Launch kids’ code into space with the European Astro Pi Challenge 2023/24

Throughout this year, space agencies have been embarking on new missions to explore our solar system, and young people can get involved too through the European Astro Pi Challenge 2023/24, which we’re launching today.

Logo of the European Astro Pi Challenge.

Kids’ code in space with the Astro Pi Challenge

In the past few months India’s Chandrayaan-3 mission landed near the Moon’s south pole, NASA’s Parker Solar Probe flew by Venus on its way to the sun, and the SpaceX Crew-7 launched to the International Space Station (ISS), led by ESA astronaut Andreas Mogensen. We’re especially excited about Andreas’ mission because he’s the astronaut who will help to run young people’s Astro Pi programs on board the ISS this year.

ESA astronaut Andreas Mogensen on board the ISS.
ESA astronaut Andreas Mogensen will help run kids’ Astro Pi code on board the ISS. Can you spot an Astro Pi computer in the photo?

As you may know, the European Astro Pi Challenge gives young people the amazing opportunity to conduct scientific experiments in space by writing computer programs for the Astro Pis, special Raspberry Pi computers on board the ISS.

Two Astro Pis on board the International Space Station.
Two Astro Pis on board the International Space Station.

The Astro Pi Challenge is free and offers two missions for young people: Mission Zero is an inspiring activity for introducing kids to text-based programming with Python. Mission Space Lab gives teams of young people the chance to take on a more challenging programming task and stretch their coding and science skills.

A young person with her coding project at a laptop.

Participation in Astro Pi is open to young people up to age 19 in ESA Member States (see the Astro Pi website for eligibility details).

Astro Pi Mission Zero opens today

In Astro Pi Mission Zero, young people write a simple Python program to take a reading using a sensor on one of the ISS Astro Pi computers and display a personalised pixel art image for the astronauts on board the ISS. They can take part by themselves or as coding teams.

Logo of Mission Zero, part of the European Astro Pi Challenge.

The theme for Mission Zero 2023/24 is ‘fauna and flora’: young people are invited to program pixel art images or animations of animals, plants, or fungi to display on the Astro Pi computers’ LED pixel screen and remind the astronauts aboard the ISS of Earth’s natural wonders.

A collection of 8 by 8 pixel images of animals.
A selection of Mission Zero pixel art images of animals.

By following the guide we provide, kids can complete the Mission Zero coding activity in around one hour, for example during a school lesson or coding club session. No coding experience is needed to take part. Kids can write their code in any web browser on any computer connected to the internet, without special equipment or software.

A map of Earth.
Mission Zero participants get a certificate showing the exact time and place where their code was run in space.

All young people that meet the eligibility criteria and follow the official Mission Zero guidelines will have their program run in space for up to 30 seconds. They will receive a unique and personalised certificate to show their coding achievement. The certificate will display the exact start and end time of their program’s run, and where the ISS was above Earth in this time period.

Mission Zero 2023/24 opens today and is open until Monday 25 March 2024. It’s very easy to support young people to get involved — find out more on the Astro Pi website:

Astro Pi Mission Space Lab will open soon

In this year’s Astro Pi Mission Space Lab, ESA astronauts are inviting teams of young people to solve a scientific task by writing a Python program.

Astro Pi Mission Space Lab logo.

The Mission Space Lab task is to gather data with the Astro Pi computers to calculate the speed at which the ISS is travelling. This new format of the mission will allow many more young people to run their programs in space and get a taste of space science.

The Strait of Gibraltar photographed by an Astro Pi on board the ISS.
The Strait of Gibraltar photographed by an Astro Pi on board the ISS during a previous Mission Space Lab.

Mission Space Lab will open on 6 November. We will share more information about how young people and mentors can participate very soon.

Sign up for Astro Pi news

The European Astro Pi Challenge is an ESA Education project run in collaboration with us here at the Raspberry Pi Foundation.

You can keep up with all Astro Pi news by following the Astro Pi X account (formerly Twitter) or signing up to the newsletter at astro-pi.org.

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Celebrating young tech creators in person: Coolest Projects events 2023

In the 2023 Coolest Projects online showcase, 5801 young people from all over the world shared the wonderful, fun, and creative things they had made with technology. But that’s not all we’ve seen of Coolest Projects this year. As well as our worldwide annual online showcase, a number of in-person Coolest Projects events are taking place in countries across the globe in 2023.

The exhibition hall at Coolest Projects Ireland 2023.
The exhibition hall at Coolest Projects Ireland 2023.

Run by us or partner organisations, these exciting events create a space for young people to meet other young tech creators, connect to their community, and celebrate each others’ creations. In-person Coolest Projects events around the world had to pause over the coronavirus pandemic, and we’re delighted to see them return to engage and inspire young people once again.

Coolest Projects Ireland in Dublin

On 1 July, we were super excited to host Coolest Projects Ireland, our first in-person Coolest Projects event since 2020. 63 young tech creators from Northern Ireland and the Republic of Ireland came together in Dublin for an exciting one-day event where they shared 43 incredible creations, with engineer and STEM communicator Dr Niamh Shaw leading everyone through the day’s celebrations.

Young tech creators with projects in the Scratch category on stage at Coolest Projects Ireland.
The creators with projects in the Scratch category on stage with Dr Niamh Shaw.

One young maker showcasing her project was Charlotte from Kinsale CoderDojo in the Republic of Ireland. Her creative storytelling project ‘Goldicat and the Three Angry Property Owners’ was chosen as a judges’ favourite in the Scratch category.

Charlotte’s story includes different games and three secret endings for the user to discover. She told us: “I know someone who made an animation based off the fairy tale Hansel and Gretel in Scratch. This inspired me to make a game based off a different fairy tale, Goldilocks and the Three Bears.”

Charlotte’s project ‘Goldicat and the Three Angry Property Owners’.

Harshit entered the Hardware category with his amazing mini vending machine. Describing his project, he explained, “This is a recreation of a vending machine, but I have added my own twists to it to make it simple to build. You still get the full experience of an actual vending machine, but what makes it special is that it is made fully out of recycled materials.”

A young tech creator with a hardware project at Coolest Projects Ireland.
Harshit with his mini vending machine project.

Young people at Coolest Projects Ireland were joined and supported by family, friends, and mentors from Code Clubs and CoderDojos. Mentors told us their favourite things about attending a Coolest Projects event in person were “the joy and excitement the participants got from taking part and discussing their project with the judges”, and “the way it was very inclusive to all children and all [were] included on stage for some swag!”

Coolest Projects events by partners around the world

In 2023 we’re partnering with six organisations that are bringing Coolest Projects events for their communities. We’re still looking forward to the exciting Coolest Projects events planned in Sri Lanka, Malaysia, Iraq, and South Africa during the rest of the year. 

Back in June, more than 30 young creators participated in Coolest Projects Hungary, which was organised in Budapest by the team at EPAM. And April saw our partner CoderDojo Belgium organise Coolest Projects Belgium for 40 young people, who shared 25 projects across different categories from Scratch to Hardware and Advanced Programming.

Experience AI: Teach about AI, chatbots, and biology

New artificial intelligence (AI) tools have had a profound impact on many areas of our lives in the past twelve months, including on education. Teachers and schools have been exploring how AI tools can transform their work, and how they can teach their learners about this rapidly developing technology. As enabling all schools and teachers to help their learners understand computing and digital technologies is part of our mission, we’ve been working hard to support educators with high-quality, free teaching resources about AI through Experience AI, our learning programme in partnership with Google DeepMind.

