. 

Inspire: To engage and inspire students about AI and its impact on the world, we are developing a set of free learning resources and materials including lesson plans, assembly packs, videos, and webinars, alongside training and support for educators. This will include an introduction to the technologies that enable AI; how AI models are trained; how to frame problems for AI to solve; the societal and ethical implications of AI; and career opportunities. All of this will be designed around real-world and relatable applications of AI, engaging a wide range of diverse interests and useful to teachers from different subjects.

In a computing classroom, two girls concentrate on their programming task.

Experiment: Building on the excitement generated through Inspire, we are also designing an AI challenge that will support young people to experiment with AI technologies and explore how these can be used to solve real-world problems. This will provide an opportunity for students to get hands-on with technology and data, along with support for educators. 

Our initial focus is learners aged 11 to 14 in the UK. We are working with teachers, students, and DeepMind engineers to ensure that the materials and learning experiences are engaging and accessible to all, and that they reflect the latest AI technologies and their application.

A woman teacher helps a young person with a coding project.

As with all of our work, we want to be research-led and the Raspberry Pi Foundation research team has been working over the past year to understand the latest research on what works in AI education.

Next steps 

Development of the Inspire learning materials is underway now, and we will release the whole set of resources early in 2023. Throughout 2023, we will design and pilot the Experiment challenge.

If you want to stay up to date with Experience AI, or if you’d like to be involved in testing the materials, fill in this form to register your interest.

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Using e-textiles to deliver equitable computing lessons and broaden participation

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

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

Building new clubhouses

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

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

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

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

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

Teaching approaches for equity-oriented learning

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

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

Making time for design

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

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

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

Reflecting on learning using a digital portfolio

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

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

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

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

Try e-textiles with your learners

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Science and nature models made with an RPF project

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

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

Looking forward to our next free seminar

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

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

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Are you technocentric? Shifting from technology to people

Par : Jane Waite

When we teach children and young people about computing, do we consider how the subject has developed over time, how it relates to our students’ lives, and importantly, what our values are? Professor Pratim Sengupta shared some of the research he and his colleagues have been working on related to these questions in our June 2022 research seminar.

Pratim Sengupta.
Prof. Pratim Sengupta

Pratim revealed a complex landscape where we as educators can be easily trapped by what may seem like good intentions, thereby limiting learning and excluding some students. His presentation, entitled Computational heterogeneity in STEM education, introduced me to the concept of technocentrism and profoundly impacted my thinking about the essence of programming and how I research it. In this blog post, particularly for those unable to attend this stimulating seminar, I give my simplified view of the rich philosophy shared by Pratim, and my fledgling steps to admit to my technocentrism and overcome it.

Our seminars on teaching cross-disciplinary computing

Between May 2022 and November 2022, we are hosting a new series of free research seminars about teaching computing in different ways and in different contexts. This second seminar of the series was well attended with participants from the USA, Asia, Africa, and Europe, including teachers, researchers, and industry professionals, who contributed to a lively and thought-provoking discussion.

Two teachers and a group of learners are gathered around a laptop screen.

Pratim is a learning scientist based in Canada with a long and distinguished career. He has studied how to teach computational modelling in K-12 STEM classrooms and investigates the complexity of learning. Grounded in working with teachers and students, he brings together computing, science, education, and social justice. Based on his work at Northwestern University, Vanderbilt University, and now with the Mind, Matter and Media lab at the University of Calgary, Pratim has published hundreds of academic papers over some 20 years. Pratim and his team challenge how we focus on making technological artefacts — code for code’s sake — in computing education, and refocuses us on the human experience of coding and learning to code.

What is technocentrism?

Pratim started the seminar by giving us an overview of some of the key ideas that underpin the way that computing is usually taught in schools, including technocentrism (Figure 1).

Pratim Sengupta's summary of technocentrism: device-centred approaches for pedagogy and computational design; ignores teaching, social and institutional infrastructures, cultural histories; transparency or universality of code as symbolic power; recursive methods for education research, experience measured by being folded back onto devices; leads to symbolic violence, misrecognition of experience, muting and omission of voices, affect and moral dimensions of experience.
Figure 1: The features of technocentrism, a way of thinking about how we teach computing, particularly programming (Sengupta, 2022). Click to enlarge.

I have come to a simplified understanding of technocentrism. To me, it appears to be a way of looking at how we learn about computer science, where one might:

  • Focus on the finished product (e.g. a computer program), rather than thinking about the people who create, learn about, or use a program
  • Ignore the context and the environment, rather than paying attention to the history, the political situation, and the social context of the task at hand
  • View computing tasks as being implemented (enacted) by writing code, rather than seeing computing activities as rich and complex jumbles of meaning-making and communication that involve people using chatter, images, and lots of gestures
  • Anchor learning in concepts and skills, rather than placing the values and viewpoints of learners at the heart of teaching 

Examples of technocentrism and how to overcome it

Pratim recounted several research activities that he and his team have engaged with. These examples highlight instances of potential technocentrism and investigate how we might overcome it.

In the first example research activity, Pratim explained how in maths and physics lessons, middle school students were asked to develop models to solve time and distance problems. Rather than immediately coding a potential solution, the researcher and teacher supported the learners to spend much time developing a shared perspective to understand and express the problems first. Students grappled with different ways of representing the context, including graphs and diagrams (see Figure 2). Gradually and carefully, teachers shifted students to recognise what was important and what was not, to move them toward a meaningful language to describe and solve the problems.

Research results from Pratim Sengupta showing students' graph designs and how much time they spent on various activities during the graphing task.
Figure 2: Two graphs from students showing different representations of a context, and a researcher’s bar chart representing how students’ shared understanding emerged over time (Sengupta, 2022). Click to enlarge.

In a second example research activity, students were asked to build a machine that draws shapes using sensors, motors, and code. Rather than jumping straight to a solution, the students spent time with authentic users of their machines. Throughout the process, students worked with others, expressing the context through physical movement, clarifying their thoughts by drawing diagrams, and finding the sweet spot between coding, engineering design, and maths (see Figure 3).

Research results from Pratim Sengupta showing images documenting a physical computing design activity and how learners explained their design.
Figure 3:  Students used physical movements and user guides to be with others and publicly share and experience the task with authentic users (Sengupta, 2022). Click to enlarge.

In a third example research activity, racial segregation of US communities was discussed with pre-service teachers. The predominately white teachers found talking about the topic very difficult at the beginning of the activity. To overcome this hesitancy, teachers were first asked to work with a simulation that modelled the process of segregation through abstracted dots (or computational agents), a transitional other. Following this hypothetical representation, the context was then recontextualised through a map of real data points of the ethnicity of residents in an area of the US. This kind of map is called a Racial Dot Map based on US census data. When the teachers were able to interpret the link between the abstracted dot simulation and the real-world data they were able to talk about racism and segregation in a way they could not do before. The initial simulation and the recontextualisation were a pedagogical tool to reveal racism and provide a space where students felt comfortable discussing their values and beliefs that would otherwise have remained implicit.

Pratim Sengupta explains a research activity with predominantly white pre-service teachers who learned to discuss racism and segregation through a transitional othering activity using maps and graphing census data.
Figure 4: To facilitate discussion of racial segregation, a simulation was used that bridges abstracted dots and real people, giving pre-service teachers a space to reflect on discrimination  (Sengupta, 2022). Click to enlarge.

My takeaways

Pratim shared four implications of this research for computing pedagogy (see Figure 5).

Pratim Sengupta presents the pedagogical implications of shifting from technocentrism to perspectival heterogeneity in education: code as utterances and intertext; heterogeneity and tranformation of representational genres, code lives in translation; teachers' voice needs to be centred in system and activity design and classroom work, researchers must listen; uncertainty and ambiguity play central roles, recognition takes time.
Figure 5: Pratim’s four implications for pedagogy. Click to enlarge

As a researcher of pedagogy, these points provide takeaways that I can relate to my own research practice:

  • Code is a voice within an experience rather than symbols at a point in time. For example, when I listen to students predicting what a snippet of code will do, I think of the active nature of each carefully chosen command and how for each student, the code corresponds with them differently.
  • Code lives as a translation bridging many dimensions, such as data representation, algorithms, syntax, and user views. This statement resonates deeply with my liking of Carsten Schultes’s block model [1] but extends to include the people involved.
  • We should listen carefully and attentively to teachers, rather than making assumptions about what happens in classrooms. Teachers create new ideas. This takeaway is very important and reminds me about the trust and relationships built between teachers and researchers and how important it is to listen.
  • Uncertainty and ambiguity exist in learning, and this can take time to recognise. This final point makes me smile. As a developer, teacher, and researcher, I have found dealing with ambiguity hard at various points in my career. Still, over time, I think I am getting better at seeing it and celebrating it. 

Listening to Pratim share his research on the teaching and learning of computing and the pitfalls of technocentrism has made me think deeply about how I view computer science as a subject and do research about it. I have shared some of my reflections in this blog, and I plan to incorporate the underlying theory and ideas in my ongoing research projects.

If you would like to find out more about Pratim’s work, please look over his slides, watch his presentation, read the upcoming chapter in our seminar proceedings, or respond to this blog by leaving a comment so we can discuss!

Join our next seminar

We have another four seminars in our current series on cross-disciplinary computing

At our next seminar on 12 July 2022 at 17:00–18:30 BST / 12:00–13:30 EDT / 9:00–10:30 PDT / 18:00–19:30 CEST, we will welcome Prof. Yasmin Kafai and Elaine Griggs, who are going to present research on introductory equity-oriented computer science with electronic textiles for high school students.

We look forward to meeting you there.


[1] You can learn more in the Hello World article where our Chief Learning Officer Sue Sentance talks about the block model.

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A pair programming approach for engaging girls in the Computing classroom: Study results

Today we share the second report in our series of findings from the Gender Balance in Computing research programme, which we’ve been running as part of the National Centre for Computing Education and with various partners. In this £2.4 million research programme, funded by the Department for Education in England, we aim to identify ways to encourage more female learners to engage with Computing and choose to study it further.

A teacher encourages a learner in the computing classroom.

Previously, we shared the evaluation report about our pilot study of using a storytelling approach with very young computing learners. This new report, again coming from the Behavioural Insights Team (BIT) which acts as the programme’s independent evaluator, describes our study of another teaching approach.

Existing research suggests that computing is not always taught in a way that is engaging for girls in particular [1], and that we can improve this. With the intervention at hand, we wanted to explore the effects of using a pair programming teaching approach with primary school learners aged 8 to 11. We have critically and carefully examined the findings, which show mixed outcomes regarding the effectiveness of the approach, and we believe that the research provides insights that increase our shared understanding of how to teach computing effectively to young learners. 

Computing education through a collaborative lens

Many people think that writing computer programs is a task carried out by people working individually. A 2017 study of 8- and 9-year-olds [2] confirms this: when asked to draw a picture of a computer scientist doing work, 90% of the children drew a picture of one person working alone. This stereotype is present in teaching and learning about computing and computer science; many computer programming lessons take place in a way that promotes solitary working, with individual students sitting in front of separate computers, working on their own code and debugging their own errors.

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

Professional software development rarely happens like this. For example, at the Raspberry Pi Foundation, our software engineers work collaboratively on design and often pair up to solve problems. Computing education research also has identified the importance of looking at computer programming through a collaborative lens. This viewpoint allows us to see computing as a subject with scope for collaborative group work in which students create useful applications together and are part of a community where programming has a shared social context [3]. 

Researching collaborative learning in the primary computing classroom 

One teaching approach in computing that promotes collaborative learning is pair programming (a practice also used in industry). This is a structured way of working on programming tasks where learners are paired up and take turns acting as the driver or the navigator. The driver controls the keyboard and mouse and types the code. The navigator reads the instructions, supports the driver by watching out for errors in the code, and thinks strategically about next steps and solutions to problems. Learners swap roles every 5 to 10 minutes, to ensure that both partners can contribute equally and actively to the collaborative learning.

Two female learners code at a computer together.

As one part of the Gender Balance in Computing programme, we designed a project to explore the effect of pair programming on girls’ attitudes towards computing. This project builds on research from the USA which suggests that solving problems collaboratively increases girls’ persistence when they encounter difficulties in programming tasks [4].

In the Pair Programming project, we worked with teachers of Year 4 (ages 8–9) and Year 6 (ages 10–11) in schools in England. From January to March 2020, we ran a pilot study with 10 schools and used the resulting teacher feedback to finalise the training and teaching materials for a full randomised controlled trial. Due to the coronavirus pandemic, we trained teachers in the pair programming approach using an online course instead of face-to-face training.

A tweet from a school about taking part in the pair programming intervention of the Gender Balance in Computing research programme.
A tweet from a school about taking part in the pair programming study.

The randomised controlled trial ran from September to December 2021 with 97 schools. Schools were randomly allocated to either the intervention group and used the pair programming training and the scheme of work we designed, or to the control group and taught Computing in their usual way. Due to the coronavirus pandemic, our training of teachers in the pair programming approach had to take place via an online course instead of face to face.

Teachers in the intervention group delivered 12 weeks of Computing lessons, in which learners used Scratch programming to draw shapes and create animations. The lessons covered computing concepts from Key Stage 2 (ages 7–11), such as using sequences, selection, and repetition in programs, as well as digital literacy skills such as using technology respectfully.

What can we learn about pair programming from the study? 

The pair programming intervention was evaluated independently by an organisation called Behavioural Insights Team (BIT). BIT’s evaluation was primarily based on quantitative data collected from learners at the start and the end of the intervention. To collect the data, they used a validated instrument called the Student Computer Science Attitude Survey (SCSAS), which asks learners about their attitudes towards Computing, along with a few additional survey questions specific to this evaluation. The evaluators compared the data gathered from the intervention group (who took part in pair programming lessons) and the control group (who took part in Computing lessons taught with a ‘business as usual’ model).

A teacher watches two female learners code in Code Club session in the classroom.

The evaluators’ data analysis found no statistically significant evidence that the pair programming approach positively affected girls’ attitudes towards computing or their intention to study computing in the future. The lack of statistically significant results, called a null result in research projects, can appear disappointing at first. But our work involves careful reflection and critical thinking about all outcomes of our research, and the result of this project is no exception. These are factors that may have contributed towards the result: 

  • The independent evaluators findings emphasised some of the disruptions to the delivery of the intervention caused by the pandemic. One of their recommendations was to revert to our original planned model of providing face-to-face training to teachers delivering the pair programming approach, and we believe this would embed a deeper understanding of the approach. 
  • Our research built upon a prior study [4] that suggested a connection between pair programming and increased confidence about problem-solving in girls of a similar age. That study took place in a non-formal setting in an all-girls group, whereas our research was situated in formal education in mixed gender groups. It may be that these differences are significant. 
  • It may be that there is no causal link between using the pair programming approach and an increase in girls’ attitudes towards computing, or that the link may only become apparent over a longer time-scale, or that the pair programming approach needs to be combined with other strategies to achieve a positive effect. 

The evaluators also gathered qualitative data by running teacher and learner interviews and conducting lesson observations, and we were pleased that this data provided some rich insights into the benefits of using a pair programming approach in the primary classroom, and gave some promising indications of possible benefits for female learners in particular. 

  1. Teachers spoke positively about the use of paired activities, and felt that having the defined roles of driver and navigator helped both partners to contribute equally to the programming tasks. Learners said that they enjoyed working in pairs, even though there could be some moments of frustration. Some of the teachers were even planning to integrate pair programming into future lessons. This feedback suggests that there is scope for pair programming to be effective both in engaging and motivating learners, as well as in facilitating the planned learning outcomes of the lessons. Some teachers also spoke about planning to use the approach more widely in primary computing teaching.

“I don’t know why I’ve never thought to do computing like that, actually, because it’s a really good vehicle for the fact that there are two roles, clearly defined. There’s all your conversation, and knowledge comes through that, and then they’re both equally having a turn.” — Primary school teacher (report, p. 38)

“I like working with both [both as a partner and by yourself] because when you do pair programming, you’re collaborating with your partner, making links, and you have to tell them what to do. But if you have a really good idea and then they put the wrong thing in the wrong place, it’s quite annoying.” — Female learner (report, p. 40)

  1. Some teachers and learners reported feeling that having the support of a partner boosted learners’ confidence, which echoes previous research in the field [5, 6]. In computing, boys more accurately assess their capabilities, whereas girls tend to underestimate their performance [7]. When learners feel a positive emotion such as confidence towards a subject, combined with a belief that they can succeed in tasks related to that subject, this shows self-efficacy [8]. Our findings suggest that the use of the pair programming approach can increase both boys’ and girls’ sense of self-efficacy towards Computing, as illustrated by some of the learners’ quotes. This is interesting because a sense of self-efficacy in Computing is linked to the decisions to pursue further study in the subject [9]. More research could build on this observation. 

“I do think that having that equal time to have a go at both, thinking of the girls I’ve got, will have helped my girls, because they lack a bit of confidence. They were learning very quickly that, ‘Actually, yes, we are sure. We can do this.’” — Primary teacher (report, p. 44)

“It might be easier to do pair programming [compared to ‘normal’ lessons] because if you’re stuck, your partner can be helpful.” — Female learner (report, p. 43)

Find out more about pair programming 

  • Download our Big Book of Computing Pedagogy a free PDF and read about pair programming on pages 58 and 59.
  • Watch this short video that shows pair programming being used in a primary classroom. 
  • Read the evaluation report of the pair programming intervention, where you’ll also find more quotes from teachers and learners.
  • Try the free training course on pair programming we designed and used for this project. It also includes links to the lesson plans that teachers worked with. 

Collaboration in our research

We will continue to publish evaluation reports and our reflections on the other projects in the Gender Balance in Computing programme. If you would like to stay up-to-date with the programme, you can sign up to the newsletter.

Two learners at a desktop computer doing coding.

The insights gained from this trial will feed forwards into our future work. Through the process of working with schools on this project, we have increased our understanding of the process of research in educational settings in many ways. We are very grateful for the input from teachers who took part in the first stage of the trial, with whom we developed an effective co-production model for developing resources, a model we will use in future research projects. Teachers who took part in the second stage of the project told us that the resources we provided were of generally good quality, which demonstrates the success of this co-production approach to developing resources. 