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In this article, we take you through the updates we’ve made to the Experience AI Lessons based on teachers’ feedback, reveal two new lessons on large language models (LLMs) and biology, and give you the chance to shape the future of the Experience AI programme. 

Updated lessons based on your feedback

In April we launched the first Experience AI Lessons as a unit of six lessons for secondary school students (ages 11 to 14, Key Stage 3) that gives you everything you need to teach AI, including lesson plans, slide decks, worksheets, and videos. Since the launch, we’ve worked closely with teachers and learners to make improvements to the lesson materials.

The first big update you’ll see now is an additional project for students to do across Lesson 5 and Lesson 6. Before, students could choose between two projects to create their own machine learning model, either to classify data from the world’s oceans or to identify fake news. The new project we’ve added gives students the chance to use images to train a machine learning model to identify whether or not an item is biodegradable and therefore suitable to be put in a food waste bin.

Two teenagers sit at laptops and do coding activities.

Our second big update is a new set of teacher-focused videos that summarise each lesson and highlight possible talking points. We hope these videos will help you feel confident and ready to deliver the Experience AI Lessons to your learners.

A new lesson on large language models

As well as updating the six existing lessons, we’ve just released a new seventh lesson consisting of a set of activities to help students learn about the capabilities, opportunities, and downsides of LLMs, the models that AI chatbots are based on.

With the LLM lesson’s activities you can help your learners to:

  • Explore the purpose and functionality of LLMs and examine the critical aspect of trustworthiness of these models’ outputs
  • Examine the reasons why the output of LLMs may not always be reliable and understand that LLMs are machines that make predictions
  • Compare LLMs to other technologies to assess their suitability for different purposes
  • Evaluate the appropriateness of using LLMs in a variety of authentic scenarios
A slide from an Experience AI Lesson about large language models.
An example activity in our new LLM unit.

All Experience AI Lessons are designed to be cross-curricular, and for England-based teachers, the LLM lesson is particularly useful for teaching PSHE (Personal, Social, Health and Economic education).

The LLM lesson is designed as a set of five 10-minute activities, so you have the flexibility to teach the material as a single lesson or over a number of sessions. While we recommend that you teach the activities in the order they come, you can easily adapt them for your learners’ interests and needs. Feel free to take longer than our recommended time and have fun with them.

A new lesson on biology: AI for the Serengeti

We have also been working on an exciting new lesson to introduce AI to secondary school students (ages 11 to 14, Key Stage 3) in the biology classroom. This stand-alone lesson focuses on how AI can help conservationists with monitoring an ecosystem in the Serengeti.

Elephants in the Serengeti.

We worked alongside members of the Biology Education Research Group (BERG) at the UK’s Royal Society of Biology to make sure the lesson is relevant and accessible for Key Stage 3 teachers and their learners.

Register your interest if you would like to be one of the first teachers to try out this thought-provoking lesson.  

Webinars to support your teaching

If you want to use the Experience AI materials but would like more support, our new webinar series will help you. You will get your questions answered by the people who created the lessons. Our first webinar covered the six-lesson unit and you can watch the recording now:

September’s webinar: How to use Machine Learning for Kids

Join us to learn how to use Machine Learning for Kids (ML4K), a child-friendly tool for training AI models that is used for project work throughout the Experience AI Lessons. The September webinar will be with Dale Lane, who has spent his career developing AI technology and is the creator of ML4K.

Help shape the future of AI education

We need your feedback like a machine learning model needs data. Here are two ways you can share your thoughts:

  1. Fill in our from to tell us how you’ve used the Experience AI materials.
  2. Become part of our teacher feedback panel. We meet every half term, and our first session will be held mid-October. Email us to register your interest and we’ll be in touch.

To find out more about how you can use Experience AI to teach AI and machine learning to your learners this school year, visit the Experience AI website.

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Make a robot: A fun and educational journey into robotics for kids

Lots of kids are excited about robotics, and we have the free resources you need to help your children start making robots.

A smiling girl holding a robot buggy in her lap

What’s a robot anyway?

Did you know that the concept of robotics dates back to ancient Greece, where a mathematician built a self-propelled flying pigeon to understand bird flight? Today, we have robots assisting people in everything from manufacturing to medicine. But what exactly is a robot? Ask two people, and you might get two different answers. Some may tell you about Star Wars’ C3PO and R2D2, while others may tell you about self-driving cars or even toys.

In my view, a robot is a machine that can carry out a series of physical tasks, programmed via a computer. These tasks could range from picking up an object and placing it elsewhere, to navigating a maze, to even assembling a car without human interaction.

Why robotics?

My first encounter with robotics was the Big Trak, a programmable toy vehicle created in 1979. You could program up to 16 commands into Big Trak, which it then executed in sequence. My family and I used the toy to transport items to each other around our house. It was a fun and engaging way to explore the basics of robotics and programming.

A Big Trak toy robot on wheels with a keypad on top and with a cart attached.

Understanding something about robotics is not just for scientists and engineers. It involves learning a range of skills that empower your kids to be creators of our digital world, instead of just consumers.

A child codes at a desktop computer.

Robotics combines various aspects of science, technology, engineering, and mathematics (STEM) in a fun and engaging way. It also encourages young people’s problem-solving abilities, creativity, and critical thinking — skills that are key for the innovators of tomorrow.

Machine learning and robotics: A powerful duo

What happens when we add machine learning to robotics? Machine learning is an area of artificial intelligence where people design computer systems so they “learn” from data. This is not unlike how people learn from experience. Machine learning can enable robots to adapt to new situations and perform tasks that only people used to do.

A girl shows off a robot she has built.

We’ve already built robots that can play chess with you, or clean your house, or deliver your food. As people develop machine learning for robotics further, the possibilities are vast. By the time our children start their careers, it might be normal to have robots as software-driven “coworkers”. It’s important that we prepare children for the possible future that robotics and machine learning could open up. We need to empower them to contribute to creating robots with capabilities that complement and benefit all people.

To see what free resources we’re offering to help young people understand and create with machine learning and AI, check out this blog post about our Experience AI learning programme.

Getting started with robotics

So, how can kids start diving into the world of robotics? Here are three online resources to kickstart their journey:

Physical computing with Scratch and the Raspberry Pi

Physical computing with Scratch and the Raspberry Pi‘ is a fantastic introduction to using electronics with the block-based Scratch programming language for young learners.

A girl with a Raspberry Pi computer.

Kids will learn to create interactive stories, games, and animations, all while getting a taste of physical computing. They’ll explore how to use sound and light, and even learn how to create improvised buttons.

Introduction to Raspberry Pi Pico and MicroPython

This project path introduces the Raspberry Pi Pico, a tiny yet powerful digital device that kids can program using the text-based MicroPython language.

Blink on Raspberry Pi Pico.
A Raspberry Pi Pico.

It’s a great way to delve deeper into the world of electronics and programming. The path includes a variety of fun and engaging projects that incorporate crafting and allow children to see the tangible results of their coding efforts.

Build a robot

‘Build a robot’ is a project path that allows young people to create a simple programmable buggy. They can then make it remote-controlled and even transform it so it can follow a line by itself.

A robot buggy with a Raspberry Pi.

This hands-on project path not only teaches the basics of robotics but also encourages problem-solving as kids iteratively improve their robot buggy’s design.

The robot building community

Let’s take a moment to celebrate two young tech creators who love building robots.
Selin is a digital maker from Istanbul, Turkey, who is passionate about robotics and AI. Selin’s journey into the world of digital making began with a wish: after her family’s beloved dog Korsan passed away, she wanted to bring him back to life. This led her to design a robotic dog on paper, and to learn coding and digital making to build that robot.

Selin is posing on one knee, next to her robot.

Selin has since built seven different robotics projects. One of them is IC4U, a robotic guide dog designed to help people with impaired sight. Selin’s commitment to making projects that help make the world a better place was recognised when she was awarded the Aspiring Teen Award by Women in Tech.

Get ready for Moonhack 2023: Bringing space down to Earth

Moonhack is a free global, online coding challenge by our partner Code Club Australia, powered by Telstra Foundation. It runs once a year for young learners worldwide. In 2022, almost 44,000 young people from 63 countries registered to take part.

A young person coding during a Moonhack event.

This year, Moonhack will happen from 10 to 26 October, to coincide with World Space Week 2023. The challenge is open to all young learners, wherever they are in the world, and features six brand-new projects that focus on space and innovation. We caught up with Kaye North, Community and Engagement Manager at Code Club Australia, to find out more.

What’s new for 2023?

Moonhack 2023 offers access to engaging new projects for Scratch, micro:bit, and Python. For the first time ever, young people will also have the option to follow a project brief to code their own solution to a space-based issue, using a programming language of their choice.

Two children code on laptops while an adult supports them.

In keeping with this year’s theme — which was inspired by the World Space Week 2023 theme of ‘Space and Entrepreneurship’ — the new Moonhack projects showcase inventions that were created for space exploration but are now used in everyday life, such as mobile phone cameras and LEDs.

Kaye shared that in Australia, inventions created for space travel and exploration are part of the science curriculum at primary school level. She hopes that this year’s Moonhack will help more young people understand how space exploration and coding are connected to their daily lives.

What will young people gain from taking part in Moonhack?

Moonhack features six unique coding projects, giving young people of all ages and experience levels the opportunity to engage and learn. The project brief introduced this year encourages participants to be creative, coding a solution on any platform they choose.

Young learners coding in a computing classroom.

Coders who respond to the project brief will also be in with a chance of having their project selected to be developed into an official Code Club Australia project, for other young people and educators around the world to enjoy.

Kaye emphasised that Moonhack is about more than just taking part in a global event; it also helps young people to better understand the real-world opportunities that coding can offer.

“The more kids we expose this to, the better, expanding coding past just coding and having purpose behind it. And I do try to link things in so that we’re connecting with real-world context, careers…”

Kaye North

How your young coders can get involved

Registration for Moonhack 2023 is open now. The challenge runs from 10 to 26 October, and projects can be submitted until 30 November. Participation is free and open to any young coder, whether they are part of a Code Club or not. The 2023 projects are already available in English, Arabic, Croatian, Dutch, Filipino, French, Greek, Hindi, Indonesian, Mandarin, Portuguese, and Spanish, and will be available in more languages soon. 

To find out more and register to take part, visit the Moonhack website.

Code Club Australia is powered by Telstra Foundation as part of a strategic partnership with us at the Raspberry Pi Foundation.

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Digital making with Raspberry Pis in primary schools in Sarawak, Malaysia

Dr Sue Sentance, Director of our Raspberry Pi Computing Education Research Centre at the University of Cambridge, shares what she learned on a recent visit in Malaysia to understand more about the approach taken to computing education in the state of Sarawak.

Dr Sue Sentance

Computing education is a challenge around the world, and it is fascinating to see how different countries and education systems approach it. I recently had the opportunity to attend an event organised by the government of Sarawak, Malaysia, to see first-hand what learners and teachers are achieving thanks to the state’s recent policies.

Raspberry Pis and training for Sarawak’s primary schools

In Sarawak, the largest state of Malaysia, the local Ministry of Education, Innovation and Talent Development is funding an ambitious project through which all of Sarawak’s primary schools are receiving sets of Raspberry Pis. Learners use these as desktop computers and to develop computer science skills and knowledge, including the skills to create digital making projects.

The state of Sarawak, Malaysia circled on a map.
Sarawak is the largest state of Malaysia, situated on the island of Borneo

Crucially, the ministry is combining this hardware distribution initiative with a three-year programme of professional development for primary school teachers. They receive training known as the Raspberry Pi Training Programme, which starts with Scratch programming and incorporates elements of physical computing with the Raspberry Pis and sensors.

To date the project has provided 9436 kits (including Raspberry Pi computer, case, monitor, mouse, and keyboard) to schools, and training for over 1200 teachers.

The STEM Trailblazers event

In order to showcase what has been achieved through the project so far, students and teachers were invited to use their schools’ Raspberry Pis to create projects to prototype solutions to real problems faced by their communities, and to showcase these projects at a special STEM Trailblazers event.

The four elements of our focus on impact

The mission of the Raspberry Pi Foundation is to enable young people to realise their full potential through the power of computing and digital technologies. That’s what we say in our 2025 strategy. But how can we be sure we’re succeeding?

Learners at a CoderDojo coding club.
Participants at a CoderDojo in England.

In our strategy we also identify one of our values as being ‘focussed on impact’. This means that we are committed to learning from the best available evidence, and to being rigorous and transparent about the difference we’re making.

Children in a Code Club in India.
Participants at a Code Club in India.

Like all our values, our focus on impact infuses all of our work, and it is led by a dedicated impact team. This blog outlines four ways in which we put this value into practice in pursuit of our mission.

1. Do the right things

It doesn’t matter how fast you run, if you’re heading in the wrong direction, you’ll never get to your destination. We use data to prioritise our resources where we can make the biggest difference for young people.

For example, we use national statistics from the UK to assess how many of the Code Clubs and CoderDojos we support in the UK run in places where they can reach young people facing educational disadvantage, so that we can adopt an evidence-based approach to better serving these young people.

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

And we know many of the young people who face the greatest barriers to accessing computing education and developing new skills and confidence live in countries with low- and middle-income economies. That’s why we are building new partnerships in India, Kenya, and South Africa and adapting our resources and programmes for the contexts of educators and learners living there.

2. Measure what matters

We’re really excited that we’ll soon be publishing an updated Theory of Change, which captures how we make an impact. This will be the foundation for Monitoring and Evaluation (M&E) plans for all of our initiatives, where we specify their goals and set down what kinds of data we will collect to make sure we have the measure of whether the initiatives are succeeding.

A learner and a faciliator in a classroom learning digital skills.
A learner and facilitator in a classroom in Kakuma refugee camp.

Strong M&E is equally important for our established programmes and our new pilot initiatives. Code Club, the worldwide network of free, after-school coding clubs for 9- to 13-year-olds we support, has been growing for more than 10 years. Durham University’s Evidence Centre for Education is currently conducting an independent evaluation of UK-based Code Clubs to help us understand how to better support Code Club volunteers and learners around the world. We ourselves recently evaluated the pilot of a new programme we designed in partnership with Amala Education to deliver a vocational skills course for displaced learners aged 16 to 25 in Kakuma refugee camp in Kenya.

3. Keep getting better

Data is only useful if it’s translated into insights that are acted upon. We use the findings from evaluations to inform the design and continual improvement of all our initiatives.

Teachers in Code Club training in Odisha, India.
Teachers in Code Club training in India.