In our new Raspberry Pi Computing Education Research Centre, created with the University of Cambridge Department of Computer Science and Technology, we will collaborate closely with teachers and schools when implementing and evaluating research projects. You are invited to the free in-person launch event of the Centre on 20 July in Cambridge, UK, where we hope to meet many teachers, researchers, and other education practitioners to strengthen a collaborative community around computing education research.

References
[1] Goode, J., Estrella, R., & Margolis, J. (2018). Lost in Translation: Gender and High School Computer Science. In Women and Information Technology. https://doi.org/10.7551/mitpress/7272.003.0005

[2] Alexandria K. Hansen, Hilary A. Dwyer, Ashley Iveland, Mia Talesfore, Lacy Wright, Danielle B. Harlow, and Diana Franklin. 2017. Assessing Children’s Understanding of the Work of Computer Scientists: The Draw-a-Computer-Scientist Test. In Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education (SIGCSE ’17). Association for Computing Machinery, New York, NY, USA, 279–284. https://doi.org/10.1145/3017680.3017769

[3] Yasmin B. Kafai and Quinn Burke. 2013. The social turn in K-12 programming: moving from computational thinking to computational participation. In Proceeding of the 44th ACM technical symposium on Computer science education (SIGCSE ’13). Association for Computing Machinery, New York, NY, USA, 603–608. https://doi.org/10.1145/2445196.2445373

[4] Linda Werner & Jill Denning (2009) Pair Programming in Middle School, Journal of Research on Technology in Education, 42:1, 29-49. https://doi.org/10.1080/15391523.2009.10782540

[5] Charlie McDowell, Linda Werner, Heather E. Bullock, and Julian Fernald. 2006. Pair programming improves student retention, confidence, and program quality. Commun. ACM 49, 8 (August 2006), 90–95. https://doi.org/10.1145/1145287.1145293

[6] Denner, J., Werner, L., Campe, S., & Ortiz, E. (2014). Pair programming: Under what conditions is it advantageous for middle school students? Journal of Research on Technology in Education, 46(3), 277–296. https://doi.org/10.1080/15391523.2014.888272

[7] Maria Kallia and Sue Sentance. 2018. Are boys more confident than girls? the role of calibration and students’ self-efficacy in programming tasks and computer science. In Proceedings of the 13th Workshop in Primary and Secondary Computing Education (WiPSCE ’18). Association for Computing Machinery, New York, NY, USA, Article 16, 1–4. https://doi.org/10.1145/3265757.3265773

[8] Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215. https://doi.org/10.1037/0033-295X.84.2.191

[9] Allison Mishkin. 2019. Applying Self-Determination Theory towards Motivating Young Women in Computer Science. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (SIGCSE ’19). Association for Computing Machinery, New York, NY, USA, 1025–1031. https://doi.org/10.1145/3287324.3287389

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Join us at the launch event of the Raspberry Pi Computing Education Research Centre

Last summer, the Raspberry Pi Foundation and the University of Cambridge Department of Computer Science and Technology created a new research centre focusing on computing education research for young people in both formal and non-formal education. The Raspberry Pi Computing Education Research Centre is an exciting venture through which we aim to deliver a step-change for the field.

school-aged girls and a teacher using a computer together.

Computing education research that focuses specifically on young people is relatively new, particularly in contrast to established research disciplines such as those focused on mathematics or science education. However, computing is now a mandatory part of the curriculum in several countries, and being taken up in education globally, so we need to rigorously investigate the learning and teaching of this subject, and do so in conjunction with schools and teachers.

You’re invited to our in-person launch event

To celebrate the official launch of the Raspberry Pi Computing Education Research Centre, we will be holding an in-person event in Cambridge, UK on Weds 20 July from 15.00. This event is free and open to all: if you are interested in computing education research, we invite you to register for a ticket to attend. By coming together in person, we want to help strengthen a collaborative community of researchers, teachers, and other education practitioners.

The launch event is your opportunity to meet and mingle with members of the Centre’s research team and listen to a series of short talks. We are delighted that Prof. Mark Guzdial (University of Michigan), who many readers will be familiar with, will be travelling from the US to join us in cutting the ribbon. Mark has worked in computer science education for decades and won many awards for his research, so I can’t think of anybody better to be our guest speaker. Our other speakers are Prof. Alastair Beresford from the Department of Computer Science and Technology, and Carrie Anne Philbin MBE, our Director of Educator Support at the Foundation.

Mark Guzdial.
Prof. Mark Guzdial
Headshot of Alastair Beresford.
Prof. Alastair Beresford
Headshot of Carrie Anne Philbin.
Carrie Anne Philbin MBE

The event will take place at the Department of Computer Science and Technology in Cambridge. It will start at 15.00 with a reception where you’ll have the chance to talk to researchers and see the work we’ve been doing. We will then hear from our speakers, before wrapping up at 17.30. You can find more details about the event location on the ticket registration page.

Our research at the Centre

The aim of the Raspberry Pi Computing Education Research Centre is to increase our understanding of teaching and learning computing, computer science, and associated subjects, with a particular focus on young people who are from backgrounds that are traditionally under-represented in the field of computing or who experience educational disadvantage.

Young learners at computers in a classroom.

We have been establishing the Centre over the last nine months. In October, I was appointed Director, and in December, we were awarded funding by Google for a one-year research project on culturally relevant computing teaching, following on from a project at the Raspberry Pi Foundation. The Centre’s research team is uniquely positioned, straddling both the University and the Foundation. Our two organisations complement each other very well: the University is one of the highest-ranking universities in the world and renowned for its leading-edge academic research, and the Raspberry Pi Foundation works with schools, educators, and learners globally to pursue its mission to put the power of computing into the hands of young people.

In our research at the Centre, we will make sure that:

  1. We collaborate closely with teachers and schools when implementing and evaluating research projects
  2. We publish research results in a number of different formats, as promptly as we can and without a paywall
  3. We translate research findings into practice across the Foundation’s extensive programmes and with our partners

We are excited to work with a large community of teachers and researchers, and we look forward to meeting you at the launch event.

Stay up to date

At the end of June, we’ll be launching a new website for the Centre at computingeducationresearch.org. This will be the place for you to find out more about our projects and events, and to sign up to our newsletter. For announcements on social media, follow the Raspberry Pi Foundation on Twitter or Linkedin.

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A teaspoon of computing in every subject: Broadening participation in computer science

From May to November 2022, our seminars focus on the theme of cross-disciplinary computing. Through this seminar series, we want to explore the intersections and interactions of computing with all aspects of learning and life, and think about how they can help us teach young people. We were delighted to welcome Prof. Mark Guzdial (University of Michigan) as our first speaker.

Mark Guzdial.
Professor Mark Guzdial, University of Michigan

Mark has worked in computer science (CS) education for decades and won many awards for his research, including the prestigious ACM SIGCSE Outstanding Contribution to Computing Education award in 2019. He has written literally hundreds of papers about CS education, and he authors an extremely popular computing education research blog that keeps us all up to date with what is going on in the field.

Young learners at computers in a classroom.

In his talk, Mark focused on his recent work around developing task-specific programming (TSP) languages, with which teachers can add a teaspoon (also abbreviated TSP) of programming to a wide variety of subject areas in schools. Mark’s overarching thesis is that if we want everyone to have some exposure to CS, then we need to integrate it into a range of subjects across the school curriculum. And he explained that this idea of “adding a teaspoon” embraces some core principles; for TSP languages to be successful, they need to:

  • Meet the teachers’ needs
  • Be relevant to the context or lesson in which it appears
  • Be technically easy to get to grips with

Mark neatly summarised this as ‘being both usable and useful’. 

Historical views on why we should all learn computer science

We can learn a lot from going back in time and reflecting on the history of computing. Mark started his talk by sharing the views of some of the eminent computer scientists of the early days of the subject. C. P. Snow maintained, way back in 1961, that all students should study CS, because it was too important to be left to a small handful of people.

A quote by computer scientist C. S. Snow from 1961: A handful of people, having no relation to the will of society, having no communication with the rest of society, will be taking decisions in secret which are going to affect our lives in the deepest, sense.

Alan Perlis, also in 1961, argued that everyone at university should study one course in CS rather than a topic such as calculus. His reason was that CS is about process, and thus gives students tools that they can use to change the world around them. I’d never heard of this work from the 1960s before, and it suggests incredible foresight. Perhaps we don’t need to even have the debate of whether computer science is for everyone — it seems it always was!

What’s the problem with the current situation?

In many of our seminars over the last two years, we have heard about the need to broaden participation in computing in school. Although in England, computing is mandatory for ages 5 to 16 (in theory, in practice it’s offered to all children from age 5 to 14), other countries don’t have any computing for younger children. And once computing becomes optional, numbers drop, wherever you are.

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Not enough students are experiencing computer science in school.

Mark shared with us that in US high schools, only 4.7% of students are enrolled in a CS course. However, students are studying other subjects, which brought him to the conclusion that CS should be introduced where the students already are. For example, Mark described that, at the Advanced Placement (AP) level in the US, many more students choose to take history than CS (399,000 vs 114,000) and the History AP cohort has more even gender balance, and a higher proportion of Black and Hispanic students. 

The teaspoon approach to broadening participation

A solution to low uptake of CS being proposed by Mark and his colleagues is to add a little computing to other subjects, and in his talk he gave us some examples from history and mathematics, both subjects taken by a high proportion of US students. His focus is on high school, meaning learners aged 14 and upwards (upper secondary in Europe, or key stage 4 and 5 in England). To introduce a teaspoon of CS to other subjects, Mark’s research group builds tools using a participatory design approach; his group collaborates with teachers in schools to identify the needs of the teachers and students and design and iterate TSP languages in conjunction with them.

Three teenage boys do coding at a shared computer during a computer science lesson.

Mark demonstrated a number of TSP language prototypes his group has been building for use in particular contexts. The prototypes seem like simple apps, but can be classified as languages because they specify a process for a computational agent to execute. These small languages are designed to be used at a specific point in the lesson and should be learnable in ten minutes. For example, students can use a small ‘app’ specific to their topic, look at a script that generates a visualisation, and change some variables to find out how they impact the output. Students may also be able to access some program code, edit it, and see the impact of their edits. In this way, they discover through practical examples the way computer programs work, and how they can use CS principles to help build an understanding of the subject area they are currently studying. If the language is never used again, the learning cost was low enough that it was worth the value of adding computation to the one lesson.

Try TSP languages yourself

You can try out the TSP language prototypes Mark shared yourself, which will give you a good idea of how much a teaspoon is!

DV4L: For history students, the team and participating teachers have created a prototype called DV4L, which visualises historical data. The default example script shows population growth in Africa. Students can change some of the variables in the script to explore data related to other countries and other historical periods. A example lesson activity illustrates how a teacher might incorporate this TSP language into a lesson.

Pixel Equations: Mathematics and engineering students can use the Pixel Equations tool to learn about the way that pictures are made up of individual pixels. This can be introduced into lessons using a variety of contexts. One example lesson activity looks at images in the contexts of maps. This prototype is available in English and Spanish. 

Counting Sheets: Another example given by Mark was Counting Sheets, an interactive tool to support the exploration of counting problems, such as how many possible patterns can come from flipping three coins. 

Have a go yourself. What subjects could you imagine adding a teaspoon of computing to?

Join our next free research seminar

We’d love you to join us for the next seminar in our series on cross-disciplinary computing. On 7 June, we will hear from Pratim Sengupta, of the University of Calgary, Canada. He has conducted studies in science classrooms and non-formal learning environments, focusing on providing open and engaging experiences for anyone to explore code. Pratim will share his thoughts on the ways that more of us can become involved with code when we open up its richness and depth to a wider audience. He will also introduce us to his ideas about countering technocentrism, a key focus of his new book.

And finally… save another date!

We will shortly be sharing details about the official in-person launch event of the Raspberry Pi Computing Education Research Centre at the University of Cambridge on 20 July 2022. And guess who is going to be coming to Cambridge, UK, from Michigan to officially cut the ribbon for us? That’s right, Mark Guzdial. More information coming soon on how you can sign up to join us for free at this launch event.

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A storytelling approach for engaging girls in the Computing classroom: Pilot study results

We’ve been running the Gender Balance in Computing programme of research since 2019, as part of the National Centre for Computing Education (NCCE) and with various partners. It’s a £2.4 million research programme funded by the Department for Education in England that aims to identify ways to encourage more girls and young women to engage with Computing and choose to study it further. The programme is made up of four separate areas of research, in which we are running a number of interventions.

Teenage students and a teacher do coding during a computer science lesson.

The first independent evaluation report from the Behavioural Insights Team (BIT) on our series of interventions has now been published. It relates to an intervention within the research area ‘Teaching Approach’, evaluating our pilot study of teaching computing to Key Stage 1 children using a storytelling approach. The evaluators from BIT found that this pilot study produced evidence of promise for the storytelling approach. They recommend conducting a full-size trial to test how effective this approach is for engaging female pupils with Computing.

Teaching computing through storytelling

Like many Computing curricula around the world, the English National Curriculum emphasises the importance of teaching Computing through a range of content so that pupils can express themselves and develop their ideas using digital tools. Our ‘Teaching Approach’ project builds on research grounded in sociocultural learning theories that suggest teaching approaches that encourage collaboration and use a variety of contexts can make Computing a more inclusive subject for all learners. Within this project, we are running three different interventions, each with learners of different ages.

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

Evidence indicates that gender stereotypes around Computing develop early (1). Therefore we designed a trial — the first of its kind in England — to explore a storytelling approach for teaching Computing with younger children (6- to 7-year-olds). A small body of research suggests that using storytelling as a learning context for Computing can be engaging for both boys and girls. Research results indicate that:

  • Teaching computing through storytelling and story-writing is effective for motivating 11- to 14-year-old girls to learn programming (2)
  • Children who write computer programs to tell stories see Computing as a subject that is equally as easy or difficult for both boys and girls (3)
  • In a non-formal learning space, primary-aged girls are more likely to choose a storybook beginner electronics activity rather than open-ended beginner electronics free play (4)

The pilot study and the evaluation methods

As combining evidence from research with older students and in non-formal education is experimental, we designed this storytelling trial as a small pilot study. Our aim was to generate early evidence as to how feasible a teaching approach that uses storytelling might be in the primary Computing classroom.

We recruited 53 schools to take part in the pilot study, which ran from April to July 2021. Many schools were still facing challenges due to the ongoing coronavirus pandemic, and we are very grateful to the teachers and learners who have taken part for their contribution to this important research.

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

To conduct the study, we created a free online training course, and a scheme of work, for schools to teach Computing concepts to 6- and 7-year olds using a storytelling approach. Over a sequence of the 12 lessons in the scheme of work, pupils used the ScratchJr programming environment to animate their own digital stories and learn about Computing concepts, such as sequence and repetition, linked to elements of stories, such as structure, rhyme, and speech.

A school's tweet about taking part in our pilot study of a storytelling approach to teaching computing to learners aged 6 to 7.

To enable the independent evaluation of the effectiveness of the storytelling approach by BIT, schools were allocated either to an intervention group, which used the training course and the storytelling scheme of work, or to a control group, which taught Computing in their usual way and was not made aware that the approach being trialled involved storytelling. For their evaluation, BIT gathered data from both groups to compare them:

  • They conducted surveys measuring learners’ attitudes toward computing and their intentions to study it in the future
  • They carried out observations of lessons, interviews with teachers, and discussions with learners
  • They ran a survey to gather feedback about the trial from teachers

The gathered data was assessed against five categories: evidence of promise, fidelity, acceptability, feasibility, and readiness for trial.

Main findings of the evaluation team

After analysing the data collected from observations, interviews, learner discussions, pupil surveys, and teacher surveys, the key finding of the independent evaluators was that the storytelling teaching approach had evidence of promise, and that it is worthwhile scaling up our intervention for a larger trial with more schools.

The evaluators’ teacher interviews confirmed the early development of gender stereotypes in the classroom. This highlights the importance of introducing Computing to young learners in a way that engages both boys and girls. 

“I’ve really noticed how there’s already differences in views of what’s a boy, what’s a girl, the boys are getting in front of me, like, ‘I want a boy car, I don’t want a girl car’. Then we’ve got the other side where we’ve got fairy tales and princesses and, ‘Oh, I’m a bunny. Do you want to play with me?’”

Teacher (evaluation report, p. 22)

Teachers told the evaluators that pupils enjoyed personalising their stories in ScratchJr, and that they themselves felt positive about the use of storytelling to teach computing. 

“I think [the storytelling aspect] gives them something real to work through, so it’s not… abstract… I think through the storytelling, they’re able to make it as funny or whatever they want, and it’s also their own interest. [Female student], she dotes on animals, so she’s always having giraffes and all of that, so it’s something that they can make their own connections too… Yes, I did really like the storytelling.”

Teacher (evaluation report, p. 26)

Teacher feedback provided some evidence that the storytelling lessons had equally increased both male and female pupils’ interest, confidence, and skills.

Young learners at computers in a classroom.

The independent evaluation team advised caution when interpreting the quantitative data from the pupil surveys, due to the small sample size in this pilot study and the high attrition rates caused by coronavirus-related disruptions. We ourselves would like to add that the study raises questions about the reliability of quantitative survey data collected from very young children using Likert scales, BIT’s chosen survey format for this evaluation. Although the evaluators have made some positive steps in creating a new survey suitable for young children, this research instrument may need further testing; the survey results would need to be interpreted in this light, and more research in this area would be recommended.

You can read the full evaluation report on the NCCE website.

Future directions

This intervention was based on one of the teaching approaches for which there was only early evidence of effectiveness, so it is a good outcome to have a larger trial recommended based on our pilot study. It’s often said that research ends up recommending more research, but in this case our small pilot project really does give robust evidence that we should trial the storytelling approach with more schools.