For example, the evaluation of our pilot vocational skills training in Kakuma refugee camp provided insights that have helped us adapt the programme for a second cohort of young people. The same was true of the M&E insights we gained from our partnership with Mo Schools in Odisha, India, where we have provided training and support to 1075 teachers to establish Code Clubs. Informed by survey data and informal feedback each step of the way, we are now gradually scaling up our support towards launching a more intensive computing and coding programme in 2000 schools in Odisha this year.

Young learners at computers in a classroom.
Learners in a UK primary school classroom.

Side by side with our M&E results, we also rely on the latest computing education research, conducted at the Foundation, in the Raspberry Pi Computing Education Research Centre at the University of Cambridge, and by academic researchers around the world. Our groundbreaking research programme on gender balance in computing, and our ongoing research on culturally relevant pedagogy, are shaping the way we work to enable all young people to achieve their full potential in computing.

4. Tell people about it

We are proud of the difference we are making. We want everyone to hear about it and feel inspired to get involved in our vital mission for young people. Our annual reviews are packed full of statistics and overviews of the difference we’re making, and we’re creating a growing video series of unique stories from people in the community we support. Watch this space for news about our updated Theory of Change, our next annual review, and more blogs about our impact.

A learner and a volunteer at a CoderDojo coding club.
A participant and a volunteer at a CoderDojo in England.

By doing these four things well, we can be confident that we are enabling young people to achieve their potential through the power of computing and digital technologies.

If you share our passion for impact and think our mission is important, why not get involved today? You can:

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Young people’s amazing experiments in space: Astro Pi Mission Space Lab 2022/23

Celebrate another year of young people’s computer programs in space with us: today we and our collaborators at the European Space Agency can finally announce the winning and highly commended teams in this year’s Astro Pi Mission Space Lab.

Astro Pi Mission Space Lab logo.

Mission Space Lab: Young people’s experiments in space

In Mission Space Lab, teams of young people work together to create computer programs for scientific experiments to be carried out on the International Space Station. The programs they design and create run on the two Astro Pi computers: space-adapted Raspberry Pis with cameras and a range of sensors. 

Two Astro Pis on board the International Space Station.
The two Astro Pi computers on board the ISS

Teams’ programs were deployed on the ISS during May and ran for up to 3 hours, collecting data for their experiments. Once we’d sent the teams their data, they started analysing it in order to write their Phase 4 reports. To identify patterns and phenomena they were interested in, many teams chose to compare their data with other sources.

The Astro Pi computers inside the International Space Station.
The Astro Pis in the WORF window of the ISS

We were especially excited to see the results from the experiments this year, particularly given that the upgraded Astro Pi units with their High Quality Cameras were positioned in a new observation window (WORF) on the ISS. This allowed teams to capture high-resolution images with a much wider field of view.

Photo taken by a Mission Space Lab experiment from the International Space Station of the Earth surface.
A volcano erupting in Guatemala, captured on the ISS by a team’s Mission Space Lab experiment

What have Mission Space Lab teams investigated this year?

We feel very privileged to see the culmination of the team’s experiments in their final reports. So let’s share a few highlights from this year’s experiments:

Team Aretusa from Sicily explored the effects of climate change by cross-referencing the images they captured with the Astro Pis with historical images from Google Earth. They used Near Infrared photography to capture images, and NDVI (Normalised Difference Vegetation Index) image processing in their analysis. Below you can see that they have compared data of Saudi Arabia from 1987 to 2023, showing increasing levels of vegetation grown in attempts to restore degraded land.

Images taken from space of plant cover in Saudi Arabia.

Team Barrande from the Czech Republic trained AI models on images they gathered to identify topographical features of Earth. Their Mission Space Lab program used the Astro Pi computer’s machine learning dongle to train one AI model in real time. Later, the team also used the collected images to train another model back on Earth. Comparing the outputs of the two models, the team could tell how well the models had identified different topographical features. The below selection shows an image the team’s experiment captured on the left, the same image after processing by the AI model trained on the Astro Pi computer in the middle, and the image processed by the AI model trained on Earth.

Three images showing how two image classifier machine learning models perform in comparison.

Team DAHspace from Portugal measured the intensity of the Earth’s magnetic field along the orbit path of the ISS. Using the magnetometer on the Astro Pi, their experiment recorded data allowing the team to track changes of intensity. The team mapped this data to the ISS’s coordinates, showing the difference in the Earth’s magnetic field between the North Pole (points 1 and 2 on the chart below) and the South Pole (points 3 and 4).

Magnetic field data plotted against latitude.

And the winning teams are…

We and our collaborators at ESA Education have been busy reviewing all of the reports to assess the scientific merit, use of the Astro Pi hardware, experiment design, and data analysis. The ten winning teams come from schools and coding clubs in 11 countries. We are sending each team some cool space swag to recognise their achievement. 

Winning teams

Team Experiment theme Based at Country
Magnet47 Life on Earth O’Neill CVI Canada
Aretusa Life on Earth Liceo Da Vinci Floridia Italy
ASaether Life on Earth “Andrei Saguna” National College Romania
Barrande Life on Earth Gymnázium Joachima Barranda Beroun Czech Republic
Escapers Life in space Code Club  Canada
Futura Life in space Scuola Svizzera Milano Italy
StMarks Life on Earth St Mark’s Church of England School United Kingdom
DAHspace Life on Earth EB 2,3 D. Afonso Henriques Portugal
T5Clouds Life on Earth Dominican College Ireland
PiNuts Life in space TEKNISK GYMNASIUM, Skanderborg Denmark

You can click on a team name to read the team’s experiment report. 

Highly commended teams

Along with the winning teams, we would like to commend the following teams for their experiments:

Team Experiment theme Based at Country
Parsec Life on Earth Liceo Da Vinci Pascoli Gallarate Italy
Celeste Life on Earth International School of Florence Italy
LionTech Life on Earth Colegiul Național ”Mihai Eminescu” Romania
OHSpace Life in Space Oxford High School United Kingdom
Magneto Life on Earth The American School of The Hague Netherlands
GreenEye Life on Earth ROBOTONIO Greece
Primus Life on Earth Independent coding club Germany

You can click on a team name to read the team’s experiment report. 

All of the teams whose Mission Space Lab programs ran on the ISS will receive a certificate signed by ESA astronaut Samantha Cristoforetti. The winning and highly commended teams will also be invited to a live video chat with an ESA astronaut in the autumn.

Our Code Editor is open source

A couple of months ago we announced that you can test the online text-based Code Editor we’re building to help young people aged 7 and older learn to write code. Now we’ve made the code for the Editor open source so people can repurpose and contribute to it.

The interface of the beta version of the Raspberry Pi Foundation's Code Editor.

How can you use the Code Editor?

You and your learners can try out the Code Editor in the first two projects of our ‘Intro to Python’ path. We’ve included a feedback form for you to let us know what you think about the Editor.

  • The Editor lets you run code straight in the browser, with no setup required.
  • It makes getting started with text-based coding easier thanks to its simple and intuitive interface.
  • If you’re logged into your Raspberry Pi Foundation account, your code in the Editor is automatically saved.
  • If you’re not logged in, your code changes persist for the session, so you can refresh or close the tab without losing your work.
  • You can download your code to your computer too.

Since the Editor lets learners save their code using their Raspberry Pi Foundation account, it’s easy for them to build on projects they’ve started in the classroom or at home, or bring a project they’ve started at home to their coding club.

Two kids show off their Python projects in the Code Editor.

Python is the first programming language our Code Editor supports because it’s popular in schools, CoderDojos, and Code Clubs, as well as in industry. We’ll soon be adding support for web development languages (HTML/CSS/JavaScript).

A text output in the beta version of the Raspberry Pi Foundation's Code Editor.

Putting ease of use and accessibility front and centre

We know that starting out with new programming tools can be tricky and add to the cognitive load of learning new subject matter itself. That’s why our Editor has a simple and accessible user interface and design:

  • You can easily find key functions, such as how to write and run code, how to save or download your code, and how to check your code.
  • You can switch between dark and light mode.
  • You can enlarge or reduce the text size in input and output, which is especially useful for people with visual impairments and for educators and volunteers who want to demonstrate something to a group of learners.

We’ll expand the Editor’s functionalities as we go. For example, at the moment we’re looking at how to improve the Editor’s user interface (UI) for better mobile support.

If there’s a feature you think would help the Editor become more accessible and more suitable for young learners, or make it better for your classroom or club, please let us know via the feedback form.

The open-source code for the Code Editor

Our vision is that every young person develops the knowledge, skills, and confidence to use digital technologies effectively, and to be able to critically evaluate these technologies and confidently engage with technological change. We’re part of a global community that shares that vision, so we’ve made the Editor available as an open-source project. That means other projects and organisations focussed on helping people learn about coding and digital technologies can benefit from the work.

How did we build the Editor? An overview

To support the widest possible range of learners, we’ve designed the Code Editor application to work well on constrained devices and low-bandwidth connections. Safeguarding, accessibility, and data privacy are also key considerations when we build digital products at the Foundation. That’s why we decided to design the front end of the Editor to work in a standalone capacity, with Python executed through Skulpt, an entirely in-browser implementation of Python, and code changes persisted in local storage by default. Learners have the option of using a Raspberry Pi Foundation account to save their work, with changes then persisted via calls to a back end application programming interface (API).

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

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.

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Bringing computing education research to a new global audience

A network of more than 40 partner organisations in over 30 countries works with us to grow and sustain the worldwide Code Club and CoderDojo networks of coding clubs for young people. These organisations, our Global Clubs Partners, share our mission to enable young people to realise their potential through the power of computing and digital technologies. We support them in various ways, and recently we invited them to two calls with our researchers to discuss new research findings about computing education in primary schools.

Three teenage girls at a laptop
Three girls in a Code Club session in Brazil.

Supporting Global Clubs Partners with research insights

Global Clubs Partners work to train educators and volunteers, provide access to computing equipment, run clubs and events for young people at a local or national level, and much more. Our aim is to provide support that helps the Global Clubs Partners in their work, including tailored resources and regular group calls where we discuss topics such as volunteer engagement and fundraising.

Educator training in a classroom in Benin.
Educator training in Benin, run by Global Clubs Partner organisation Impala Bridge.

Recently, we were excited to be able to highlight research from our newest seminar series to the network. This ongoing seminar series focuses on teaching and learning in primary (K-5) computing education. Many of the Global Clubs Partners work with schools or local education bodies — some partner representatives even come from a teaching background themselves. That’s why we hoped they would be able to use insights from the seminars in their work, whether with learners and educators directly, or to grow their network of Code Clubs or CoderDojos; we know this is easier for them when they can provide evidence to show why these programmes are so beneficial for young people.

Learning from Global Clubs Partners for our future research

We were also very interested to hear the Global Clubs Partners’ perspectives, as they work in a wide variety of contexts around the world. For example, would the research resonate the same way with an organisation based in Kenya as one based in Nepal? This kind of insight is useful for making decisions about our research work in future.

Each of the two calls featured a speaker from the research seminar series summarising their work and inviting attendees to share their own thoughts. We had some fascinating conversations; with partner representatives from seven countries across four continents, the discussions were a great showcase of the different experiences in our partner network. Dr Bobby Whyte, one of the speakers, noted: “Being able to share and discuss work within a global audience has been a really valuable experience.”

Young people at a Code Club session in a classroom.
A Code Club session in a classroom in Portugal.

We found the opportunity to connect our partner network with work from other areas of the Foundation really beneficial, and the Global Clubs Partners did too: their feedback from the calls was uniformly positive. Dr Jane Waite, our Senior Research Scientist, commented that “it’s really important for us to share research with people in different contexts and so exciting to hear when findings resonate and can be used in practice.”

You can find out more about our Global Clubs Partner network on the CoderDojo and Code Club websites, or contact us directly about partnerships.

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Celebrating the community: Spencer

We love hearing from members of the community and how they use their passion for computing and digital making to inspire others. Our community stories series takes you on a tour of the globe to meet educators and young tech creators from the USA, Iraq, Romania, and more.

A smiling computer science teacher stands in front of a school building.

For our latest story, we are in the UK with Spencer, a Computer Science teacher at King Edward VI Sheldon Heath Academy (KESH), Birmingham. After 24 years as a science teacher, Spencer decided to turn his personal passion for digital making into a career and transitioned to teaching Computer Science.

Meet Spencer

More Unity: Dive deeper into 3D worlds, game design and programming

Our ‘Intro to Unity’ educational project path is a big success, sparking lots of young people’s passion for 3D game design and programming. Today we introduce the ‘More Unity‘ project path — the perfect next step for young people who have completed our ‘Intro to Unity‘ path. This new free path is designed to bridge the gap for young people before they start on the tutorials on the Unity learning platform.

Our work to create this path builds on our partnership with Unity, through which we aim to offer any young person, anywhere, the opportunity to take their first steps in creating virtual worlds using real-time 3D.

More Unity builds on foundations

After young people have tried out the Unity Engine and C# programming through the ‘Intro to Unity’ path, they’re ready for a deeper exploration of 3D game design. ‘More Unity’ helps them build on the foundational skills they learned in the ‘Intro to Unity’ path. After completing this new path, they’ll be able to add complexity, new challenges, and heaps of fun to all their 3D creations.

We’ve prepared a comprehensive Unity Guide to assist with getting ready to start either the ‘Intro to Unity’ or ‘More Unity’ path. To create with Unity, learners need access to a computer with a graphics card, the latest version of the free Unity Games Engine, and a code editor. For the extra Blender-based projects (see below), they need the latest version of the free Blender software.

Dive into the projects in the ‘More Unity’ path

The project path consists of six projects. Like in ‘Intro to Unity’, each project introduces new skills bit by bit, enabling young people to independently code their own, next-level Unity creation in the final project.

Rainbow run

This first project shows how to build an exciting 3D simulation. With ‘Rainbow run’, learners create colourful tracks and guide a marble to race along them. We also offer them an extra project guide where they can customise the look of their marble using Blender.

Disco dance floor

Next, with ‘Disco dance floor’, learners code an interactive, tilting dance floor that responds to a rolling ball with sound and colour. They can add their own style to the dance floor by following our extra Blender project.

Don’t fall through

‘Don’t fall through’ is the third project in the path. Here, learners code a two-player game that requires strategy and timing as marbles traverse a vanishing tiled floor.

Pixel art reveal

‘Pixel art reveal’ comes next in the path. It helps learners design unique pixel art on a tiled floor and reveal their awesome artwork by rolling a ball across the surface.