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

The independent evaluators collected feedback from both teachers and pupils that confirms the storytelling intervention we designed is feasible in the classroom. The feedback also indicates where we can make small adjustments that will refine and develop the training and scheme of work for a larger-scale study (evaluation report, p. 35), and we will consider this feedback carefully. While some teachers suggested that the training be shortened, less experienced teachers highlighted the need to ensure the training introduces teachers to all of the content covered in the lessons. This feedback helps us to better understand how Computing is taught in primary schools, and how this is influenced by the wide variety of experience and subject knowledge that teachers have. Interestingly, in the control group, some of the teachers reported that they also introduced coding to their learners by having them create stories. We would like to conduct further research into how schools introduce young learners to programming, and we’ll be continuing to reflect on how best to offer flexible content for teacher training related to our research studies.

We’re now looking at how to continue to investigate the effectiveness of the storytelling approach through a larger trial, alongside other projects in which we’re exploring female engagement in computing education through our recently established Raspberry Pi Computing Education Research Centre.

More evaluations are on the way for our other studies in the Gender Balance in Computing programme, including:

  • Two other trials of teaching approaches
  • Interventions in non-formal education contexts
  • Trials of approaches to building a sense of belonging in Computing
  • Research into the impact of timetabling and options evenings

If you would like to stay up-to-date with the research programme, you can sign up to the Gender Balance in Computing newsletter. We will also post our reflections on the projects on this blog when the evaluations are completed.


1 Mulvey, K. L. and Irvin, M. J. (2018). Judgments and reasoning about exclusion from counter-stereotypic STEM career choices in early childhood. Early Child. Res. Q. 44, 220–230. https://doi.org/10.1016/j.ecresq.2018.03.016

2 Kelleher, C., Pausch, R. and Kiesler, S. (2007). Storytelling alice motivates middle school girls to learn computer programming. In CHI ’07: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1455–1464. Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/1240624.1240844

3 Zaidi, R., Freihofer, I. and Childress Townsend, G. (2017). Using Scratch and Female Role Models while Storytelling Improves Fifth-Grade Students’ Attitudes toward Computing. In SIGCSE ’17: Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education, 791–792. Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3017680.3022451

4 McLean, M., & Harlow, D. (2017). Designing inclusive STEM activities: A comparison of playful interactive experiences across gender. In IDC ’17: Proceedings of the 2017 Conference on Interaction Design and Children, 567–574. Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3078072.3084326

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AI literacy research: Children and families working together around smart devices

Between September 2021 and March 2022, we’ve been partnering with The Alan Turing Institute to host a series of free research seminars about how to young people about AI and data science.

In the final seminar of the series, we were excited to hear from Stefania Druga from the University of Washington, who presented on the topic of AI literacy for families. Stefania’s talk highlighted the importance of families in supporting children to develop AI literacy. Her talk was a perfect conclusion to the series and very well-received by our audience.

Stefania Druga.
Stefania Druga, University of Washington

Stefania is a third-year PhD student who has been working on AI literacy in families, and since 2017 she has conducted a series of studies that she presented in her seminar talk. She presented some new work to us that was to be formally shared at the HCI conference in April, and we were very pleased to have a sneak preview of these results. It was a fascinating talk about the ways in which the interactions between parents and children using AI-based devices in the home, and the discussions they have while learning together, can facilitate an appreciation of the affordances of AI systems, and critical thinking about their limitations and fallibilities. You’ll find my summary as well as the seminar recording below.

“AI literacy practices and skills led some families to consider making meaningful use of AI devices they already have in their homes and redesign their interactions with them. These findings suggest that family has the potential to act as a third space for AI learning.”

– Stefania Druga

AI literacy: Growing up with AI systems, growing used to them

Back in 2017, interest in Alexa and other so-called ‘smart’, AI-based devices was just developing in the public, and such devices would have been very novel to most people. That year, Stefania and colleagues conducted a first pilot study of children’s and their parents’ interactions with ‘smart’ devices, including robots, talking dolls, and the sort of voice assistants we are used to now.

A slide from Stefania Druga's AI literacy seminar. Content is described in the blog text.
A slide from Stefania’s AI literacy seminar. Click to enlarge.

Working directly with families, the researchers explored the level of understanding that children had about ‘smart’ devices, and were surprised by the level of insight very young children had into the potential of this type of technology.

In this AI literacy pilot study, Stefania and her colleagues found that:

  • Children perceived AI-based agents (i.e. ‘smart’ devices) as friendly and truthful
  • They treated different devices (e.g. two different Alexas) as completely independent
  • How ‘smart’ they found the device was dependent on age, with older children more likely to describe devices as ‘smart’

AI literacy: Influence of parents’ perceptions, influence of talking dolls

Stefania’s next study, undertaken in 2018, showed that parents’ perceptions of the implications and potential of ‘smart’ devices shaped what their children thought. Even when parents and children were interviewed separately, if the parent thought that, for example, robots were smarter than humans, then the child did too.

A slide from Stefania Druga's AI literacy seminar.
A slide from Stefania’s AI literacy seminar. Click to enlarge.

Another part of this study showed that talking dolls could influence children’s moral decisions (e.g. “Should I give a child a pillow?”). In some cases, these ‘smart’ toys would influence the child more than another human. Some ‘smart’ dolls have been banned in some European countries because of security concerns. In the light of these concerns, Stefania pointed out how important it is to help children develop a critical understanding of the potential of AI-based technology, and what its fallibility and the limits of its guidance are.

A slide from Stefania Druga's AI literacy seminar.
A slide from Stefania’s AI literacy seminar. Click to enlarge.

AI literacy: Programming ‘smart’ devices, algorithmic bias

Another study Stefania discussed involved children who programmed ‘smart’ devices. She used the children’s drawings to find out about their mental models of how the technology worked.

She found that when children had the opportunity to train machine learning models or ‘smart’ devices, they became more sceptical about the appropriate use of these technologies and asked better questions about when and for what they should be used. Another finding was that children and adults had different ideas about algorithmic bias, particularly relating to the meaning of fairness.

A parent and child work together at a Raspberry Pi computer.

AI literacy: Kinaesthetic activities, sharing discussions

The final study Stefania talked about was conducted with families online during the pandemic, when children were learning at home. 15 families, with in total 18 children (ages 5 to 11) and 16 parents, participated in five weekly sessions. A number of learning activities to demonstrate features of AI made up each of the sessions. These are all available at aiplayground.me.

A slide from Stefania Druga's AI literacy seminar, describing two research questions about how children and parents learn about AI together, and about how to design learning supports for family AI literacies.
A slide from Stefania’s AI literacy seminar. Click to enlarge.

The fact that children and parents, or other family members, worked through the activities together seemed to generate fruitful discussions about the usefulness of AI-based technology. Many families were concerned about privacy and what was happening to their personal data when they were using ‘smart’ devices, and also expressed frustration with voice assistants that couldn’t always understand the way they spoke.

A slide from Stefania Druga's AI literacy seminar. Content described in the blog text.
A slide from Stefania’s AI literacy seminar. Click to enlarge.

In one of the sessions, with a focus on machine learning, families were introduced to a kinaesthetic activity involving moving around their home to train a model. Through this activity, parents and children had more insight into the constraints facing machine learning. They used props in the home to experiment and find out ways of training the model better. In another session, families were encouraged to design their own devices on paper, and Stefania showed some examples of designs children had drawn.

A slide from Stefania Druga's AI literacy seminar. Content described in the blog text.
A slide from Stefania’s AI literacy seminar. Click to enlarge.

This study identified a number of different roles that parents or other adults played in supporting children’s learning about AI, and found that embodied and tangible activities worked well for encouraging joint work between children and their families.

Find out more

You can catch up with Stefania’s seminar below in the video, and download her presentation slides.

More about Stefania’s work can be learned in her paper on children’s training of ML models and also in her latest paper about the five weekly AI literacy sessions with families.

Recordings and slides of all our previous seminars on AI education are available online for you, and you can see the list of AI education resources we’ve put together based on recommendations from seminar speakers and participants.

Join our next free research seminar

We are delighted to start a new seminar series on cross-disciplinary computing, with seminars in May, June, July, and September to look forward to. It’s not long now before we begin: Mark Guzdial will speak to us about task-specific programming languages (TSP) in history and mathematics classes on 3 May, 17.00 to 18.30pm local UK time. I can’t wait!

Sign up to receive the Zoom details for the seminar with Mark:

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Exploring cross-disciplinary computing education in our new seminar series

We are delighted to launch our next series of free online seminars, this time on the topic of cross-disciplinary computing, running monthly from May to November 2022. As always, our seminars are for all researchers, educators, and anyone else interested in research related to computing education.

An educator helps two learners set up a Raspberry Pi computer.

Crossing disciplinary boundaries

What do we mean by cross-disciplinary computing? Through this upcoming seminar series, we want to embrace the intersections and interactions of computing with all aspects of learning and life, and think about how they can help us teach young people. The researchers we’ve invited as our speakers will help us shed light on cross-disciplinary areas of computing through the breadth of their presentations.

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

At the Raspberry Pi Foundation our mission is to make computing accessible to all children and young people everywhere, and because computing and technology appear in all aspects of our and young people’s lives, in this series of seminars we will consider what computing education looks like in a multiplicity of environments.

Mark Guzdial on computing in history and mathematics

We start the new series on 3 May, and are beyond delighted to be kicking off with a talk from Mark Guzdial (University of Michigan). Mark has worked in computer science education for decades and won many awards for his research, including the prestigious ACM SIGCSE Outstanding Contribution to Computing Education award in 2019. Mark has written hundreds of papers about computer science education, and he authors an extremely popular computing education research blog that keeps us all up to date with what is going on in the field.

Mark Guzdial.

Recently, he has been researching the ways in which programming education can be integrated into other subjects, so he is a perfect speaker to start us thinking about our theme of cross-disciplinary computing. His talk will focus on how we can add a teaspoon of computing to history and mathematics classes.

Pratim Sengupta on countering technocentrism

On 7 June, our speaker will be Pratim Sengupta (University of Calgary), who I feel will really challenge us to think about programming and computing education in a new way. He has conducted studies in science classrooms and non-formal learning environments which focus on providing open and engaging experiences for the public to explore code, for example through the Voice your Celebration installation. Recently, he has co-authored a book called Voicing Code in STEM: A Dialogical Imagination (MIT Press, availabe open access).

Pratim Sengupta.

In Pratim’s talk, he will share his thoughts about the ways that more of us can become involved with code through opening up its richness and depth to a wider public audience, and he will introduce us to his ideas about countering technocentrism, a key focus of his new book. I’m so looking forward to being challenged by this talk.

Yasmin Kafai on curriculum design with e-textiles

On 12 July, we will hear from Yasmin Kafai (University of Pennsylvania), who is another legend in computing education in my eyes. Yasmin started her long career in computing education with Seymour Papert, internationally known for his work on Logo and on constructionism as a theoretical lens for understanding the way we learn computing. Yasmin was part of the team that created Scratch, and for many years now has been working on projects revolving around digital making, electronic textiles, and computational participation.

Yasmin Kafai.

In Yasmin’s talk she will present, alongside a panel of teachers she’s been collaborating with, some of their work to develop a high school curriculum that uses electronic textiles to introduce students to computer science. This promises to be a really engaging and interactive seminar.

Genevieve Smith-Nunes on exploring data ethics

In August we will take a holiday, to return on 6 September to hear from the inspirational Genevieve Smith-Nunes (University of Cambridge), whose research is focused on dance and computing, in particular data-driven dance. Her work helps us to focus on the possibilities of creative computing, but also to think about the ethics of applications that involve vast amounts of data.

Genevieve Smith-Nunes.

Genevieve’s talk will prompt us to think about some really important questions: Is there a difference in sense of self (identity) between the human and the virtual? How does sharing your personal biometric data make you feel? How can biometric and immersive development tools be used in the computing classroom to raise awareness of data ethics? Impossible to miss!

Update: Seminars in October and November

  • On 4 October, Conrad Wolfram (Wolfram Research) will give a talk on computational literacy in mathematics
  • On 8 November, Tracy Gardner and Rebecca Franks (Raspberry Pi Foundation) will present about computing education in non-formal settings

Sign up now to attend the seminars

Do enter all these dates in your diary so you don’t miss out on participating — we are very excited about this series. Sign up below, and ahead of every seminar, we will send you the information for joining.

As usual, the seminars will take place online on a Tuesday at 17:00 to 18:30 local UK time.

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170 research papers about teaching programming, summarised

Par : Jane Waite

Computer programming is now part of the school curriculum in England and many other countries. Although not necessarily the primary focus of the computing curriculum, programming can be the area teachers find most challenging to teach. There is much evidence emerging from research on how to teach programming, particularly from projects with undergraduate learners. That’s why I recently wrote a report summarising over 170 programming pedagogy papers: Teaching programming in schools: A review of approaches and strategies.

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

I hope this blog post about how I approached writing the report whets your appetite to read it, and encourages you to read more research summaries in general.

My approach to summarising research papers

Summarising findings from more than 170 research papers into 34 pages was not a task for the faint-hearted. I could not have embarked on this task without previous experience of writing similar, smaller reviews; working on a host of research projects; and writing reports about research for many different audiences.

A computing teacher and a learner do physical computing in the primary school classroom.

I love reading about computer science education. It evokes very strong emotions, making me by turns happy, curious, impressed, alarmed, and even cross. When I summarise the papers of other researchers, I am very careful when deciding what to include and what to leave out, in order to do the researchers’ work justice while not overselling it or misleading readers. Sometimes research papers can be hard to fathom, with lots of jargon and statistics. In other papers, the conclusions drawn have many limitations: the project the paper describes hasn’t produced robust enough evidence to give a clear, generalisable message. Academic integrity and not misrepresenting the work of others is paramount. And naturally, there are many more than 170 papers about teaching programming, but I had to stop somewhere. All this makes summarising research a tricky task that one has to undertake with great care.

a teenage boy does coding during a computer science lesson.

Another important aspect of summarising research is how to group papers. A long list saying “this paper said this”, “this paper said that” would not be easy to access and would not draw out overall themes. Often research studies span many topics. What might be a helpful grouping for one reader might not be interesting for another.

For this report, I grouped papers into three sections:

  1. Classroom strategies: Here I included well-researched classroom strategies that teachers can use to teach programming in schools
  2. Contexts and environments for learning programming: Here I outlined research related to opportunities for teaching programming, including different programming languages and the classroom context
  3. Supporting learners: Here I summarised research that helps teachers support learners, particularly learners who have difficulties with programming

Why you as a teacher should read research summaries

Teachers, as very busy professionals, have little time to replan lessons, and programming lessons are challenging to start with. However, the potential long-term benefit may outweigh the short-term cost when it comes to reading research summaries: new insights from firmly grounded research can improve your teaching and enable more of your learners to be successful.

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

The process of translating research into practice is an area that I and the research team here are particularly interested in investigating. We are looking forward to working with teachers to explore this.

The Raspberry Pi Foundation regularly shares research summaries in the form of:

You can also check out other computing education podcasts e.g. CSEdPod.org, as well as computing education books (e.g. The Cambridge Handbook of Computing Education Research,  Computer Science Education: Perspectives on Teaching and Learning, and many others), and other researchers’ blogs about computing education (e.g. Amy Ko, article summaries on CSEdresearch.org).

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Linking AI education to meaningful projects

Our seminars in this series on AI and data science education, co-hosted with The Alan Turing Institute, have been covering a range of different topics and perspectives. This month was no exception. We were delighted to be able to host Tara Chklovski, CEO of Technovation, whose presentation was called ‘Teaching youth to use AI to tackle the Sustainable Development Goals’.

Tara Chklovski.
Tara Chklovski

The Technovation Challenge

Tara started Technovation, formerly called Iridescent, in 2007 with a family science programme in one school in Los Angeles. The nonprofit has grown hugely, and Technovation now runs computing education activities across the world. We heard from Tara that over 350,000 girls from more than 100 countries take part in their programmes, and that the nonprofit focuses particularly on empowering girls to become tech entrepreneurs. The girls, with support from industry volunteers, parents, and the Technovation curriculum, work in teams to solve real-world problems through an annual event called the Technovation Challenge. Working at scale with young people has given the Technovation team the opportunity to investigate the impact of their programmes as well as more generally learn what works in computing education. 

Tara Chklovski describes the Technovation Challenge in an online seminar.
Click to enlarge

Tara’s talk was extremely engaging (you’ll find the recording below), with videos of young people who had participated in recent years. Technovation works with volunteers and organisations to reach young people in communities where opportunities may be lacking, focussing on low- and middle-income countries. Tara spoke about the 900 million teenage girls in the world, a  substantial number of whom live in countries where there is considerable inequality. 

To illustrate the impact of the programme, Tara gave a number of examples of projects that students had developed, including:

  • An air quality sensor linked to messaging about climate change
  • A support circle for girls living in domestic violence situation
  • A project helping mothers communicate with their daughters
  • Support for water collection in Kenya

Early on, the Technovation Challenge had involved the creation of mobile apps, but in recent years, the projects have focused on using AI technologies to solve problems. An key message that Tara wanted to get across was that the focus on real-world problems and teamwork was as important, if not more, than the technical skills the young people were developing.

Developing AI-related projects in teams

Technovation has designed an online curriculum to support teams, who may have no prior computing experience, to learn how to design an AI project. Students work through units on topics such as data analysis and building datasets. As well as the technical activities, young people also work through activities on problem-solving approaches, design, and system thinking to help them tackle a real-world problem that is relevant to them. The curriculum supports teams to identify problems in their community and find a path to prototype and share an invention to tackle that problem.

Tara Chklovski describes the Technovation Challenge in an online seminar.
Click to enlarge

While working through the curriculum, teams develop AI models to address the problem that they have chosen. They then submit them to a global competition for beginners, juniors, and seniors. Many of the girls enjoy the Technovation Challenge so much that they come back year on year to further develop their team skills. 

AI Families: Children and parents using AI to solve problems

Technovation runs another programme, AI Families, that focuses on families working together to learn AI concepts and skills and use them to develop projects together. Families worked together with the help of educators to identify meaningful problems in their communities, and developed AI prototypes to address them.

A list of lessons in the AI Families programme from Technovation.

There were 20,000 participants from under-resourced communities in 17 countries through 2018 and 2019. 70% of them were women (mothers and grandmothers) who wanted their children to participate; in this way the programme encouraged parents to be role models for their daughters, as well as enabling families to understand that AI is a tool that could be used to think about what problems in their community can be solved with the help of AI skills and principles. Tara was keen to emphasise that, given the importance of AI in the world, the more people know about it, the more impact they can make on their local communities.

Tara shared links to the curriculum to demonstrate what families in this programme would learn week by week. The AI modules use tools such as Machine Learning for Kids.

The results of the AI Families project as investigated over 2018 and 2019 are reported in this paper.  The findings of the programme included:

  • Learning needs to focus on more than just content; interviews showed that the learners needed to see the application to real-world applications
  • Engaging parents and other family members can support retention and a sense of community, and support a culture of lifelong learning
  • It takes around 3 to 5 years to iteratively develop fun, engaging, effective curriculum, training, and scalable programme delivery methods. This level of patience and commitment is needed from all community and industry partners and funders.

The research describes how the programme worked pre-pandemic. Tara highlighted that although the pandemic has prevented so much face-to-face team work, it has allowed some young people to access education online that they would not have otherwise had access to.

Many perspectives on AI education

Our goal is to listen to a variety of perspectives through this seminar series, and I felt that Tara really offered something fresh and engaging to our seminar audience, many of them (many of you!) regular attendees who we’ve got to know since we’ve been running the seminars. The seminar combined real-life stories with videos, as well as links to the curriculum used by Technovation to support learners of AI. The ‘question and answer’ session after the seminar focused on ways in which people could engage with the programme. On Twitter, one of the seminar participants declared this seminar “my favourite thus far in the series”.  It was indeed very inspirational.

As we near the end of this series, we can start to reflect on what we’ve been learning from all the various speakers, and I intend to do this more formally in a month or two as we prepare Volume 3 of our seminar proceedings. While Tara’s emphasis is on motivating children to want to learn the latest technologies because they can see what they can achieve with them, some of our other speakers have considered the actual concepts we should be teaching, whether we have to change our approach to teaching computer science if we include AI, and how we should engage young learners in the ethics of AI.

Join us for our next seminar

I’m really looking forward to our final seminar in the series, with Stefania Druga, on Tuesday 1 March at 17:00–18:30 GMT. Stefania, PhD candidate at the University of Washington Information School, will also focus on families. In her talk ‘Democratising AI education with and for families’, she will consider the ways that children engage with smart, AI-enabled devices that they are becoming part of their everyday lives. It’s a perfect way to finish this series, and we hope you’ll join us.

Thanks to our seminars series, we are developing a list of AI education resources that seminar speakers and attendees share with us, plus the free resources we are developing at the Foundation. Please do take a look.

You can find all blog posts relating to our previous seminars on this page.

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The Roots project: Implementing culturally responsive computing teaching in schools in England

Since last year, we have been investigating culturally relevant pedagogy and culturally responsive teaching in computing education. This is an important part of our research to understand how to make computing accessible to all young people. We are now continuing our work in this area with a new project called Roots, bridging our research team here at the Foundation and the team at the Raspberry Pi Computing Education Research Centre, which we jointly created with the University of Cambridge in its Department of Computer Science and Technology.

Educators and learners in a school in Australia
Three teenage boys do coding at a shared computer during a computer science lesson.

Across both organisations, we’ve got great ambitions for the Centre, and I’m delighted to have been appointed as its Director. It’s a great privilege to lead this work. 

What do we mean by culturally relevant pedagogy?

Culturally relevant pedagogy is a framework for teaching that emphasises the importance of incorporating and valuing all learners’ knowledge, ways of learning, and heritage. It promotes the development of learners’ critical consciousness of the world and encourages them to ask questions about ethics, power, privilege, and social justice. Culturally relevant pedagogy emphasises opportunities to address issues that are important to learners and their communities.

Two learners do physical computing in the primary school classroom.
Two learners do physical computing in the primary school classroom.

Culturally responsive teaching builds on the framework above to identify a range of teaching practices that can be implemented in the classroom. These include:

  • Drawing on learners’ cultural knowledge and experiences to inform the curriculum
  • Providing opportunities for learners to choose personally meaningful projects and express their own cultural identities
  • Exploring issues of social justice and bias

The story so far

The overall objective of our work in this area is to further our understanding of ways to engage underrepresented groups in computing. In 2021, funded by a Special Projects Grant from ACM’s Special Interest Group in Computer Science Education (SIGCSE), we established a working group of teachers and academics who met up over the course of three months to explore and discuss culturally relevant pedagogy. The result was a collaboratively written set of practical guidelines about culturally relevant and responsive teaching for classroom educators.

The video below is an introduction for teachers who may not be familiar with the topic, showing the perspectives of three members of the working group and their students. You can also find other resources that resulted from this first phase of the work, and read our Special Projects Report.

We’re really excited that, having developed the guidelines, we can now focus on how culturally responsive computing teaching can be implemented in English schools through the Roots project, a new, related project supported by funding from Google. This funding continues Google’s commitment to grow the impact of computer science education in schools, which included a £1 million donation to support us and other organisations to develop online courses for teachers.

The next phase of work: Roots

In our new Roots project, we want to learn from practitioners how culturally responsive computing teaching can be implemented in classrooms in England, by supporting teachers to plan activities, and listening carefully to their experiences in school. Our approach is similar to the Research-Practice-Partnership (RPP) approach used extensively in the USA to develop research in computing education; this approach hasn’t yet been used in the UK. In this way, we hope to further develop and improve the guidelines with exemplars and case studies, and to increase our understanding of teachers’ motivations and beliefs with respect to culturally responsive computing teaching.

Woman teacher and female students at a computer
A male teachers and three female students at a computer
Two teenage boys do coding at a shared computer during a computer science lesson while their woman teacher observes them.

The pilot phase of the Roots project starts this month and will run until December 2022. During this phase, we will work with a small group of schools around London, Essex, and Cambridgeshire. Longer-term, we aim to scale up this work across the UK.

The project will be centred around two workshops held in participating teachers’ schools during the first half of the year. In the first workshop, teachers will work together with facilitators from the Foundation and the Raspberry Pi Computing Education Research Centre to discuss culturally responsive computing teaching and how to make use of the guidelines in adapting existing lessons and programmes of study. The second workshop will take place after the teachers have implemented the guidelines in their classroom, and it will be structured around a discussion of the teachers’ experiences and suggestions for iteration of the guidelines. We will also be using a visual research methodology to create a number of videos representing the new knowledge gleaned from all participants’ experiences of the project. We’re looking forward to sharing the results of the project later on in the year. 

Polly Card.
Polly Card
Saman Rizvi.
Saman Rizvi
Katie Vanderpere-Brown.
Katie Vanderpere-Brown

We’re delighted that Dr Polly Card will be leading the work on this project at the Raspberry Pi Computing Education Research Centre, University of Cambridge, together with Saman Rizvi in the Foundation’s research team and Katie Vanderpere-Brown, Assistant Headteacher, Saffron Walden County High School, Essex and Computing Lead of the NCCE London, Hertfordshire and Essex Computing Hub.

More about equity, diversity, and inclusion in computing education

We hold monthly research seminars here at the Foundation, and in the first half of 2021, we invited speakers who focus on a range of topics relating to equity, diversity, and inclusion in computing education.

As well as holding seminars and building a community of interested people around them, we share the insights from speakers and attendees through video recordings of the sessions, blog posts, and the speakers’ presentation slides. We also publish a series of seminar proceedings with referenced chapters written by the speakers.

You can download your copy of the proceedings of the equity, diversity, and inclusion series now.  

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The AI4K12 project: Big ideas for AI education

What is AI thinking? What concepts should we introduce to young people related to AI, including machine learning (ML), and data science? Should we teach with a glass-box or an opaque-box approach? These are the questions we’ve been grappling with since we started our online research seminar series on AI education at the Raspberry Pi Foundation, co-hosted with The Alan Turing Institute.

  • Dave Touretzky.
    Dave Touretzky
  • Fred Martin.
    Fred G. Martin

Over the past few months, we’d already heard from researchers from the UK, Germany, and Finland. This month we virtually travelled to the USA, to hear from Prof. Dave Touretzky (Carnegie Mellon University) and Prof. Fred G. Martin (University of Massachusetts Lowell), who have pioneered the influential AI4K12 project together with their colleagues Deborah Seehorn and Christina Gardner-McLure.

The AI4K12 project

The AI4K12 project focuses on teaching AI in K-12 in the US. The AI4K12 team have aligned their vision for AI education to the CSTA standards for computer science education. These Standards, published in 2017, describe what should be taught in US schools across the discipline of computer science, but they say very little about AI. This was the stimulus for starting the AI4K12 initiative in 2018. A number of members of the AI4K12 working group are practitioners in the classroom who’ve made a huge contribution in taking this project from ideas into the classroom.

Dave Touretzky presents the five big ideas of the AI4K12 project at our online research seminar.
Dave gave us an overview of the AI4K12 project (click to enlarge)

The project has a number of goals. One is to develop a curated resource directory for K-12 teachers, and another to create a community of K-12 resource developers. On the AI4K12.org website, you can find links to many resources and sign up for their mailing list. I’ve been subscribed to this list for a while now, and fascinating discussions and resources have been shared. 

Five Big Ideas of AI4K12

If you’ve heard of AI4K12 before, it’s probably because of the Five Big Ideas the team has set out to encompass the AI field from the perspective of school-aged children. These ideas are: 

  1. Perception — the idea that computers perceive the world through sensing
  2. Representation and reasoning — the idea that agents maintain representations of the world and use them for reasoning
  3. Learning — the idea that computers can learn from data
  4. Natural interaction — the idea that intelligent agents require many types of knowledge to interact naturally with humans
  5. Societal impact — the idea that artificial intelligence can impact society in both positive and negative ways

Sometimes we hear concerns that resources being developed to teach AI concepts to young people are narrowly focused on machine learning, particularly supervised learning for classification. It’s clear from the AI4K12 Five Big Ideas that the team’s definition of the AI field encompasses much more than one area of ML. Despite being developed for a US audience, I believe the description laid out in these five ideas is immensely useful to all educators, researchers, and policymakers around the world who are interested in AI education.

Fred Martin presents one of the five big ideas of the AI4K12 project at our online research seminar.
Fred explained how ‘representation and reasoning’ is a big idea in the AI field (click to enlarge)

During the seminar, Dave and Fred shared some great practical examples. Fred explained how the big ideas translate into learning outcomes at each of the four age groups (ages 5–8, 9–11, 12–14, 15–18). You can find out more about their examples in their presentation slides or the seminar recording (see below). 

I was struck by how much the AI4K12 team has thought about progression — what you learn when, and in which sequence — which we do really need to understand well before we can start to teach AI in any formal way. For example, looking at how we might teach visual perception to young people, children might start when very young by using a tool such as Teachable Machine to understand that they can teach a computer to recognise what they want it to see, then move on to building an application using Scratch plugins or Calypso, and then to learning the different levels of visual structure and understanding the abstraction pipeline — the hierarchy of increasingly abstract things. Talking about visual perception, Fred used the example of self-driving cars and how they represent images.

A diagram of the levels of visual structure.
Fred used this slide to describe how young people might learn abstracted elements of visual structure

AI education with an age-appropriate, glass-box approach

Dave and Fred support teaching AI to children using a glass-box approach. By ‘glass-box approach’ we mean that we should give students information about how AI systems work, and show the inner workings, so to speak. The opposite would be a ‘opaque-box approach’, by which we mean showing students an AI system’s inputs and the outputs only to demonstrate what AI is capable of, without trying to teach any technical detail.

AI4K12 advice for educators supporting K-12 students: 1. Use transparent AI demonstrations. 2. Help students build mental models. 3. Encourage students to build AI applications.
AI4K12 teacher guidelines for AI education

Our speakers are keen for learners to understand, at an age-appropriate level, what is going on “inside” an AI system, not just what the system can do. They believe it’s important for young people to build mental models of how AI systems work, and that when the young people get older, they should be able to use their increasing knowledge and skills to develop their own AI applications. This aligns with the views of some of our previous seminar speakers, including Finnish researchers Matti Tedre and Henriikka Vartiainen, who presented at our seminar series in November

What is AI thinking?

Dave addressed the question of what AI thinking looks like in school. His approach was to start with computational thinking (he used the example of the Barefoot project’s description of computational thinking as a starting point) and describe AI thinking as an extension that includes the following skills:

  • Perception 
  • Reasoning
  • Representation
  • Machine learning
  • Language understanding
  • Autonomous robots

Dave described AI thinking as furthering the ideas of abstraction and algorithmic thinking commonly associated with computational thinking, stating that in the case of AI, computation actually is thinking. My own view is that to fully define AI thinking, we need to dig a bit deeper into, for example, what is involved in developing an understanding of perception and representation.

An image demonstrating that AI systems for object recognition may not distinguish between a real banana on a desk and the photo of a banana on a laptop screen.
Image: Max Gruber / Better Images of AI / Ceci n’est pas une banane / CC-BY 4.0

Thinking back to Matti Tedre and Henriikka Vartainen’s description of CT 2.0, which focuses only on the ‘Learning’ aspect of the AI4K12 Five Big Ideas, and on the distinct ways of thinking underlying data-driven programming and traditional programming, we can see some differences between how the two groups of researchers describe the thinking skills young people need in order to understand and develop AI systems. Tedre and Vartainen are working on a more finely granular description of ML thinking, which has the potential to impact the way we teach ML in school.

There is also another description of AI thinking. Back in 2020, Juan David Rodríguez García presented his system LearningML at one of our seminars. Juan David drew on a paper by Brummelen, Shen, and Patton, who extended Brennan and Resnick’s CT framework of concepts, practices, and perspectives, to include concepts such as classification, prediction, and generation, together with practices such as training, validating, and testing.

What I take from this is that there is much still to research and discuss in this area! It’s a real privilege to be able to hear from experts in the field and compare and contrast different standpoints and views.

Resources for AI education

The AI4K12 project has already made a massive contribution to the field of AI education, and we were delighted to hear that Dave, Fred, and their colleagues have just been awarded the AAAI/EAAI Outstanding Educator Award for 2022 for AI4K12.org. An amazing achievement! Particularly useful about this website is that it links to many resources, and that the Five Big Ideas give a framework for these resources.

Through our seminars series, we are developing our own list of AI education resources shared by seminar speakers or attendees, or developed by us. Please do take a look.

Join our next seminar

Through these seminars, we’re learning a lot about AI education and what it might look like in school, and we’re having great discussions during the Q&A section.

On Tues 1 February at 17:00–18:30 GMT, we’ll hear from Tara Chklovski, who will talk about AI education in the context of the Sustainable Development Goals. To participate, click the button below to sign up, and we will send you information about joining. I really hope you’ll be there for this seminar!

The schedule of our upcoming seminars is online. You can also (re)visit past seminars and recordings on the blog.

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How can AI-based analysis help educators support students?

We are hosting a series of free research seminars about how to teach artificial intelligence (AI) and data science to young people, in partnership with The Alan Turing Institute.

In the fifth seminar of this series, we heard from Rose Luckin, Professor of Learner Centred Design at the University College London (UCL) Knowledge Lab. Rose is Founder of EDUCATE Ventures Research Ltd., a London consultancy service working with start-ups, researchers, and educators to develop evidence-based educational technology.

Rose Luckin.
Rose Luckin, UCL

Based on her experience at EDUCATE, Rose spoke about how AI-based analysis could help educators gain a deeper understanding of their students, and how educators could work with AI systems to provide better learning resources to their students. This provided us with a different angle to the first four seminars in our current series, where we’ve been thinking about how young people learn to understand AI systems.

Rose Luckin's definition of AI: technology capable of actions and behaviours "requiring intelligence when done by humans".
Rose’s definition of artificial intelligence for this presentation.

Education and AI systems

AI systems have the potential to impact education in a number of different ways, which Rose distilled into three areas: 

  1. Using AI in education to tackle some of the big educational challenges
  2. Educating teachers about AI so that they can use it safely and effectively 
  3. Changing education so that we focus on human intelligence and prepare people for an AI world

It is clear that the three areas are interconnected, meaning developments in one area will affect the others. Rose’s focus during the seminar was the second area: educating people about AI.

Rose Luckin's definition of the three intersections of education and artificial intelligence, see text in list above.

What can AI systems do in education? 

Through giving examples of existing AI-based systems used for education, Rose described what in particular it is about AI systems that can be useful in an education setting. The first point she raised was that AI systems can adapt based on learning from data. Her main example was the AI-based platform ENSKILLS, which detects the user’s level of competency with spoken English through the user’s interactions with a virtual character, and gradually adapts the character to the user’s level. Other examples of adaptive AI systems for education include Carnegie Learning and Century Intelligent Learning.

We know that AI systems can respond to different forms of data. Rose introduced the example of OyaLabs to demonstrate how AI systems can gather and process real-time sensory data. This is an app that parents can use in a young child’s room to monitor the child’s interactions with others. The app analyses the data it gathers and produces advice for parents on how they can support their child’s language development.

AI system creators can also combine adaptivity and real-time sensory data processing  in their systems. One example Rosa gave of this was SimSensei from the University of Southern California. This is a simulated coach, which a student can interact with and which gathers real-time data about how the student is speaking, including their tone, speed of speech, and facial expressions. The system adapts its coaching advice based on these interactions and on what it learns from interactions with other students.

Getting ready for AI systems in education

For the remainder of her presentation, Rose focused on the framework she is involved in developing, as part of the EDUCATE service, to support organisations to prepare for implementing AI systems, including educators within these organisations. The aim of this ETHICAI framework is to enable organisations and educators to understand:

  • What AI systems are capable of doing
  • The strengths and weaknesses of AI systems
  • How data is used by AI systems to learn
The EDUCATE consultancy service's seven-part AI readiness framework, see test below for list.

Rose described the seven steps of the framework as:

  1. Educate, enthuse, excite – about building an AI mindset within your community 
  2. Tailor and Hone – the particular challenges you want to focus on
  3. Identify – identify (wisely), collate and …
  4. Collect – new data relevant to your focus
  5. Apply – AI techniques to the relevant data you have brought together
  6. Learn – understand what the data is telling you about your focus and return to step 5 until you are AI ready
  7. Iterate

She then went on to demonstrate how the framework is applied using the example of online teaching. Online teaching has been a key part of education throughout the coronavirus pandemic; AI systems could be used to analyse datasets generated during online teaching sessions, in order to make decisions for and recommendations to educators.