Track designer

In ‘Track designer’, we invite learners to truly think like game designers. This project empowers learners to design unique tilting tracks filled with obstacles, personalised effects, sounds, and more.

Marble mayhem

Finally ‘Marble mayhem’ lets young people bring to life all the principles of physics and materials in the Unity Game Engine they’ve learned about while following the ‘More Unity’ path. This is their place to create a one-of-a-kind game or digital toy that truly reflects their creativity.

Growing skills through Unity

‘More Unity’ promotes young people’s creativity, problem-solving, and independence. Each project presents them with the chance to create a virtual world of physics, materials, and mechanics. With each project they’ll learn lots of new skills in 3D modeling, gameplay design, and programming.

The path includes a community gallery where young people can share their new 3D creations and see what their peers all over the world have made.

The skills young people gain through the ‘Intro to Unity’ and ‘More Unity’ path provide them with a solid foundation to continue to learn and create with Unity. To follow their passion for 3D worlds, game design, and programming further, they can move on to the hundreds of tutorials available on Unity’s learning platform.

Get ready for ‘More Unity’: Our support for educators, volunteers and parents

Our detailed Unity guide will help you get everything set up for your young people to start with Unity, and the ‘Intro to Unity‘ path is the place for them to begin before they move on to ‘More Unity‘.

If you or your young people want to get a taste of the fun ‘More Unity’ has in store, there’s the Collision and colours Discover project to try out. This short learning experience showcases the new components the ‘More Unity’ path introduces.

To help our community of CoderDojo and Code Club volunteers bring Unity to their learners, we will host a free Unity-focused webinar on 13 July. Sign up to get a walkthrough of the path from our Learning Manager Mac Bowley, and to ask him any questions you might have.

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Welcome home! An original Astro Pi computer back from space is now on display at the Science Museum

After seven successful years on the International Space Station, 250 vertical miles above our planet, the original two Astro Pi computers that we sent to the ISS to help young people run their code in space have been returned to Earth. From today, one of these Astro Pi computers will be displayed in the Science Museum, London. You can visit it in the new Engineers Gallery, which is dedicated to world-changing engineering innovations and the diverse and fascinating range of people behind them.

Astro Pi Izzy at the Science Museum in London.

A challenge to inspire young people about space and computing

The original Astro Pis, nicknamed Izzy and Ed, have played a major part in feeding tens of thousands of young people’s understanding and passion for science, mathematics, engineering, computing, and coding. In their seven years on the International Space Station (ISS), Izzy and Ed had the job of running over 70,000 programs created by young people as part of the annual Astro Pi Challenge.

Nicki Ashworth, 21, took part in the first-ever Astro Pi challenge after hearing about the opportunity at a science fair: “I thought it sounded like an interesting project, and good practice for my programming skills. I was young and had no idea of the extent of the project and how much it would influence my future.” 

Like many young people who have participated in the Astro Pi Challenge, Nicki credits the Astro Pi Challenge as an inspiration to learn more about space and programming, and to decide on a career path: “My experience with Astro Pi definitely helped to shape my future choices. I’m currently in my third year of a Mechanical Engineering degree at University of Southampton, specialising in Computational Engineering and Design. I’ve always loved programming, which is why I took part in the Astro Pi competition, but it led to a fascination with space. This encouraged me to look at engineering as a future, and led me to where I am today!”

Matthias catching Astro Pis in microgravity.

In the beginning…

It all started in 2014, when we started collaborating with organisations including the UK Space Agency and European Space Agency (ESA) to fly two Astro Pi computers to the ISS for educational activities during the six-month Principia mission of British ESA astronaut Tim Peake.

The Astro Pi computers each consist of a Raspberry Pi computer integrated with a digital camera and an add-on board filled with environmental sensors, all enclosed in a protective aluminium flight case.

Commander Tim Peake, Britain’s first visitor to the ISS, accompanied the two first Astro Pi computers on the ISS. He used them to run experiments imagined, designed, and coded by school-age young people across the UK. 

We held a competition in UK schools and coding clubs to invite young people to create experiments that could be run on the Astro Pis. Students conceived experiments and coded them in Python; we tested their Python programs and eventually picked seven to run on Izzy and Ed on the ISS.

The students’ experiments ranged from a simple but beautiful program to display the flag of the country over which the ISS was flying at a given time, to a reaction-time test for Tim Peake to measure his changing abilities across the six-month mission. The measurements from all the experiments were downloaded to Earth and analysed by the students.

“I still feel incredibly honoured to have competed in the very first [Astro Pi Challenge],” says Aaron Chamberlain, 18, who was 11 years old when he took part in the first-ever Astro Pi Challenge in 2015. “The experience was incredible and really cemented my enthusiasm for all things computing and coding. Finally looking at the photos the Raspberry Pi had taken of the astronauts floating 400 km above us was a feeling of awe that I will never forget.”

The next year, 2016, we expanded our partnership with ESA Education to be able to open up Astro Pi to young people across ESA Member states. The European Astro Pi Challenge has been going from strength to strength each year since, inspiring young people and adult mentors alike.

A young person holds up her Astro Pi Mission Zero certificate.

And today…

In 2021 we decided it was time to retire Izzy and Ed and replace them with upgraded Astro Pi computers with plenty of new and improved hardware, including a Raspberry Pi 4 Model B with 8 GB RAM. 

Dave Honess, STEM Didactics Expert at the European Space Agency, was engineering lead at the Foundation for the first Astro Pi Challenge, and the return of the original hardware is a special event and moment of reflection for him: “It was a strange experience to open the box and hold the original Astro Pis again after all that time and distance they have travelled — literally billions of miles. Even though their mission is over, we will continue to learn from them with a tear-down analysis to find out if they have been affected by their time in space. Since Principia, I have watched the European Astro Pi Challenge grow with pride year on year, but I still feel very fortunate to have been there at the beginning.”

Thanks to the upgraded hardware, we are able to continue to grow the Astro Pi Challenge in collaboration with ESA Education. And each year it’s so exciting to see the creative and ingenious programs tens of thousands of young people from across Europe send us; 24,850 young people took part in the Challenge in the 2022/2023 cycle.

But how have Astro Pis Izzy and Ed fared in space over these seven years? Jonathan Bell, Principal Software Engineer at Raspberry Pi Limited, had a chance to find out first-hand: “I was lucky enough to have a look inside the returned Astro Pis. I was looking for the cosmetic effects of the unit being on the ISS for so long. On the inside they still look as pristine as when I assembled them! Barely a speck of dust on the internal boards, nor any signs that the external interface ports were worn from their years of use. A few dings and scrapes on the anodised exterior were all that I could see — and a missing joystick cap (as it turns out, hot-melt glue isn’t a permanent adhesive…). It was great to see that they still worked! It made me feel proud for what the team and the Astro Pi programme has achieved over the years. It’s good to have Izzy and Ed back!”

Astro Pi MK II hardware.

Visit the Science Museum to see an Astro Pi for yourself

The new Engineers Gallery in the Science Museum opens today and is free to visit. Astro Pi computer Izzy is among the amazing exhibits. Learn more at: sciencemuseum.org.uk/engineers  

To find out more about the Astro Pi Challenge and how to get involved with your kids at home, your school, or your STEM or coding club, visit astro-pi.org. 

The next round of the Challenge starts in September — sign up for news to be the first to hear when we launch it.