The first step of the ETHICAI framework is educate, enthuse, excite. In Rose’s example, this step consisted of choosing online teaching as a scenario, because it is very pertinent to a teacher’s practice. The second step is to tailor and hone in on particular challenges that are to be the focus, capitalising on what AI systems can do. In Rose’s example, the challenge is assessing the quality of online lessons in a way that would be useful to educators. The third step of the framework is to identify what data is required to perform this quality assessment.

Examples of data to be fed into an AI system for education, see text.

The fourth step is the collection of new data relevant to the focus of the project. The aim is to gain an increased understanding of what happens in online learning across thousands of schools. Walking through the online learning example, Rose suggested we might be able to collect the following types of data:

  • Log data
  • Audio data
  • Performance data
  • Video data, which includes eye-movement data
  • Historical data from tests and interviews
  • Behavioural data from surveying teachers and parents about how they felt about online learning

It is important to consider the ethical implications of gathering all this data about students, something that was a recurrent theme in both Rose’s presentation and the Q&A at the end.

Step five of the ETHICAI framework focuses on applying AI techniques to the relevant data to combine and process it. The figure below shows that in preparation, the various data sets need to be collated, cleaned, organised, and transformed.

Presentation slide showing that data for an AI system needs to be collated, cleaned, organised, and transformed.

From the correctly prepared data, interaction profiles can be produced in order to put characteristics from different lessons into groups/profiles. Rose described how cluster analysis using a combination of both AI and human intelligence could be used to sort lessons into groups based on common features.

The sixth step in Rose’s example focused on what may be learned from analysing collected data linked to the particular challenge of online teaching and learning. Rose said that applying an AI system to students’ behavioural data could, for example, give indications about students’ focus and confidence, and make or recommend interventions to educators accordingly.

Presentation slide showing example graphs of results produced by an AI system in education.

Where might we take applications of AI systems in education in the future?

Rose described that AI systems can possess some types of intelligence humans have or can develop: interdisciplinary academic intelligence, meta-knowing intelligence, and potentially social intelligence. However, there are types such as meta-contextual intelligence and perceived self-efficacy that AI systems are not able to demonstrate in the way humans can.

The seven types of human intelligence as defined by Rose Luckin: interdisciplinary academic knowledge, meta-knowing intelligence, social intelligence, metacognitive intelligence, meta-subjective intelligence, meta-contextual knowledge, perceived self-efficacy.

The use of AI systems in education can cause ethical issues. As an example, Rose pointed out the use of virtual glasses to identify when students need help, even if they do not realise it themselves. A system like this could help educators with assessing who in their class needs more help, and could link this back to student performance. However, using such a system like this has obvious ethical implications, and some of these were the focus of the Q&A that followed Rose’s presentation.

It’s clear that, in the education domain as in all other domains, both positive and negative outcomes of integrating AI are possible. In a recent paper written by Wayne Holmes (also from the UCL Knowledge Lab) and co-authors, ‘Ethics of AI in Education: Towards a Community Wide Framework’ [1], the authors suggest that the interpretation of data, consent and privacy, data management, surveillance, and power relations are all ethical issues that should be taken into consideration. Finding consensus for a practical ethical framework or set of principles, with all stakeholders, at the very start of an AI-related project is the only way to ensure ethics are built into the project and the AI system itself from the ground up.

Two boys at laptops in a classroom.

Ethical issues of AI systems more broadly, and how to involve young people in discussions of AI ethics, were the focus of our seminar with Dr Mhairi Aitken back in September. You can revisit the seminar recording, presentation slides, and summary blog post.

I really enjoyed both the focus and content of Rose’s talk: educators understanding how AI systems may be applied to education in order to help them make more informed decisions about how to best support their students. This is an important factor to consider in the context of the bigger picture of what young people should be learning about AI. The work that Rose and her colleagues are doing also makes an important contribution to translating research into practical models that teachers can use.

Join our next free seminars

You may still have time to sign up for our Tuesday 11 January seminar, today at 17:00–18:30 GMT, where we will welcome Dave Touretzky and Fred Martin, founders of the influential AI4K12 framework, which identifies the five big ideas of AI and how they can be integrated into education.

Next month, on 1 February at 17:00–18:30 GMT, Tara Chklovski (CEO of Technovation) will give a presentation called Teaching youth to use AI to tackle the Sustainable Development Goals at our seminar series.

If you want to join any of our seminars, click the button below to sign up and we will send you information on how to join. We look forward to seeing you there!

You’ll always find our schedule of upcoming seminars on this page. For previous seminars, you can visit our past seminars and recordings page.

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How do we develop AI education in schools? A panel discussion

AI is a broad and rapidly developing field of technology. Our goal is to make sure all young people have the skills, knowledge, and confidence to use and create AI systems. So what should AI education in schools look like?

To hear a range of insights into this, we organised a panel discussion as part of our seminar series on AI and data science education, which we co-host with The Alan Turing Institute. Here our panel chair Tabitha Goldstaub, Co-founder of CogX and Chair of the UK government’s AI Council, summarises the event. You can also watch the recording below.

As part of the Raspberry Pi Foundation’s monthly AI education seminar series, I was delighted to chair a special panel session to broaden the range of perspectives on the subject. The members of the panel were:

  • Chris Philp, UK Minister for Tech and the Digital Economy
  • Philip Colligan, CEO of the Raspberry Pi Foundation 
  • Danielle Belgrave, Research Scientist, DeepMind
  • Caitlin Glover, A level student, Sandon School, Chelmsford
  • Alice Ashby, student, University of Brighton
  • Tabitha Goldstaub
    Tabitha Goldstaub
  • Chris Philp
    Chris Philp
  • Danielle Belgrave
    Danielle Belgrave
  • Alice Ashby
    Alice Ashby
  • Caitlyn Glover
    Caitlin Glover
  • Philip Colligan
    Philip Colligan

The session explored the UK government’s commitment in the recently published UK National AI Strategy stating that “the [UK] government will continue to ensure programmes that engage children with AI concepts are accessible and reach the widest demographic.” We discussed what it will take to make this a reality, and how we will ensure young people have a seat at the table.

Two teenage girls do coding during a computer science lesson.

Why AI education for young people?

It was clear that the Minister felt it is very important for young people to understand AI. He said, “The government takes the view that AI is going to be one of the foundation stones of our future prosperity and our future growth. It’s an enabling technology that’s going to have almost universal applicability across our entire economy, and that is why it’s so important that the United Kingdom leads the world in this area. Young people are the country’s future, so nothing is complete without them being at the heart of it.”

A teacher watches two female learners code in Code Club session in the classroom.

Our panelist Caitlin Glover, an A level student at Sandon School, reiterated this from her perspective as a young person. She told us that her passion for AI started initially because she wanted to help neurodiverse young people like herself. Her idea was to start a company that would build AI-powered products to help neurodiverse students.

What careers will AI education lead to?

A theme of the Foundation’s seminar series so far has been how learning about AI early may impact young people’s career choices. Our panelist Alice Ashby, who studies Computer Science and AI at Brighton University, told us about her own process of deciding on her course of study. She pointed to the fact that terms such as machine learning, natural language processing, self-driving cars, chatbots, and many others are currently all under the umbrella of artificial intelligence, but they’re all very different. Alice thinks it’s hard for young people to know whether it’s the right decision to study something that’s still so ambiguous.

A young person codes at a Raspberry Pi computer.

When I asked Alice what gave her the courage to take a leap of faith with her university course, she said, “I didn’t know it was the right move for me, honestly. I took a gamble, I knew I wanted to be in computer science, but I wanted to spice it up.” The AI ecosystem is very lucky that people like Alice choose to enter the field even without being taught what precisely it comprises.

We also heard from Danielle Belgrave, a Research Scientist at DeepMind with a remarkable career in AI for healthcare. Danielle explained that she was lucky to have had a Mathematics teacher who encouraged her to work in statistics for healthcare. She said she wanted to ensure she could use her technical skills and her love for math to make an impact on society, and to really help make the world a better place. Danielle works with biologists, mathematicians, philosophers, and ethicists as well as with data scientists and AI researchers at DeepMind. One possibility she suggested for improving young people’s understanding of what roles are available was industry mentorship. Linking people who work in the field of AI with school students was an idea that Caitlin was eager to confirm as very useful for young people her age.

We need investment in AI education in school

The AI Council’s Roadmap stresses how important it is to not only teach the skills needed to foster a pool of people who are able to research and build AI, but also to ensure that every child leaves school with the necessary AI and data literacy to be able to become engaged, informed, and empowered users of the technology. During the panel, the Minister, Chris Philp, spoke about the fact that people don’t have to be technical experts to come up with brilliant ideas, and that we need more people to be able to think creatively and have the confidence to adopt AI, and that this starts in schools. 

A class of primary school students do coding at laptops.

Caitlin is a perfect example of a young person who has been inspired about AI while in school. But sadly, among young people and especially girls, she’s in the minority by choosing to take computer science, which meant she had the chance to hear about AI in the classroom. But even for young people who choose computer science in school, at the moment AI isn’t in the national Computing curriculum or part of GCSE computer science, so much of their learning currently takes place outside of the classroom. Caitlin added that she had had to go out of her way to find information about AI; the majority of her peers are not even aware of opportunities that may be out there. She suggested that we ensure AI is taught across all subjects, so that every learner sees how it can make their favourite subject even more magical and thinks “AI’s cool!”.

A primary school boy codes at a laptop with the help of an educator.

Philip Colligan, the CEO here at the Foundation, also described how AI could be integrated into existing subjects including maths, geography, biology, and citizenship classes. Danielle thoroughly agreed and made the very good point that teaching this way across the school would help prepare young people for the world of work in AI, where cross-disciplinary science is so important. She reminded us that AI is not one single discipline. Instead, many different skill sets are needed, including engineering new AI systems, integrating AI systems into products, researching problems to be addressed through AI, or investigating AI’s societal impacts and how humans interact with AI systems.

On hearing about this multitude of different skills, our discussion turned to the teachers who are responsible for imparting this knowledge, and to the challenges they face. 

The challenge of AI education for teachers

When we shifted the focus of the discussion to teachers, Philip said: “If we really want to equip every young person with the knowledge and skills to thrive in a world that shaped by these technologies, then we have to find ways to evolve the curriculum and support teachers to develop the skills and confidence to teach that curriculum.”

Teenage students and a teacher do coding during a computer science lesson.

I asked the Minister what he thought needed to happen to ensure we achieved data and AI literacy for all young people. He said, “We need to work across government, but also across business and society more widely as well.” He went on to explain how important it was that the Department for Education (DfE) gets the support to make the changes needed, and that he and the Office for AI were ready to help.

Philip explained that the Raspberry Pi Foundation is one of the organisations in the consortium running the National Centre for Computing Education (NCCE), which is funded by the DfE in England. Through the NCCE, the Foundation has already supported thousands of teachers to develop their subject knowledge and pedagogy around computer science.

A recent study recognises that the investment made by the DfE in England is the most comprehensive effort globally to implement the computing curriculum, so we are starting from a good base. But Philip made it clear that now we need to expand this investment to cover AI.

Young people engaging with AI out of school

Philip described how brilliant it is to witness young people who choose to get creative with new technologies. As an example, he shared that the Foundation is seeing more and more young people employ machine learning in the European Astro Pi Challenge, where participants run experiments using Raspberry Pi computers on board the International Space Station. 

Three teenage boys do coding at a shared computer during a computer science lesson.

Philip also explained that, in the Foundation’s non-formal CoderDojo club network and its Coolest Projects tech showcase events, young people build their dream AI products supported by volunteers and mentors. Among these have been autonomous recycling robots and AI anti-collision alarms for bicycles. Like Caitlin with her company idea, this shows that young people are ready and eager to engage and create with AI.

We closed out the panel by going back to a point raised by Mhairi Aitken, who presented at the Foundation’s research seminar in September. Mhairi, an Alan Turing Institute ethics fellow, argues that children don’t just need to learn about AI, but that they should actually shape the direction of AI. All our panelists agreed on this point, and we discussed what it would take for young people to have a seat at the table.

A Black boy uses a Raspberry Pi computer at school.

Alice advised that we start by looking at our existing systems for engaging young people, such as Youth Parliament, student unions, and school groups. She also suggested adding young people to the AI Council, which I’m going to look into right away! Caitlin agreed and added that it would be great to make these forums virtual, so that young people from all over the country could participate.

The panel session was full of insight and felt very positive. Although the challenge of ensuring we have a data- and AI-literate generation of young people is tough, it’s clear that if we include them in finding the solution, we are in for a bright future. 

What’s next for AI education at the Raspberry Pi Foundation?

In the coming months, our goal at the Foundation is to increase our understanding of the concepts underlying AI education and how to teach them in an age-appropriate way. To that end, we will start to conduct a series of small AI education research projects, which will involve gathering the perspectives of a variety of stakeholders, including young people. We’ll make more information available on our research pages soon.

In the meantime, you can sign up for our upcoming research seminars on AI and data science education, and peruse the collection of related resources we’ve put together.

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The machine learning effect: Magic boxes and computational thinking 2.0

Par : Jane Waite

How does teaching children and young people about machine learning (ML) differ from teaching them about other aspects of computing? Professor Matti Tedre and Dr Henriikka Vartiainen from the University of Eastern Finland shared some answers at our latest research seminar.

A young girl and boy do a Scratch coding activity together at a desktop computer.

Their presentation, titled ‘ML education for K-12: emerging trajectories’, had a profound impact on my thinking about how we teach computational thinking and programming. For this blog post, I have simplified some of the complexity associated with machine learning for the benefit of readers who are new to the topic.

a 3D-rendered grey box.
Some learners may think machine learning (ML) is like a magic box, but ML is not magic. Research is needed to find out what mental models are most useful for learning about ML.

Our seminars on teaching AI, ML, and data science

We’re currently partnering with The Alan Turing Institute to host a series of free research seminars about how to teach artificial intelligence (AI) and data science to young people.

The seminar with Matti and Henriikka, the third one of the series, was very well attended. Over 100 participants from San Francisco to Rajasthan, including teachers, researchers, and industry professionals, contributed to a lively and thought-provoking discussion.

  • Matti Tedre.
    Matti Tedre
  • Henriikka Vartiainen.
    Henriikka Vartiainen

Representing a large interdisciplinary team of researchers, Matti and Henriikka have been working on how to teach AI and machine learning for more than three years, which in this new area of study is a long time. So far, the Finnish team has written over a dozen academic papers based on their pilot studies with kindergarten-, primary-, and secondary-aged learners.

Current teaching in schools: classical rule-driven programming

Matti and Henriikka started by giving an overview of classical programming and how it is currently taught in schools. Classical programming can be described as rule-driven. Example features of classical computer programs and programming languages are:

  • A classical language has a strict syntax, and a limited set of commands that can only be used in a predetermined way
  • A classical language is deterministic, meaning we can guarantee what will happen when each line of code is run
  • A classical program is executed in a strict, step-wise order following a known set of rules

When we teach this type of programming, we show learners how to use a deductive problem solving approach or workflow: defining the task, designing a possible solution, and implementing the solution by writing a stepwise program that is then run on a computer. We encourage learners to avoid using trial and error to write programs. Instead, as they develop and test a program, we ask them to trace it line by line in order to predict what will happen when each line is run (glass-box testing).

A list of features of rule-driven computer programming, also included in the text.
The features of classical (rule-driven) programming approaches as taught in computer science education (CSE) (Tedre & Vartiainen, 2021).

Classical programming underpins the current view of computational thinking (CT). Our speakers called this version of CT ‘CT 1.0’. So what’s the alternative Matti and Henriikka presented, and how does it affect what computational thinking is or may become?

Machine learning (data-driven) models and new computational thinking (CT 2.0) 

Rule-based programming languages are not being eradicated. Instead, software systems are being augmented through the addition of machine learning (data-driven) elements. Many of today’s successful software products, such as search engines, image classifiers, and speech recognition programs, combine rule-driven software and data-driven models. However, the workflows for these two approaches to solving problems through computing are very different.

A table comparing problem solving workflows using computational thinking 1.0 versus computational thinking 2.0, info also included in the text.
Problem solving is very different depending on whether a rule-driven computational thinking (CT 1.0) approach or a data-driven computational thinking (CT 2.0) approach is used (Tedre & Vartiainen, 2021).

Significantly, while in rule-based programming (and CT 1.0), the focus is on solving problems by creating algorithms, in data-driven approaches, the problem solving workflow is all about the data. To highlight the profound impact this shift in focus has on teaching and learning computing, Matti introduced us to a new version of computational thinking for machine learning, CT 2.0, which is detailed in a forthcoming research paper.

Because of the focus on data rather than algorithms, developing a machine learning model is not at all like developing a classical rule-driven program. In classical programming, programs can be traced, and we can predict what will happen when they run. But in data-driven development, there is no flow of rules, and no absolutely right or wrong answer.

A table comparing conceptual differences between computational thinking 1.0 versus computational thinking 2.0, info also included in the text.
There are major differences between rule-driven computational thinking (CT 1.0) and data-driven computational thinking (CT 2.0), which impact what computing education needs to take into account (Tedre & Vartiainen, 2021).

Machine learning models are created iteratively using training data and must be cross-validated with test data. A tiny change in the data provided can make a model useless. We rarely know exactly why the output of an ML model is as it is, and we cannot explain each individual decision that the model might have made. When evaluating a machine learning system, we can only say how well it works based on statistical confidence and efficiency. 

Machine learning education must cover ethical and societal implications 

The ethical and societal implications of computer science have always been important for students to understand. But machine learning models open up a whole new set of topics for teachers and students to consider, because of these models’ reliance on large datasets, the difficulty of explaining their decisions, and their usefulness for automating very complex processes. This includes privacy, surveillance, diversity, bias, job losses, misinformation, accountability, democracy, and veracity, to name but a few.

I see the shift in problem solving approach as a chance to strengthen the teaching of computing in general, because it opens up opportunities to teach about systems, uncertainty, data, and society.

Jane Waite

Teaching machine learning: the challenges of magic boxes and new mental models

For teaching classical rule-driven programming, much time and effort has been put into researching learners’ understanding of what a program will do when it is run. This kind of understanding is called a learner’s mental model or notional machine. An approach teachers often use to help students develop a useful mental model of a program is to hide the detail of how the program works and only gradually reveal its complexity. This approach is described with the metaphor of hiding the detail of elements of the program in a box. 

Data-driven models in machine learning systems are highly complex and make little sense to humans. Therefore, they may appear like magic boxes to students. This view needs to be banished. Machine learning is not magic. We have just not figured out yet how to explain the detail of data-driven models in a way that allows learners to form useful mental models.

An example of a representation of a machine learning model in TensorFlow, an online machine learning tool (Tedre & Vartiainen, 2021).

Some existing ML tools aim to help learners form mental models of ML, for example through visual representations of how a neural network works (see above). But these explanations are still very complex. Clearly, we need to find new ways to help learners of all ages form useful mental models of machine learning, so that teachers can explain to them how machine learning systems work and banish the view that machine learning is magic.

Some tools and teaching approaches for ML education

Matti and Henriikka’s team piloted different tools and pedagogical approaches with different age groups of learners. In terms of tools, since large amounts of data are needed for machine learning projects, our presenters suggested that tools that enable lots of data to be easily collected are ideal for teaching activities. Media-rich education tools provide an opportunity to capture still images, movements, sounds, or sense other inputs and then use these as data in machine learning teaching activities. For example, to create a machine learning–based rock-paper-scissors game, students can take photographs of their hands to train a machine learning model using Google Teachable Machine.

Photos of hands are used to train a machine learning model as part of a project to create a rock-paper-scissors game.
Photos of hands are used to train a Teachable Machine machine learning model as part of a project to create a rock-paper-scissors game (Tedre & Vartiainen, 2021).

Similar to tools that teach classic programming to novice students (e.g. Scratch), some of the new classroom tools for teaching machine learning have a drag-and-drop interface (e.g. Cognimates). Using such tools means that in lessons, there can be less focus on one of the more complex aspects of learning to program, learning programming language syntax. However, not all machine learning education products include drag-and-drop interaction, some instead have their own complex languages (e.g. Wolfram Programming Lab), which are less attractive to teachers and learners. In their pilot studies, the Finnish team found that drag-and-drop machine learning tools appeared to work well with students of all ages.

The different pedagogical approaches the Finnish research team used in their pilot studies included an exploratory approach with preschool children, who investigated machine learning recognition of happy or sad faces; and a project-based approach with older students, who co-created machine learning apps with web-based tools such as Teachable Machine and Learn Machine Learning (built by the research team), supported by machine learning experts.

Example of a middle school (age 8 to 11) student’s pen and paper design for a machine learning app that recognises different instruments and chords.
Example of a middle school (age 8 to 11) student’s design for a machine learning app that recognises different instruments and chords (Tedre & Vartiainen, 2021).

What impact these pedagogies have on students’ long-term mental models about machine learning has yet to be researched. If you want to find out more about the classroom pilot studies, the academic paper is a very accessible read.

My take-aways: new opportunities, new research questions

We all learned a tremendous amount from Matti and Henriikka and their perspectives on this important topic. Our seminar participants asked them many questions about the pedagogies and practicalities of teaching machine learning in class, and raised concerns about squeezing more into an already packed computing curriculum.

For me, the most significant take-away from the seminar was the need to shift focus from algorithms to data and from CT 1.0 to CT 2.0. Learning how to best teach classical rule-driven programming has been a long journey that we have not yet completed. We are forming an understanding of what concepts learners need to be taught, the progression of learning, key mental models, pedagogical options, and assessment approaches. For teaching data-driven development, we need to do the same.  

The question of how we make sure teachers have the necessary understanding is key.

Jane Waite

I see the shift in problem solving approach as a chance to strengthen the teaching of computing in general, because it opens up opportunities to teach about systems, uncertainty, data, and society. I think it will help us raise awareness about design, context, creativity, and student agency. But I worry about how we will introduce this shift. In my view, there is a considerable risk that we will be sucked into open-ended, project-based learning, with busy and fun but shallow learning experiences that result in restricted conceptual development for students.

I also worry about how we can best help teachers build up the knowledge and experience to support their students. In the Q&A after the seminar, I asked Matti and Henriikka about the role of their team’s machine learning experts in their pilot studies. It seemed to me that without them, the pilot lessons would not have worked, as the participating teachers and students would not have had the vocabulary to talk about the process and would not have known what was doable given the available time, tools, and student knowledge.

The question of how we make sure teachers have the necessary understanding is key. Many existing professional development resources for teachers wanting to learn about ML seem to imply that teachers will all need a PhD in statistics and neural network optimisation to engage with machine learning education. This is misleading. But teachers do need to understand the machine learning concepts that their students need to learn about, and I think we don’t yet know exactly what these concepts are. 

In summary, clearly more research is needed. There are fundamental questions still to be answered about what, when, and how we teach data-driven approaches to software systems development and how this impacts what we teach about classical, rule-based programming. But to me, that is exciting, and I am very much looking forward to the journey ahead.

Join our next free seminar

To find out what others recommend about teaching AI and ML, catch up on last month’s seminar with Professor Carsten Schulte and colleagues on centring data instead of code in the teaching of AI.

We have another four seminars in our monthly series on AI, machine learning, and data science education. Find out more about them on this page, and catch up on past seminar blogs and recordings here.

At our next seminar on Tuesday 7 December at 17:00–18:30 GMT, we will welcome Professor Rose Luckin from University College London. She will be presenting on what it is about AI that makes it useful for teachers and learners.

We look forward to meeting you there!

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Computer science education is a global challenge

For the last two years, I’ve been one of the advisors to the Center for Universal Education at the Brookings Institution, a US-based think tank, on their project to survey formal computing education systems across the world. The resulting education policy report, Building skills for life: How to expand and improve computer science education around the world, pulls together the findings of their research. I’ll highlight key lessons policymakers and educators can benefit from, and what elements I think have been missed.

Woman teacher and female students at a computer

Why a global challenge?

Work on this new Brookings report was motivated by the belief that if our goal is to create an equitable, global society, then we need computer science (CS) in school to be accessible around the world; countries need to educate their citizens about computer science, both to strengthen their economic situation and to tackle inequality between countries. The report states that “global development gaps will only be expected to widen if low-income countries’ investments in these domains falter while high-income countries continue to move ahead” (p. 12).

Student using a Raspberry Pi computer

The report makes an important contribution to our understanding of computer science education policy, providing a global overview as well as in-depth case studies of education policies around the world. The case studies look at 11 countries and territories, including England, South Africa, British Columbia, Chile, Uruguay, and Thailand. The map below shows an overview of the Brookings researchers’ findings. It indicates whether computer science is a mandatory or elective subject, whether it is taught in primary or secondary schools, and whether it is taught as a discrete subject or across the curriculum.

A world map showing countries' situation in terms of computing education policy.
Computer science education across the world. Figure courtesy of Brookings Institution (click to enlarge).

It’s a patchy picture, demonstrating both countries’ level of capacity to deliver computer science education and the different approaches countries have taken. Analysis in the Brookings report shows a correlation between a country’s economic position and implementation of computer science in schools: no low-income countries have implemented it at all, while over 20% of high-income countries have mandatory computer science education at both primary and secondary level. 

Capacity building: IT infrastructure and beyond

Given these disparities, there is a significant focus in the report on what IT infrastructure countries need in order to deliver computer science education. This infrastructure needs to be preceded by investment (funds to afford it) and policy (a clear statement of intent and an implementation plan). Many countries that the Brookings report describes as having no computer science education may still be struggling to put these in place.

A young woman codes in a computing classroom.

The recently developed CAPE (capacity, access, participation, experience) framework offers another way of assessing disparities in education. To have capacity to make computer science part of formal education, a country needs to put in place the following elements:

My view is that countries that are at the beginning of this process need to focus on IT infrastructure, but also on the other elements of capacity. The Brookings report touches on these elements of capacity as well. Once these are in place in a country, the focus can shift to the next level: access for learners.

Comparing countries — what policies are in place?

In their report, the Brookings researchers identify seven complementary policy actions that a country can take to facilitate implementation of computer science education:

  1. Introduction of ICT (information and communications technology) education programmes
  2. Requirement for CS in primary education
  3. Requirement for CS in secondary education
  4. Introduction of in-service CS teacher education programmes
  5. Introduction of pre-service teacher CS education programmes
  6. Setup of a specialised centre or institution focused on CS education research and training
  7. Regular funding allocated to CS education by the legislative branch of government

The figure below compares the 11 case-study regions in terms of how many of the seven policy actions have been taken, what IT infrastructure is in place, and when the process of implementing CS education started.

A graph showing the trajectory of 11 regions of the world in terms of computing education policy.
Trajectories of regions in the 11 case studies. Figure courtesy of Brookings Institution (click to enlarge).

England is the only country that has taken all seven of the identified policy actions, having already had nation-wide IT infrastructure and broadband connectivity in place. Chile, Thailand, and Uruguay have made impressive progress, both on infrastructure development and on policy actions. However, it’s clear that making progress takes many years — Chile started in 1992, and Uruguay in 2007 —  and requires a considerable amount of investment and government policy direction.

Computing education policy in England

The first case study that Brookings produced for this report, back in 2019, related to England. Over the last 8 years in England, we have seen the development of computing education in the curriculum as a mandatory subject in primary and secondary schools. Initially, funding for teacher education was limited, but in 2018, the government provided £80 million of funding to us and a consortium of partners to establish the National Centre for Computing Education (NCCE). Thus, in-service teacher education in computing has been given more priority in England than probably anywhere else in the world.

Three young people learn coding at laptops supported by a volunteer at a CoderDojo session.

Alongside teacher education, the funding also covered our development of classroom resources to cover the whole CS curriculum, and of Isaac Computer Science, our online platform for 14- to 18-year-olds learning computer science. We’re also working on a £2m government-funded research project looking at approaches to improving the gender balance in computing in English schools, which is due to report results next year.

The future of education policy in the UK as it relates to AI technologies is the topic of an upcoming panel discussion I’m inviting you to attend.

school-aged girls and a teacher using a computer together.

The Brookings report highlights the way in which the English government worked with non-profit organisations, including us here at the Raspberry Pi Foundation, to deliver on the seven policy actions. Partnerships and engagement with stakeholders appear to be key to effectively implementing computer science education within a country. 

Lessons learned, lessons missed

What can we learn from the Brookings report’s helicopter view of 11 case studies? How can we ensure that computer science education is going to be accessible for all children? The Brookings researchers draw our six lessons learned in their report, which I have taken the liberty of rewording and shortening here:

  1. Create demand
  2. Make it mandatory
  3. Train teachers
  4. Start early
  5. Work in partnership
  6. Make it engaging

In the report, the sixth lesson is phrased as, “When taught in an interactive, hands-on way, CS education builds skills for life.” The Brookings researchers conclude that focusing on project-based learning and maker spaces is the way for schools to achieve this, which I don’t find convincing. The problem with project-based learning in maker spaces is one of scale: in my experience, this approach only works well in a non-formal, small-scale setting. The other reason is that maker spaces, while being very engaging, are also very expensive. Therefore, I don’t see them as a practicable aspect of a nationally rolled-out, mandatory, formal curriculum.

When we teach computer science, it is important that we encourage young people to ask questions about ethics, power, privilege, and social justice.

Sue Sentance

We have other ways to make computer science engaging to all learners, using a breadth of pedagogical approaches. In particular, we should focus on cultural relevance, an aspect of education the Brookings report does not centre. Culturally relevant pedagogy is a framework for teaching that emphasises the importance of incorporating and valuing all learners’ knowledge, heritage, and ways of learning, and promotes the development of learners’ critical consciousness of the world. When we teach computer science, it is important that we encourage young people to ask questions about ethics, power, privilege, and social justice.

Three teenage boys do coding at a shared computer during a computer science lesson.

The Brookings report states that we need to develop and use evidence on how to teach computer science, and I agree with this. But to properly support teachers and learners, we need to offer them a range of approaches to teaching computing, rather than just focusing on one, such as project-based learning, however valuable that approach may be in some settings. Through the NCCE, we have embedded twelve pedagogical principles in the Teach Computing Curriculum, which is being rolled out to six million learners in England’s schools. In time, through this initiative, we will gain firm evidence on what the most effective approaches are for teaching computer science to all students in primary and secondary schools.

Moving forward together

I believe the Brookings Institution’s report has a huge contribution to make as countries around the world seek to introduce computer science in their classrooms. As we can conclude from the patchiness of the CS education world map, there is still much work to be done. I feel fortunate to be living in a country that has been able and motivated to prioritise computer science education, and I think that partnerships and working across stakeholder groups, particularly with schools and teachers, have played a large part in the progress we have made.

To my mind, the challenge now is to find ways in which countries can work together towards more equity in computer science education around the world. The findings in this report will help us make that happen.


PS We invite you to join us on 16 November for our online panel discussion on what the future of the UK’s education policy needs to look like to enable young people to navigate and shape AI technologies. Our speakers include UK Minister Chris Philp, our CEO Philip Colligan, and two young people currently in education. Tabitha Goldstaub, Chair of the UK government’s AI Council, will be chairing the discussion.

Sign up for your free ticket today and submit your questions to our panel!

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Should we teach AI and ML differently to other areas of computer science? A challenge

Between September 2021 and March 2022, we’re partnering with The Alan Turing Institute to host a series of free research seminars about how to teach AI and data science to young people.

In the second seminar of the series, we were excited to hear from Professor Carsten Schulte, Yannik Fleischer, and Lukas Höper from the University of Paderborn, Germany, who presented on the topic of teaching AI and machine learning (ML) from a data-centric perspective. Their talk raised the question of whether and how AI and ML should be taught differently from other themes in the computer science curriculum at school.

  • Carsten Schulte.
  • Yannik Fleischer.
  • Lukas Höper.

Machine behaviour — a new field of study?

The rationale behind the speakers’ work is a concept they call hybrid interaction system, referring to the way that humans and machines interact. To explain this concept, Carsten referred to a 2019 article published in Nature by Iyad Rahwan and colleagues: Machine hehaviour. The article’s authors propose that the study of AI agents (complex and simple algorithms that make decisions) should be a separate, cross-disciplinary field of study, because of the ubiquity and complexity of AI systems, and because these systems can have both beneficial and detrimental impacts on humanity, which can be difficult to evaluate. (Our previous seminar by Mhairi Aitken highlighted some of these impacts.) The authors state that to study this field, we need to draw on scientific practices from across different fields, as shown below:

Machine behaviour as a field sits at the intersection of AI engineering and behavioural science. Quantitative evidence from machine behaviour studies feeds into the study of the impact of technology, which in turn feeds questions and practices into engineering and behavioural science.
The interdisciplinarity of machine behaviour. (Image taken from Rahwan et al [1])

In establishing their argument, the authors compare the study of animal behaviour and machine behaviour, citing that both fields consider aspects such as mechanism, development, evolution and function. They describe how part of this proposed machine behaviour field may focus on studying individual machines’ behaviour, while collective machines and what they call ‘hybrid human-machine behaviour’ can also be studied. By focusing on the complexities of the interactions between machines and humans, we can think both about machines shaping human behaviour and humans shaping machine behaviour, and a sort of ‘co-behaviour’ as they work together. Thus, the authors conclude that machine behaviour is an interdisciplinary area that we should study in a different way to computer science.

Carsten and his team said that, as educators, we will need to draw on the parameters and frameworks of this machine behaviour field to be able to effectively teach AI and machine learning in school. They argue that our approach should be centred on data, rather than on code. I believe this is a challenge to those of us developing tools and resources to support young people, and that we should be open to these ideas as we forge ahead in our work in this area.

Ideas or artefacts?

In the interpretation of computational thinking popularised in 2006 by Jeanette Wing, she introduces computational thinking as being about ‘ideas, not artefacts’. When we, the computing education community, started to think about computational thinking, we moved from focusing on specific technology — and how to understand and use it — to the ideas or principles underlying the domain. The challenge now is: have we gone too far in that direction?

Carsten argued that, if we are to understand machine behaviour, and in particular, human-machine co-behaviour, which he refers to as the hybrid interaction system, then we need to be studying   artefacts as well as ideas.

Throughout the seminar, the speakers reminded us to keep in mind artefacts, issues of bias, the role of data, and potential implications for the way we teach.

Studying machine learning: a different focus

In addition, Carsten highlighted a number of differences between learning ML and learning other areas of computer science, including traditional programming:

  1. The process of problem-solving is different. Traditionally, we might try to understand the problem, derive a solution in terms of an algorithm, then understand the solution. In ML, the data shapes the model, and we do not need a deep understanding of either the problem or the solution.
  2. Our tolerance of inaccuracy is different. Traditionally, we teach young people to design programs that lead to an accurate solution. However, the nature of ML means that there will be an error rate, which we strive to minimise. 
  3. The role of code is different. Rather than the code doing the work as in traditional programming, the code is only a small part of a real-world ML system. 

These differences imply that our teaching should adapt too.

A graphic demonstrating that in machine learning as compared to other areas of computer science, the process of problem-solving, tolerance of inaccuracy, and role of code is different.
Click to enlarge.

ProDaBi: a programme for teaching AI, data science, and ML in secondary school

In Germany, education is devolved to state governments. Although computer science (known as informatics) was only last year introduced as a mandatory subject in lower secondary schools in North Rhine-Westphalia, where Paderborn is located, it has been taught at the upper secondary levels for many years. ProDaBi is a project that researchers have been running at Paderborn University since 2017, with the aim of developing a secondary school curriculum around data science, AI, and ML.

The ProDaBi curriculum includes:

  • Two modules for 11- to 12-year-olds covering decision trees and data awareness (ethical aspects), introduced this year
  • A short course for 13-year-olds covering aspects of artificial intelligence, through the game Hexapawn
  • A set of modules for 14- to 15-year-olds, covering data science, data exploration, decision trees, neural networks, and data awareness (ethical aspects), using Jupyter notebooks
  • A project-based course for 18-year-olds, including the above topics at a more advanced level, using Codap and Jupyter notebooks to develop practical skills through projects; this course has been running the longest and is currently in its fourth iteration

Although the ProDaBi project site is in German, an English translation is available.

Learning modules developed as part of the ProDaBi project.
Modules developed as part of the ProDaBi project

Our speakers described example activities from three of the modules:

  • Hexapawn, a two-player game inspired by the work of Donald Michie in 1961. The purpose of this activity is to support learners in reflecting on the way the machine learns. Children can then relate the activity to the behavior of AI agents such as autonomous cars. An English version of the activity is available. 
  • Data cards, a series of activities to teach about decision trees. The cards are designed in a ‘Top Trumps’ style, and based on food items, with unplugged and digital elements. 
  • Data awareness, a module focusing on the amount of data an individual can generate as they move through a city, in this case through the mobile phone network. Children are encouraged to reflect on personal data in the context of the interaction between the human and data-driven artefact, and how their view of the world influences their interpretation of the data that they are given.

Questioning how we should teach AI and ML at school

There was a lot to digest in this seminar: challenging ideas and some new concepts, for me anyway. An important takeaway for me was how much we do not yet know about the concepts and skills we should be teaching in school around AI and ML, and about the approaches that we should be using to teach them effectively. Research such as that being carried out in Paderborn, demonstrating a data-centric approach, can really augment our understanding, and I’m looking forward to following the work of Carsten and his team.

Carsten and colleagues ended with this summary and discussion point for the audience:

“‘AI education’ requires developing an adequate picture of the hybrid interaction system — a kind of data-driven, emergent ecosystem which needs to be made explicitly to understand the transformative role as well as the technological basics of these artificial intelligence tools and how they are related to data science.”

You can catch up on the seminar, including the Q&A with Carsten and his colleagues, here:

Join our next seminar

This seminar really extended our thinking about AI education, and we look forward to introducing new perspectives from different researchers each month. At our next seminar on Tuesday 2 November at 17:00–18:30 BST / 12:00–13:30 EDT / 9:00–10:30 PDT / 18:00–19:30 CEST, we will welcome Professor Matti Tedre and Henriikka Vartiainen (University of Eastern Finland). The two Finnish researchers will talk about emerging trajectories in ML education for K-12. We look forward to meeting you there.

Carsten and their colleagues are also running a series of seminars on AI and data science: you can find out about these on their registration page.

You can increase your own understanding of machine learning by joining our latest free online course!


[1] Rahwan, I., Cebrian, M., Obradovich, N., Bongard, J., Bonnefon, J. F., Breazeal, C., … & Wellman, M. (2019). Machine behaviour. Nature, 568(7753), 477-486.

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Perspectives on supporting young people in low-income areas to access and engage with computing

The Raspberry Pi Foundation’s mission is to make computing and digital making accessible to all. To support young people at risk of educational disadvantage because they don’t have access to computing devices outside of school, we’ve set up the Learn at Home campaign. But access is only one part of the story. To learn more about what support these young people need across organisations and countries, we set up a panel discussion at the Tapia Celebration of Diversity in Computing conference.

Two young African women work at desktop computers.

The three panelists provided a stimulating discussion of some key issues in supporting young people in low-income areas in the UK, USA, and Guyana to engage with computing, and we hope their insights are of use to educators, youth workers, and organisations around the world.

The panellists and their perspectives

Our panellists represent three different countries, and all have experience of teaching in schools and/or working with young people outside of the formal education system. Because of the differences between countries in terms of access to computing, having this spread of expertise and contexts allowed the panelists to compare lessons learned in different sectors and locations.

Lenlandlar Singh

Panelist Lenandlar Singh is a Senior Lecturer in the Department of Computer Science at the University of Guyana. In Guyana, there is a range of computing-related courses for high school students, and access to optional qualifications in computer science at A level (age 17–18).

Yolanda Payne.

Panelist Yolanda Payne is a Research Associate at the Constellations Center at Georgia Tech, USA. In the US, computing curricula differ across states, although there is some national leadership through associations, centres, and corporations.

Christina Watson.

Christina Watson is Assistant Director of Design at UK Youth*, UK. The UK has a mandatory computing curriculum for learners aged 5–18, although curricula vary across the four home nations (England, Scotland, Wales, Northern Ireland).

As the moderator, I posed the following three questions, which the panelists answered from their own perspectives and experiences:

  • What are the key challenges for young people to engage with computing in or out of school, and what have you done to overcome these challenges?
  • What do you see as the role of formal and non-formal learning opportunities in computing for these young people?
  • What have you learned that could help other people working with these young people and their communities in the future?

Similarities across contexts

One of the aspects of the discussion that really stood out was the number of similarities across the panellists’ different contexts. 

The first of these similarities was the lack of access to computing amongst young people from low-income families, particularly in more rural areas, across all three countries. These access issues concerned devices and digital infrastructure, but also the types of opportunities in and out of school that young people were able to engage with.

Two girls code at a desktop computer while a female mentor observes them.

Christina (UK) shared results from a survey conducted with Aik Saath, a youth organisation in the UK Youth network (see graphs below). The results highlighted that very few young people in low-income areas had access to their own device for online learning, and mostly their access was to a smartphone or tablet rather than a computer. She pointed out that youth organisations can struggle to provide access to computing not only due to lack of funding, but also because they don’t have secure spaces in which to store equipment.

Lenandlar (Guyana) and Christina (UK) also discussed the need to improve the digital skills and confidence of teachers and youth workers so they can support young people with their computing education. While Lenandlar spoke about recruitment and training of qualified computing teachers in Guyana, Christina suggested that it was less important for youth workers in the UK to become experts in the field and more important for them to feel empowered and confident in supporting young people to explore computing and understand different career paths. UK Youth found that partnering with organisations that provided technical expertise (such as us at the Raspberry Pi Foundation) allowed youth workers to focus on the broader support that the young people needed.

  • Educators sit at laptops to learn about coding and digital making.
  • An educator helps a young person with a computing problem.

Both Yolanda (US) and Lenandlar (Guyana) discussed the restrictive nature of the computing curriculum in schools, agreeing with Christina (UK) that outside of the classroom, there was more freedom for young people to explore different aspects of computing. All three agreed that introducing more fun and relevant activities into the curriculum made young people excited about computing and reduced stereotypes and misconceptions about the discipline and career. Yolanda explained that using modern, real-life examples and role models was a key part of connecting with young people and engaging them in computing.

What can teachers do to support young people and their families?

Yolanda (US) advocated strongly for listening to students and their communities to help understand what is meaningful and relevant to them. One example of this approach is to help young people and their families understand the economics of technology, and how computing can be used to support, develop, and sustain businesses and employment in their community. As society has become more reliant on computing and technology, this can translate into real economic impact.

A CoderDojo coding session for young people.

Both Yolanda (US) and Lenandlar (Guyana) emphasised the importance of providing opportunities for digital making, allowing students opportunities to become creators rather than just consumers of technology. They also highly recommended providing relevant contexts for computing and identifying links with different careers.

The panellists also discussed the importance of partnering with other education settings, with tech companies, and with non-profit organisations to provide access to equipment and opportunities for students in schools that have limited budgets and capacity for computing. These links can also highlight key role models and help to build strong relationships in the community between businesses and schools.

What is the role of non-formal settings in low-income areas?

All of the panellists agreed that non-formal settings provided opportunities for further exploration and skill development outside of a strict curriculum. Christina (UK) particularly highlighted that these settings helped support young people and families who feel left behind by the education system, allowing them to develop practical skills and knowledge that can help their whole family. She emphasised the strong relationships that can be developed in these settings and how these can provide relatable role models for young people in low-income areas.

A young girl uses a computer.

Tips and suggestions

After the presentation, the panelists responded to the audience’s questions with some practical tips and suggestions for engaging young people in low-income communities with computing:

How do you engage young people who are non-native English speakers with mainly English computing materials?

  • For curriculum materials, it’s possible to use Google Translate to allow students to access them. The software is not always totally accurate but goes some way to supporting these students. You can also try to use videos that have captioning and options for non-English subtitles.
  • We offer translated versions of our free online projects, thanks to a community of dedicated volunteer translators from around the world. Learners can choose from up to 30 languages (as shown in the picture below).
The Raspberry Pi Foundation's projects website, with the drop-down menu to choose a human language highlighted.
Young people can learn about computing in their first language by using the menu on our projects site.

How do you set up partnerships with other organisations?

  • Follow companies on social media and share how you are using their products or tools, and how you are aligned with their goals. This can form the basis of future partnerships.
  • When you are actively applying for partnerships, consider the following points:
    • What evidence do you have that you need support from the potential partner?
    • What support are you asking for? This may differ across potential partners, so make sure your pitch is relevant and tailored to a specific partner.
    • What evidence could you use to show the impact you are already having or previous successful projects or partnerships?

Make use of our free training resources and guides

For anyone wishing to learn computing knowledge and skills, and the skills you need to teach young people in and out of school about these topics, we provide a wide range of free online training courses to cover all your needs. Educators in England can also access the free CPD that we and our consortium partners offer through the National Centre for Computing Education.

To help you support your learners in and out of school to engage with computing in ways that are meaningful and relevant for them, we recently published a guide on culturally relevant teaching.

We also support a worldwide network of volunteers to run CoderDojos, which are coding clubs for young people in local community spaces. Head over to the CoderDojo website to discover more about the free materials and help we’ve got for you.

We would like to thank our panellists Lenandlar Singh, Yolanda Payne, and Christina Watson for sharing their time and expertise, and the Tapia conference organisers for providing a great platform to discuss issues of diversity, equality, and inclusion in computing.


*UK Youth is a leading charity working across the UK with an open network of over 8000 youth organisations. The charity has influence as a sector-supporting infrastructure body, a direct delivery partner, and a campaigner for social change.

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Listen to the weather change with The Sky Vane

The Sky Vane provides the soundtrack to an immersive sky-driven experience. Just lie down on the grass, gaze up at the sky, and listen to the changing soundscape through the day.

sky vane at night
The structure is impressive, but it’s everything inside that little “shroom pod” at the bottom that powers this build

A Raspberry Pi powers the arresting structure in the middle of the circle of comfy skygazing mats in the photo above, and is connected to an array of atmospheric sensors. These sensors detect changes in light, temperature, pressure, and humidity. Then they send real-time data to the Raspberry Pi computer in order to create a dynamic soundtrack.


The Sky Vane’s creators produced a carefully written soundtrack for the experience. Raspberry Pi triggers changes to the number of musical layers, sequences, audio effects processing, and so on, based on the information the sensors read. That’s the “dynamic” bit. A huge gust of wind, for example, leads to a different musical change than the setting sun.

A portable Minirig sound system generates a seriously high-fidelity audio experience that can be heard clearly within a 25-metre radius of The Sky Vane.

Hardware

  • Pisound, a sound card and MIDI interface specially designed for Raspberry Pi
  • A Raspberry Pi, with the Pisound add-on attached, sitting inside the semi-transparent box in the bottom left of the image below
  • The little thing on the breadboard is a Teensy LC
  • Everything hides underneath the dome-shaped “shroom pod”, which in turn sits beneath the big sculpture
skyvane kit

Inspiration behind the installation

The Sky Vane is the latest installation from pyka, a collective of ‘Experience Designers’ who create digital artefacts that enable you to explore the world of sound. Commissioned by Tin Shed Theatre Company and Our Living Levels, The Sky Vane’s big debut was at the Big Skies 2021 event in south Wales.

When they were planning this installation, the creators at pyka weren’t sure how it would go down in a post-pandemic world. They’re used to building things that bring people together, but they were mindful of people’s anxiety around shared public activities. This led to a design that promotes quiet contemplation and mindfulness whilst enjoying the freedom of the outdoors. We think it’s lovely.

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What’s a kangaroo?! AI ethics lessons for and from the younger generation

Between September 2021 and March 2022, we’re partnering with The Alan Turing Institute to host speakers from the UK, Finland, Germany, and the USA presenting a series of free research seminars about AI and data science education for young people. These rapidly developing technologies have a huge and growing impact on our lives, so it’s important for young people to understand them both from a technical and a societal perspective, and for educators to learn how to best support them to gain this understanding.

Mhairi Aitken.

In our first seminar we were beyond delighted to hear from Dr Mhairi Aitken, Ethics Fellow at The Alan Turing Institute. Mhairi is a sociologist whose research examines social and ethical dimensions of digital innovation, particularly relating to uses of data and AI. You can catch up on her full presentation and the Q&A with her in the video below.

Why we need AI ethics

The increased use of AI in society and industry is bringing some amazing benefits. In healthcare for example, AI can facilitate early diagnosis of life-threatening conditions and provide more accurate surgery through robotics. AI technology is also already being used in housing, financial services, social services, retail, and marketing. Concerns have been raised about the ethical implications of some aspects of these technologies, and Mhairi gave examples of a number of controversies to introduce us to the topic.

“Ethics considers not what we can do but rather what we should do — and what we should not do.”

Mhairi Aitken

One such controversy in England took place during the coronavirus pandemic, when an AI system was used to make decisions about school grades awarded to students. The system’s algorithm drew on grades awarded in previous years to other students of a school to upgrade or downgrade grades given by teachers; this was seen as deeply unfair and raised public consciousness of the real-life impact that AI decision-making systems can have.

An AI system was used in England last year to make decisions about school grades awarded to students — this was seen as deeply unfair.

Another high-profile controversy was caused by biased machine learning-based facial recognition systems and explored in Shalini Kantayya’s documentary Coded Bias. Such facial recognition systems have been shown to be much better at recognising a white male face than a black female one, demonstrating the inequitable impact of the technology.

What should AI be used for?

There is a clear need to consider both the positive and negative impacts of AI in society. Mhairi stressed that using AI effectively and ethically is not just about mitigating negative impacts but also about maximising benefits. She told us that bringing ethics into the discussion means that we start to move on from what AI applications can do to what they should and should not do. To outline how ethics can be applied to AI, Mhairi first outlined four key ethical principles:

  • Beneficence (do good)
  • Nonmaleficence (do no harm)
  • Autonomy
  • Justice

Mhairi shared a number of concrete questions that ethics raise about new technologies including AI: 

  • How do we ensure the benefits of new technologies are experienced equitably across society?
  • Do AI systems lead to discriminatory practices and outcomes?
  • Do new forms of data collection and monitoring threaten individuals’ privacy?
  • Do new forms of monitoring lead to a Big Brother society?
  • To what extent are individuals in control of the ways they interact with AI technologies or how these technologies impact their lives?
  • How can we protect against unjust outcomes, ensuring AI technologies do not exacerbate existing inequalities or reinforce prejudices?
  • How do we ensure diverse perspectives and interests are reflected in the design, development, and deployment of AI systems? 

Who gets to inform AI systems? The kangaroo metaphor

To mitigate negative impacts and maximise benefits of an AI system in practice, it’s crucial to consider the context in which the system is developed and used. Mhairi illustrated this point using the story of an autonomous vehicle, a self-driving car, developed in Sweden in 2017. It had been thoroughly safety-tested in the country, including tests of its ability to recognise wild animals that may cross its path, for example elk and moose. However, when the car was used in Australia, it was not able to recognise kangaroos that hopped into the road! Because the system had not been tested with kangaroos during its development, it did not know what they were. As a result, the self-driving car’s safety and reliability significantly decreased when it was taken out of the context in which it had been developed, jeopardising people and kangaroos.

A parent kangaroo with a young kangaroo in its pouch stands on grass.
Mitigating negative impacts and maximising benefits of AI systems requires actively involving the perspectives of groups that may be affected by the system — ‘kangoroos’ in Mhairi’s metaphor.

Mhairi used the kangaroo example as a metaphor to illustrate ethical issues around AI: the creators of an AI system make certain assumptions about what an AI system needs to know and how it needs to operate; these assumptions always reflect the positions, perspectives, and biases of the people and organisations that develop and train the system. Therefore, AI creators need to include metaphorical ‘kangaroos’ in the design and development of an AI system to ensure that their perspectives inform the system. Mhairi highlighted children as an important group of ‘kangaroos’. 

AI in children’s lives

AI may have far-reaching consequences in children’s lives, where it’s being used for decision-making around access to resources and support. Mhairi explained the impact that AI systems are already having on young people’s lives through these systems’ deployment in children’s education, in apps that children use, and in children’s lives as consumers.

A young child sits at a table using a tablet.
AI systems are already having an impact on children’s lives.

Children can be taught not only that AI impacts their lives, but also that it can get things wrong and that it reflects human interests and biases. However, Mhairi was keen to emphasise that we need to find out what children know and want to know before we make assumptions about what they should be taught. Moreover, engaging children in discussions about AI is not only about them learning about AI, it’s also about ethical practice: what can people making decisions about AI learn from children by listening to their views and perspectives?

AI research that listens to children

UNICEF, the United Nations Children’s Fund, has expressed concerns about the impact of new AI technologies used on children and young people. They have developed the UNICEF Requirements for Child-Centred AI.

Unicef Requirements for Child-Centred AI: Support childrenʼs development and well-being. Ensure inclusion of and for children. Prioritise fairness and non-discrimination for children. Protect childrenʼs data and privacy. Ensure safety for children. Provide transparency, explainability, and accountability for children. Empower governments and businesses with knowledge of AI and childrenʼs rights. Prepare children for present and future developments in AI. Create an enabling environment for child-centred AI. Engage in digital cooperation.
UNICEF’s requirements for child-centred AI, as presented by Mhairi. Click to enlarge.

Together with UNICEF, Mhairi and her colleagues working on the Ethics Theme in the Public Policy Programme at The Alan Turing Institute are engaged in new research to pilot UNICEF’s Child-Centred Requirements for AI, and to examine how these impact public sector uses of AI. A key aspect of this research is to hear from children themselves and to develop approaches to engage children to inform future ethical practices relating to AI in the public sector. The researchers hope to find out how we can best engage children and ensure that their voices are at the heart of the discussion about AI and ethics.

We all learned a tremendous amount from Mhairi and her work on this important topic. After her presentation, we had a lively discussion where many of the participants relayed the conversations they had had about AI ethics and shared their own concerns and experiences and many links to resources. The Q&A with Mhairi is included in the video recording.

What we love about our research seminars is that everyone attending can share their thoughts, and as a result we learn so much from attendees as well as from our speakers!

It’s impossible to cover more than a tiny fraction of the seminar here, so I do urge you to take the time to watch the seminar recording. You can also catch up on our previous seminars through our blogs and videos.

Join our next seminar

We have six more seminars in our free series on AI, machine learning, and data science education, taking place every first Tuesday of the month. At our next seminar on Tuesday 5 October at 17:00–18:30 BST / 12:00–13:30 EDT / 9:00–10:30 PDT / 18:00–19:30 CEST, we will welcome Professor Carsten Schulte, Yannik Fleischer, and Lukas Höper from the University of Paderborn, Germany, who will be presenting on the topic of teaching AI and machine learning (ML) from a data-centric perspective (find out more here). Their talk will raise the questions of whether and how AI and ML should be taught differently from other themes in the computer science curriculum at school.

Sign up now and we’ll send you the link to join on the day of the seminar — don’t forget to put the date in your diary.

I look forward to meeting you there!

In the meantime, we’re offering a brand-new, free online course that introduces machine learning with a practical focus — ideal for educators and anyone interested in exploring AI technology for the first time.

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Save orchards from pests with Raspberry Pi

Researchers from the University of Trento have developed a Raspberry Pi-powered device that automatically detects pests in fruit orchards so they can get sorted out before they ruin a huge amount of crop. There’s no need for farmer intervention either, saving their time as well as their harvest.

orchard pest detection prototype
One of the prototypes used during indoor testing

The researchers devised an embedded system that uses machine learning to process images captured inside pheromone traps. The pheromones lure the potential pests in to have their picture taken.

Hardware

Each trap is built on a custom hardware platform that comprises:

  • Sony IMX219 image sensor to collect images (chosen because it’s small and low-power)
  • Intel Neural Compute module for machine learning optimisation
  • Long-range radio chip for communication
  • Solar energy-harvesting power system
Fig. 2: Solar energy harvester and power management circuit schematic block.
Here’s a diagram showing how all the hardware works together

The research paper mentions that Raspberry Pi 3 was chosen because it offered the best trade-off between computing capability, energy demand, and cost. However, we don’t know which Raspberry Pi 3 they used. But we’re chuffed nonetheless.

How does it work?

The Raspberry Pi computer manages the sensor, processing the captured images and transmitting them for classification.

Then the Intel Neural Compute Stick is activated to perform the machine learning task. It provides a boost to the project by reducing the inference time, so we can tell more quickly whether a potentially disruptive bug has been caught, or just a friendly bug.

The image on the far left is a photo taken inside a pheromone based trap by the smart camera. The images in the middle and on the right are examples of extracted regions of interest with a single insect

In this case, it’s codling moths we want to watch out for. They are major pests to agricultural crops, mainly fruits, and they’re the reason you end up with apples that look like they’ve been feasted on by hundreds of maggots.

codling moth detection
Red boxes = bad codling moths
Blue boxes = friendly bugs

When this task is done manually, farmers typically check codling moth traps twice a week. But this automated system checks the pheromone traps twice every day, making it much more likely to detect an infestation before it gets out of hand.

The brains behind the project

This work was done by Andrea Albanese, Matteo Nardello and Davide Brunelli from the University of Trento. All the images used here are from the full research paper, Automated Pest Detection with DNN on the Edge for Precision Agriculture, which you can read for free.

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Delivering a culturally relevant computing curriculum: new guide for teachers

In computing education, designing equitable and authentic learning experiences requires a conscious effort to take into account the characteristics of all learners and their social environments. Doing this allows teachers to address topics that are relevant to a diverse range of learners. To support computing and computer science teachers with this work, we’re now sharing a practical guide document for culturally responsive teaching in schools.

We need to make computing culturally relevant

Making computing culturally relevant means that learners with a range of cultural identities will be able to identify with the examples chosen to illustrate computing concepts, to engage effectively with the teaching methods, and to feel empowered to use computing to address problems that are meaningful to them and their communities. This will enable a more diverse group of learners to feel that they belong in computing and encourage them to choose to continue with it as a discipline in qualifications and careers.

Such an approach can empower all our students and support their skills and understanding of the integral role that computing can play in promoting social justice.

Yota Dimitriadi, Associate Professor at the University of Reading, member of the project working group

We introduced our work on this new document to you previously here on the blog. Check out the previous blog post to find out more about the project’s funding and background, and the external working group of teachers and academics we brought together to develop the guide.

  • Two teenage girls do coding activities at their laptops in a classroom.
  • Three teenage boys do coding at a shared computer during a computer science lesson.

Some shared definitions

To get the project off to the best start possible once we had assembled the working group, we first spent time drawing on research from the USA and discussing within the working group to come to a shared understanding of key terms:

  • Culture: A person’s knowledge, beliefs, and understanding of the world, which are affected by multiple personal characteristics, as well as social and economic factors.
  • Culturally relevant pedagogy: A framework for teaching that emphasises the importance of incorporating and valuing all learners’ knowledge, ways of learning, and heritage, and that promotes critical consciousness in teachers and learners.
  • Culturally responsive teaching: A range of teaching practices that draw on learners’ personal experiences and cultural identities to make learning more relevant to them, and that support the development of critical consciousness.
  • Social justice: The extent to which all members of society have a fair and equal chance to participate in all aspects of social life, develop to their full potential, contribute to society, and be treated as equals.
  • Equity: The extent to which different groups in society have access to particular activities or resources. To ensure that opportunities for access and participation are equal across different groups.
  • A young girl and boy do a Scratch coding activity together at a desktop computer.
  • Two teenage boys do coding at a shared computer during a computer science lesson.

To bring in the voices of young people into the project, we asked teachers in the working group to consult with their learners to understand their perspectives on computing and how schools can engage more diverse groups of learners in elective computer science courses. The main reason that learners reported for being put off computing: complex or boring lessons of coding activities with a focus on theory rather than on practical outcomes. Many said that they were inspired by tasks such as producing their own games and suggested that early experiences in primary school and Key Stage 3 had been very important for their engagement in computing.

Curriculum, teaching approaches, and learning materials

The guide shows you that a culturally relevant pedagogy applies in three aspects of education, which we liken to a tree to indicate how these aspects connect to each other: the tree’s root system, the basis of culturally relevant pedagogy, is the focus of the curriculum; the tree’s trunk and branches are the teaching approaches taken to deliver the curriculum; the learning materials, represented by the tree’s crown of leaves, are the most widely visible aspect of computing lessons.

A tree with the roots labeled 'curriculum, the trunk labeled 'teaching approaches', and the crown labeled 'learning materials'.

Each aspect plays an important role in culturally relevant pedagogy:

  • Within the curriculum, it is important to think about the contexts in which computing concepts are taught, and about you make connections with issues that are meaningful to your learners
  • Equitable teaching approaches, such as open-ended, inquiry-led activities and discussion-based collaborative tasks, are key if you want to provide opportunities for all your learners to express their ideas and their identities through computing
  • Finally, inclusive representations of a range of cultures, and making learning materials accessible, are both of great importance to ensure that all your learners feel that computing is relevant to them

You can download the guide on culturally relevant pedagogy for computing teachers now to explore the resources provided:

  • You’ll find a lot more information, practical tips, and links to resources to support you to implement culturally relevant pedagogy in all these aspects of your teaching
  • The document links to different available curricula, and we have highlighted materials we’ve created for the Teach Computing Curriculum that promote key aspects of the approach
  • We’ve also included links to academic papers and books if you want to learn more, as well as to videos and courses that you can use for professional development

What was being part of the working group like?

One of the teachers who was part of the working group is Joe Arday from Woodbridge High School in Essex, UK. Joe originally worked in the technology sector and has been teaching computing for ten years. We asked him about his experience of being part of the project and how he plans to use the guide in his own classroom practice:

“It has been an absolute privilege to play a part in working towards producing the guide that my own children will be beneficiaries of when they are studying the computing curriculum throughout their education. I have been able to reflect on how to further improve my teaching practice and pedagogy to ensure that the curriculum taught is culturally diverse and caters for all learners that I teach. (Also, having the opportunity to work with academics from both the UK and US has made me think about becoming an academic in the field of computing at some point in the future!)”

Computer science teacher Joe Arday.

Joe also says: “I plan to review the computing curriculum taught in my computing department and sit down with my colleagues to work on how we can implement the guide in our units of work for Key Stages 3 to 5. The guide will also help my department to work towards one of my school’s aims to encourage an anti-racism community and curriculum in my school.“

Continuing the work

We hope you find this resource useful for your own practice, and for conversations within your school and network of fellow educators! Please spread the word about the guide to anyone in your circles who you think might benefit.

We plan to keep working with learners on their perspectives on culturally relevant teaching, and to develop professional development opportunities for teachers, initially in conjunction with a small number of schools. As always with our research projects, we will investigate what works well and share all our findings widely and promptly.

  • A girl doing Scratch coding in a Code Club classroom
  • Two teenagers sit at laptops and do coding activities.

Many thanks to the teachers and academics in the working group for being wonderful collaborators, to the learners who contributed their time and ideas, and to Hayley Leonard and Diana Kirby from our team for all the time and energy they devoted to this project!

Working group

Joseph Arday, FCCT, Woodbridge High School, Essex, UK

Lynda Chinaka, University of Roehampton, UK

Mike Deutsch, Kids Code Jeunesse, Canada

Dr Yota Dimitriadi, University of Reading, UK

Amir Fakhoury, St Anne’s Catholic School and Sixth Form College, Hampshire, UK

Dr Samuel George, Ark St Alban’s Academy, West Midlands, UK

Professor Joanna Goode, University of Oregon, USA

Alain Ndabala, St George Catholic College, Hampshire, UK

Vanessa Olsen-Dry, North Cambridge Academy, Cambridgeshire, UK

Rohini Shah, Queens Park Community School, London, UK

Neelu Vasishth, Hampton Court House, Surrey, UK

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Exploring how culture and computing intersect

It can be easy to think of science, technology, engineering, and maths (STEM) as fields that develop in a linear way, always progressing towards ever better solutions and approaches. Of course, alternative solutions are posed to all sorts of problems, but in western culture, those solutions that did not take hold are sometimes seen as the approaches that were ‘wrong’ or mistaken, and that eventually gave way to the ‘right’ approaches. A culture that includes the belief that there is only one ‘right’ way can be alienating to anyone who sees the world in a different way.

Ron Eglash.
Dr Ron Eglash, University of Michigan

Dr Ron Eglash from the University of Michigan explored the intersections of diverse cultural ideas and computing in his talk at the final research seminar in our series about diversity and inclusion (see below for the recorded video). His work and insights show us how we might think about diversity in computing as being dependent on the diversity of cultural concepts and beliefs that can underpin the subject. Ron also shared free resources for educators who want to help their students learn about STEM while exploring cultural ideas.

Where do our ideas about computing and STEM come from?

Ron’s talk explored the overlaps of technology, culture, and society. In his research work, Ron has facilitated collaborations across the world between STEM students and people from indigenous cultures, opening up computing to people who have different backgrounds and different ways of seeing the world and, in the process, revealing many complex assumptions that different cultures have about computing and technology.

Ron’s work challenges some of the assumptions in western culture about technological knowledge. He started his talk by showing the evolution of knowledge as a branching set of possibilities and ideas that societies choose to move forward with or leave behind. To illustrate, he gave examples of different concepts of mathematics that western society has taken on board, refined, or discarded throughout its history, demonstrating that there are different versions of mathematics we could have had but chose not to.

A branching diagram showing a very simplified historical relationship of the knowledge systems of Native American, Asian, African, and European people. Created by Ron Eglash.
A simplified view of the relationships of knowledge systems across the world, as shown by Ron in his talk.

These different choices in adoption and exploration of ideas, Ron continued, are more evident when one looks at the knowledge systems of different cultures side by side: different knowledge systems represent different paths that groups of people have chosen — not in totality but as the result of smaller decisions that select which ideas will be influential and which will be eliminated.

What ideas pattern our cultures?

One idea that western society has chosen, and that Ron highlighted for us, is the extraction of value. This is something we can see across this society, and it’s a powerful idea that fundamentally shapes how many of us think about the world. We extract value from the natural world in the way we exploit raw materials. We extract value from labour through the organisation of working arrangements that we have made the norm. And we extract value from social relationships through the online social media platforms, online games, and other digital tools that have so quickly become a central part of billions of people’s lives.

Traditional African art: by using patterns of recursive and non-linear scaling, artists intentionally symbolised the bottom-up and circular ideas permeating their culture.
Examples of indigenous visual art patterned by circular and bottom-up principles, as shown by Ron in his talk.

But western culture, with its particular knowledge system and core tenet of value extraction, represents just one possible way of social and technical development. In nature, systems do not extract value, they circulate it: value moves in a recursive loop as organisms grow, die, and are subsumed back into the ecosystem. Many indigenous cultures have developed within this framework of circulating value. The possible benefits of a circular economy are becoming a topic of discussion in western society, and we would do well to remember that this concept is not western in origin: other cultures have been practicing it for a long time, a point Ron made clear in his talk. And as Ron showed us through his research, the framework of circulating value permeates various indigenous cultures in ways that go beyond approaches such as sustainable agriculture, and thereby creates repeating, fractal patterns in cultural artefacts at different scales, from artworks, to the way settlements are organised, to philosophical ideas.

Close-up photo of an Angelica flowerhead.
Many natural phenomena show fractal patterns, for example this Angelica flowerhead, a sphere of spheres. (Photo by Chiswick Chap – Own work, CC BY-SA 3.0)

In nature, there are many examples of fractal geometry because of biological and chemical phenomena of bottom-up growth and replication. Ron shared images gathered during his research that highlight that fractal patterns are also clearly visible in, for example, traditional African art: by using visual patterns of recursive and non-linear scaling, artists intentionally symbolised the bottom-up and circular ideas permeating their culture. African cultural concepts of recursion and non-linearity, which were also brought to the Americas during the transatlantic slave trade, can be seen today in, for example, cornrow hair braiding, quilting, growing traditions, and spiritual practices.

Examples of hair braiding patterns  informed by African cultural traditions.
Examples of hair braiding patterns informed by African cultural traditions, as shown by Ron in his talk.

Computing activities based on circulation of value

The links between indigenous cultural concepts and computing algorithms are many. To explore these in the context of education, Ron and his team have worked in collaboration with members of indigenous communities to develop Culturally Situated Design Tools (CSDT), a suite of computing and STEM activities and learning resources that allow young people of a range of ages to discover the relationship between computing and programming concepts and cultural ideas that trace back to indigenous cultures. The CSDT development process Ron described involved genuine collaboration: seeking ‘cultural permission’ from communities; deeply understanding the cultural concepts behind the artefacts that were being developed; and creating tools that not only allow students to explore traditional designs and artefacts but also give them the scope to design their own original artefacts and to actively contribute to communities’ cultural practices.

Screenshot from the Culturally Situated Design Tools website showing Cornrow Curves Tutorials.
Screenshot from the Culturally Situated Design Tools website showing Cornrow Curves tutorials. We also want to highlight Prof Audrey G Bennett as co-creator of the Cornrow Curves resources.

Ron underlined in his talk how important it is not to see activities like CSDT as a lure to ‘trick’ young people into engaging with STEM classes; the intention is not using them as a veneer to interest more young people in industries underpinned by an extractive world view. Instead, circular and bottom-up concepts are an alternative way of seeing how technology can be used to influence and construct the world.

Returning creative contributions

As such, an important aspect of the pedagogy of Culturally Situated Design Tools is returning creative contributions to the community whose concepts or artefacts are being explored in each activity. The aim is to create a generative cycle of STEM engagement, and Ron demonstrated how this can work by sharing more about a project he conducted with STEM students in Albany, NY. Students began the project by exploring cornrow design simulations. They brought these out of the computer, out of their schools, and into local braiding shops by producing 3D-printed mannequins featuring their cornrow designs. Through engaging with the braiding shop owners, the students learned that the owners had challenges to do with the pH level of hair products, and this led to the students producing pH testing kits for them. The practical applications benefitted the communities connected to the braiding shops and inspired more student interest in the project — thus, a circular, mutually beneficial process of engagement emerged.

A generative cycle of STEM education, in which students learn with activities based on cultural artefacts and then use their learning to give back to the community the artefacts came from.
A generative cycle of STEM education, in which students learn with activities based on cultural artefacts and then use their learning to give back to the community the artefacts came from. As shown by Ron in his talk.

Importantly, the STEM activities that Ron and his collaborators have developed cannot be separated from their cultural context. This way of teaching STEM is not about recruiting young people to become software developers or other tech professionals, but instead about giving them the skills to be creative contributors and problem solvers within communities so that they can help promote the circulation of value.

Rethinking diversity

I have long been enthusiastic about the potential of computing and digital making as a tool for many disciplines, and Ron’s talk made me consider what this might mean at a much deeper level than providing different routes into computing. There is a lot of discussion about how we need to increase diversity in the STEM field to make the field more equitable and able to positively contribute to society, but Ron’s presentation challenged me to think about the cultural assumptions that shape the nature of STEM, and how these influence who engages with the field. Increasing diversity and inclusion in computing and STEM is not just a case of making opportunities open to everyone, but about actually re-shaping the nature of the field so it can be equitable in its interactions with ecological systems, cultures, and human experiences.

Do watch the video of Ron’s presentation and the following Q&A for more on these concepts, examples of the computing activities and how to use them, and discussion of these fundamental ideas. You’ll find his presentation slides on our ‘previous seminars’ page.

You can find the resources Ron shared at csdt.org and generativejustice.org/projects. And together with a working group of teachers and academics, we’ve created a practical guide to culturally relevant and responsive computing in the classroom that we hope you’ll find useful.

Join us at our next online seminar

We are taking a break from our monthly research seminars in August! In the meantime, you can revisit our previous seminars about diversity and inclusion. On 7 September, we’ll be back to start our new seminar series focusing on AI, machine learning, and data science education, in partnership with The Alan Turing Institute. At these seminars, you’ll hear from a range of international speakers about current best practices in teaching young people the technical concepts and ethical considerations involved in these technologies. Do sign up and put the dates in your calendar!

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