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The Raspberry Pi Foundation and edX: A new way to learn about teaching computing

We are delighted to announce that we’ve joined the partner network of edX, the global online learning platform. Through our free online courses we enable any educator to teach students about computing and how to create with digital technologies. Since 2017, over 250,000 people have taken our online courses, including 19,000 teachers in England alone. The move to edX builds on this success to help us bring high-quality training to many more teachers worldwide. 

“I feel that this course was essential in my understanding of where I may take my students on their journey as coders. Extremely practical advice and exercises.” – Online course participant

Free training to support all educators to teach computing

Supporting teachers and educators is crucial for our mission to enable young people to realise their full potential through the power of computing and digital technologies. Through our online courses educators can learn the skills, knowledge, and confidence to teach computing in an engaging way. As a result, they empower young people to in turn develop the knowledge, skills, and confidence to use digital technologies effectively, and to be able to critically evaluate these technologies and confidently engage with technological change.

Twenty of our most popular online courses are now available for sign-up on the edX platform. They will start in two blocks of ten in August and September, respectively. 

The courses are written with educators in mind, and are also useful to anyone with an interest in computing. The scope of topics is broad and includes programming in Python and Scratch, web development and design, cybersecurity, and machine learning and AI. Our aim is to support educators of all levels of experience to learn about computing, including teachers, club volunteers, youth workers, parents, and more. The courses also draw on content from our Computing Curriculum and provide support for teachers who want to engage their students with Experience AI, our pioneering education initiative about the field of AI.

“Our partnership with edX gives teachers everywhere a new way to engage with our free, expert-led computing education training. As people design and deploy new and powerful digital technologies, it’s important that no-one is left behind and we are all able to shape technology together.” – Sian Harris, Chief Education Officer at the Raspberry Pi Foundation

What are our courses like?

Designed, created, and facilitated by us, each of our courses is a cross-team project. When we put together a course we:

  • Use pedagogical best practice: we lead with concepts, model processes, and include activities that are ready for the classroom; add variety in terms of what content to present as text, images, or videos; and include opportunities to create projects
  • Use language carefully so that it is easy to follow for all participants, as are engaging with us online and may have English as an additional language
  • Put accessibility front and centre so that as many people as possible can learn with us

Offering our courses on the edX platform gives us flexibility in how we present the content, meaning we can better meet learner needs.

“Not only did the course present a thorough grounding in computing pedagogy, references were made to supporting research, and the structure and presentation was deceptively straightforward — despite dealing with some tricky concepts.” – Online course participant

We especially strive to exemplify the pedagogical approaches we recommend to teachers within the courses themselves. For example, semantic waves are woven throughout our learning resources and help learners to unpack new concepts, then repack them into more complex contexts to encourage knowledge acquisition. This teaching strategy, along with many others, is used widely in the courses and in all our teaching and learning resources.

How you can learn with us on edX

Taking our courses on edX you can:

  • Learn at your computer or on the edX mobile app
  • Join a course’s dedicated discussion are to discuss and collaborate with other participants
  • Ask our team questions — we’ll have experienced facilitators on hand

All the courses can be completed at your own pace, in your own time. Based on a commitment of between 1 to 2 hours per week, you can complete our courses in 2 to 4 weeks. You’re also welcome to work through them more quickly (or slowly) if you prefer.

Browse our selection of free courses and decide what your next learning adventure will be. 

We look forward to catching up with you in the course discussions on our new platform.

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Young people designed 15,000 images for astronauts in Astro Pi Mission Zero 2022/23

In the Columbus module of the International Space Station (ISS), there are two Astro Pi computers called Marie Curie and Nikola Tesla. These computers run the programs young people create as part of the annual European Astro Pi Challenge.

A young person takes part in Astro Pi Mission Zero.

For this year’s Astro Pi Mission Zero, young people sent us over 15,000 programs to show the ISS astronauts colourful images and animations of animals and plants on the Astro Pi displays and remind them of home.

Logo of Mission Zero, part of the European Astro Pi Challenge.

A space mission inspired by nature

Mission Zero is a free beginners’ coding activity. It gives young people the unique opportunity to follow our step-by-step guide to write a simple program in Python that can run in space on the ISS orbiting planet Earth.

The mark 2 Astro Pi units spin in microgravity on the International Space Station.
The Astro Pi computers on board the ISS

The Mission Zero activity this year was to write code to use the Astro Pi’s colour sensor to measure the lighting conditions in the Columbus module, and to then use that measurement to set a colour in an image or animation on the Astro Pi’s 8×8 LED display. We invited young people to design images of fauna and flora to give the astronauts on board the ISS a reminder of the beautiful creatures, plantlife, and landscapes found on planet Earth.

A selection of pixel images of animals and plants, which young people coded for Astro Pi Mission Zero.

The Mission Zero activity is ideal for learners trying text-based programming for the first time. It covers some key programming concepts, including variables, sequence, and iteration.

Tens of thousands of young people had their programs run in space

This year we received 15,551 Mission Zero programs, and after carefully checking them against the entry and safety criteria, we were able to run 15,475 programs. They were sent to us by 23,605 learners working in teams or independently, and 10,207 of this year’s participants were girls.

A young person with her coding project at a laptop.

This year the most Mission Zero programs came from young people in the UK, followed by Spain, France, Italy, and Greece. Lots of different organisations supported young people to take part, including publicly funded primary and secondary schools, as well as educator- and volunteer-led Code Clubs and CoderDojos we support. 

We’re celebrating the many different people involved in this year’s mission with a mosaic of the Mission Zero logo made up of lots of the inspiring designs participants sent us. You can explore an interactive version of the image too!

A mosaic of thousands of designs creating a large version of the Mission Zero logo.
A mosaic of Mission Zero designs

All of the participants whose programs ran on the ISS will be receiving a certificate to recognise their efforts, which will include the time and coordinates of the ISS when their program ran. Programs created by young people from across Europe ran on board the ISS in the final week of May. 

Sign up to the Astro Pi newsletter

If you enjoyed Astro Pi Mission Zero this year, we would be delighted to see you again in the next annual round. If you’re feeling inspired by the images young people have created, we invite you to get involved too. We provide guides and help for all adult mentors who want to support young people to take part, and the step-by-step guide for coding a Mission Zero program in 19 European languages.

Logo of the European Astro Pi Challenge.

The activity of designing an image has been really popular, and we have been super impressed with the creativity of young people’s designs. That’s why we’ll be running Mission Zero in the same format again starting in September.

If you’d like to hear news of the Astro Pi Challenge, please sign up to the newsletter on astro-pi.org

We are always interested to hear your feedback about Mission Zero, as a mentor or participant. If you would like to share your thoughts with us, please email enquiries@astro-pi.org

PS Look out for some cool news about the Astro Pi computers, which we’ll announce soon on this blog!

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Source: Raspberry Pi – Young people designed 15,000 images for astronauts in Astro Pi Mission Zero 2022/23

How we’re learning to explain AI terms for young people and educators

What do we talk about when we talk about artificial intelligence (AI)? It’s becoming a cliche to point out that, because the term “AI” is used to describe so many different things nowadays, it’s difficult to know straight away what anyone means when they say “AI”. However, it’s true that without a shared understanding of what AI and related terms mean, we can’t talk about them, or educate young people about the field.

A group of young people demonstrate a project at Coolest Projects.

So when we started designing materials for the Experience AI learning programme in partnership with leading AI unit Google DeepMind, we decided to create short explanations of key AI and machine learning (ML) terms. The explanations are doubly useful:

  1. They ensure that we give learners and teachers a consistent and clear understanding of the key terms across all our Experience AI resources. Within the Experience AI Lessons for Key Stage 3 (age 11–14), these key terms are also correlated to the target concepts and learning objectives presented in the learning graph. 
  2. They help us talk about AI and AI education in our team. Thanks to sharing an understanding of what terms such as “AI”, “ML”, “model”, or “training” actually mean and how to best talk about AI, our conversations are much more productive.

As an example, here is our explanation of the term “artificial intelligence” for learners aged 11–14:

Artificial intelligence (AI) is the design and study of systems that appear to mimic intelligent behaviour. Some AI applications are based on rules. More often now, AI applications are built using machine learning that is said to ‘learn’ from examples in the form of data. For example, some AI applications are built to answer questions or help diagnose illnesses. Other AI applications could be built for harmful purposes, such as spreading fake news. AI applications do not think. AI applications are built to carry out tasks in a way that appears to be intelligent.

You can find 32 explanations in the glossary that is part of the Experience AI Lessons. Here’s an insight into how we arrived at the explanations.

Reliable sources

In order to ensure the explanations are as precise as possible, we first identified reliable sources. These included among many others:

Explaining AI terms to Key Stage 3 learners: Some principles

Vocabulary is an important part of teaching and learning. When we use vocabulary correctly, we can support learners to develop their understanding. If we use it inconsistently, this can lead to alternate conceptions (misconceptions) that can interfere with learners’ understanding. You can read more about this in our Pedagogy Quick Read on alternate conceptions.

Some of our principles for writing explanations of AI terms were that the explanations need to: 

  • Be accurate
  • Be grounded in education research best practice
  • Be suitable for our target audience (Key Stage 3 learners, i.e. 11- to 14-year-olds)
  • Be free of terms that have alternative meanings in computer science, such as “algorithm”

We engaged in an iterative process of writing explanations, gathering feedback from our team and our Experience AI project partners at Google DeepMind, and adapting the explanations. Then we went through the feedback and adaptation cycle until we all agreed that the explanations met our principles.

A real banana and an image of a banana shown on the screen of a laptop are both labelled "Banana".
Image: Max Gruber / Better Images of AI / Ceci n’est pas une banane / CC-BY 4.0

An important part of what emerged as a result, aside from the explanations of AI terms themselves, was a blueprint for how not to talk about AI. One aspect of this is avoiding anthropomorphism, detailed by Ben Garside from our team here.

As part of designing the the Experience AI Lessons, creating the explanations helped us to:

  • Decide which technical details we needed to include when introducing AI concepts in the lessons
  • Figure out how to best present these technical details
  • Settle debates about where it would be appropriate, given our understanding and our learners’ age group, to abstract or leave out details

Using education research to explain AI terms

One of the ways education research informed the explanations was that we used semantic waves to structure each term’s explanation in three parts: 

  1. Top of the wave: The first one or two sentences are a high-level abstract explanation of the term, kept as short as possible, while introducing key words and concepts.
  2. Bottom of the wave: The middle part of the explanation unpacks the meaning of the term using a common example, in a context that’s familiar to a young audience. 
  3. Top of the wave: The final one or two sentences repack what was explained in the example in a more abstract way again to reconnect with the term. The end part should be a repeat of the top of the wave at the beginning of the explanation. It should also add further information to lead to another concept. 

Most explanations also contain ‘middle of the wave’ sentences, which add additional abstract content, bridging the ‘bottom of the wave’ concrete example to the ‘top of the wave’ abstract content.

Here’s the “artificial intelligence” explanation broken up into the parts of the semantic wave:

  • Artificial intelligence (AI) is the design and study of systems that appear to mimic intelligent behaviour. (top of the wave)
  • Some AI applications are based on rules. More often now, AI applications are built using machine learning that is said to ‘learn’ from examples in the form of data. (middle of the wave)
  • For example, some AI applications are built to answer questions or help diagnose illnesses. Other AI applications could be built for harmful purposes, such as spreading fake news (bottom of the wave)
  • AI applications do not think. (middle of the wave)
  • AI applications are built to carry out tasks in a way that appears to be intelligent. (top of the wave)
Our "artificial intelligence" explanation broken up into the parts of the semantic wave.
Our “artificial intelligence” explanation broken up into the parts of the semantic wave. Red = top of the wave; yellow = middle of the wave; green = bottom of the wave

Was it worth our time?

Some of the explanations went through 10 or more iterations before we agreed they were suitable for publication. After months of thinking about, writing, correcting, discussing, and justifying the explanations, it’s tempting to wonder whether I should have just prompted an AI chatbot to generate the explanations for me.

A window of three images. On the right is a photo of a big tree in a green field in a field of grass and a bright blue sky. The two on the left are simplifications created based on a decision tree algorithm. The work illustrates a popular type of machine learning model: the decision tree. Decision trees work by splitting the population into ever smaller segments. I try to give people an intuitive understanding of the algorithm. I also want to show that models are simplifications of reality, but can still be useful, or in this case visually pleasing. To create this I trained a model to predict pixel colour values, based on an original photograph of a tree.
Rens Dimmendaal & Johann Siemens / Better Images of AI / Decision Tree reversed / CC-BY 4.0

I tested this idea by getting a chatbot to generate an explanation of “artificial intelligence” using the prompt “Explain what artificial intelligence is, using vocabulary suitable for KS3 students, avoiding anthropomorphism”. The result included quite a few inconsistencies with our principles, as well as a couple of technical inaccuracies. Perhaps I could have tweaked the prompt for the chatbot in order to get a better result. However, relying on a chatbot’s output would mean missing out on some of the value of doing the work of writing the explanations in collaboration with my team and our partners.

The visible result of that work is the explanations themselves. The invisible result is the knowledge we all gained, and the coherence we reached as a team, both of which enabled us to create high-quality resources for Experience AI. We wouldn’t have gotten to know what resources we wanted to write without writing the explanations ourselves and improving them over and over. So yes, it was worth our time.

What do you think about the explanations?

The process of creating and iterating the AI explanations highlights how opaque the field of AI still is, and how little we yet know about how best to teach and learn about it. At the Raspberry Pi Foundation, we now know just a bit more about that and are excited to share the results with teachers and young people.

You can access the Experience AI Lessons and the glossary with all our explanations at experience-ai.org. The glossary of AI explanations is just in its first published version: we will continue to improve it as we find out more about how to best support young people to learn about this field.

Let us know what you think about the explanations and whether they’re useful in your teaching. Onwards with the exciting work of establishing how to successfully engage young people in learning about and creating with AI technologies.

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Source: Raspberry Pi – How we’re learning to explain AI terms for young people and educators

Introducing the Hello World newsletter

Launched six years ago, Hello World magazine is the education magazine about computing and digital making. It’s made for educators by educators, and a community of teachers around the world reads and contributes to every issue. We’re now starting a monthly Hello World newsletter to bring you more great content for computing educators while you await each new magazine issue.

Celebrating 5801 young people’s digital creations at Coolest Projects 2023

An absolutely huge congratulations to each and every single young creator who participated in Coolest Projects 2023, our digital technology showcase for young people! 5801 young people from 37 countries took part. This year’s participants made projects that entertained, inspired, and wowed us — creators showcased everything from robotic arms to platformer games.

We celebrated every project and maker in a special livestream event this Tuesday: