Recent developments in artificial intelligence are changing how the world sees computing and challenging computing educators to rethink their approach to teaching. In the brand-new issue of Hello World, out today for free, we tackle some big questions about AI and computing education. We also get practical with resources for your classroom.
Teaching and AI
In their articles for issue 22, educators explore a range of topics related to teaching and AI, including what is AI literacy and how do we teach it; gender bias in AI and what we can do about it; how to speak to young children about AI; and why anthropomorphism hinders learners’ understanding of AI.
Our feature articles also include a research digest on AI ethics for children, and of course hands-on examples of AI lessons for your learners.
A snapshot of AI education
Hello World issue 22 is a comprehensive snapshot of the current landscape of AI education. Ben Garside, Learning Manager for our Experience AI programme and guest editor of this issue, says:
“When I was teaching in the classroom, I used to enjoy getting to grips with new technological advances and finding ways in which I could bring them into school and excite the students I taught. Occasionally, during the busiest of times, I’d also look longingly at other subjects and be jealous that their curriculum appeared to be more static than ours (probably a huge misconception on my behalf).”
It’s inspiring for me to see how the education community is reacting to the opportunities that AI can provide.
Ben Garside
“It’s inspiring for me to see how the education community is reacting to the opportunities that AI can provide. Of course, there are elements of AI where we need to tread carefully and be very cautious in our approach, but what you’ll see in this magazine is educators who are thinking creatively in this space.”
Download Hello World issue 22 for free
AI is a topic we’ve addressed before in Hello World, and we’ll keep covering this rapidly evolving area in future. We hope this issue gives you plenty of ideas to take away and build upon.
Also in issue 22:
Vocational training for young people
Making the most of online educator training
News about BBC micro:bit
An insight into the WiPSCE 2023 conference for teachers and educators
And much, much more
You can download your free PDF issue now, or purchase a print copy from our store. UK-based subscribers for a free print edition can expect their copies to arrive in the mail this week.
Send us a message or tag us on social media to let us know which articles have made you think and, most importantly, which will help you with your teaching.
It’s been less than a year since ChatGPT catapulted generative artificial intelligence (AI) into mainstream public consciousness, reigniting the debate about the role that these powerful new technologies will play in all of our futures.
‘Will AI save or destroy humanity?’ might seem like an extreme title for a podcast, particularly if you’ve played with these products and enjoyed some of their obvious limitations. The reality is that we are still at the foothills of what AI technology can achieve (think World Wide Web in the 1990s), and lots of credible people are predicting an astonishing pace of progress over the next few years, promising the radical transformation of almost every aspect of our lives. Comparisons with the Industrial Revolution abound.
At the same time, there are those saying it’s all moving too fast; that regulation isn’t keeping pace with innovation. One of the UK’s leading AI entrepreneurs, Mustafa Suleyman, said recently: “If you don’t start from a position of fear, you probably aren’t paying attention.”
What is AI literacy for young people?
What does all this mean for education, and particularly for computing education? Is there any point trying to teach children about AI when it is all changing so fast? Does anyone need to learn to code anymore? Will teachers be replaced by chatbots? Is assessment as we know it broken?
If we’re going to seriously engage with these questions, we need to understand that we’re talking about three different things:
AI literacy: What it is and how we teach it
Rethinking computer science (and possibly some other subjects)
Enhancing teaching and learning through AI-powered technologies
AI literacy: What it is and how we teach it
For young people to thrive in a world that is being transformed by AI systems, they need to understand these technologies and the role they could play in their lives.
Our SEAME model articulates the concepts, knowledge, and skills that are essential ingredients of any AI literacy curriculum.
The first problem is defining what AI literacy actually means. What are the concepts, knowledge, and skills that it would be useful for a young person to learn?
The reality is that — with a few notable exceptions — the vast majority of AI literacy resources available today are probably doing more harm than good.
In the past couple of years there has been a huge explosion in resources that claim to help young people develop AI literacy. Our research team mapped and categorised over 500 resources, and undertaken a systematic literature review to understand what research has been done on K–12 AI classroom interventions (spoiler: not much).
The reality is that — with a few notable exceptions — the vast majority of AI literacy resources available today are probably doing more harm than good. For example, in an attempt to be accessible and fun, many materials anthropomorphise AI systems, using human terms to describe them and their functions and thereby perpetuating misconceptions about what AI systems are and how they work.
What emerged from this work at the Raspberry Pi Foundation is the SEAME model, which articulates the concepts, knowledge, and skills that are essential ingredients of any AI literacy curriculum. It separates out the social and ethical, application, model, and engine levels of AI systems — all of which are important — and gets specific about age-appropriate learning outcomes for each.
This research has formed the basis of Experience AI (experience-ai.org), a suite of resources, lessons plans, videos, and interactive learning experiences created by the Raspberry Pi Foundation in partnership with Google DeepMind, which is already being used in thousands of classrooms.
If we’re serious about AI literacy for young people, we have to get serious about AI literacy for teachers.
Defining AI literacy and developing resources is part of the challenge, but that doesn’t solve the problem of how we get them into the hands and minds of every young person. This will require policy change. We need governments and education system leaders to grasp that a foundational understanding of AI technologies is essential for creating economic opportunity, ensuring that young people have the mindsets to engage positively with technological change, and avoiding a widening of the digital divide. We’ve messed this up before with digital skills. Let’s not do it again.
Teacher professional development is key to AI literacy for young people.
More than anything, we need to invest in teachers and their professional development. While there are some fantastic computing teachers with computer science qualifications, the reality is that most of the computing lessons taught anywhere on the planet are taught by a non-specialist teacher. That is even more so the case for anything related to AI. If we’re serious about AI literacy for young people, we have to get serious about AI literacy for teachers.
Rethinking computer science
Alongside introducing AI literacy, we also need to take a hard look at computer science. At the very least, we need to make sure that computer science curricula include machine learning models, explaining how they constitute a new paradigm for computing, and give more emphasis to the role that data will play in the future of computing. Adding anything new to an already packed computer science curriculum means tough choices about what to deprioritise to make space.
One of our Experience AI Lessons revolves around the us of AI technology to study the Serengeti ecosystem.
And, while we’re reviewing curricula, what about biology, geography, or any of the other subjects that are just as likely to be revolutionised by big data and AI? As part of Experience AI, we are launching some of the first lessons focusing on ecosystems and AI, which we think should be at the heart of any modern biology curriculum.
Some are saying young people don’t need to learn how to code. It’s an easy political soundbite, but it just doesn’t stand up to serious scrutiny.
There is already a lively debate about the extent to which the new generation of AI technologies will make programming as we know it obsolete. In January, the prestigious ACM journal ran an opinion piece from Matt Welsh, founder of an AI-powered programming start-up, in which he said: “I believe the conventional idea of ‘writing a program’ is headed for extinction, and indeed, for all but very specialised applications, most software, as we know it, will be replaced by AI systems that are trained rather than programmed.”
Writing computer programs is an essential part of learning how to analyse problems in computational terms.
With GitHub (now part of Microsoft) claiming that their pair programming technology, Copilot, is now writing 46 percent of developers’ code, it’s perhaps not surprising that some are saying young people don’t need to learn how to code. It’s an easy political soundbite, but it just doesn’t stand up to serious scrutiny.
Even if AI systems can improve to the point where they generate consistently reliable code, it seems to me that it is just as likely that this will increase the demand for more complex software, leading to greater demand for more programmers. There is historical precedent for this: the invention of abstract programming languages such as Python dramatically simplified the act of humans providing instructions to computers, leading to more complex software and a much greater demand for developers.
Learning to program will help young people understand how the world around them is being transformed by AI systems.
However these AI-powered tools develop, it will still be essential for young people to learn the fundamentals of programming and to get hands-on experience of writing code as part of any credible computer science course. Practical experience of writing computer programs is an essential part of learning how to analyse problems in computational terms; it brings the subject to life; it will help young people understand how the world around them is being transformed by AI systems; and it will ensure that they are able to shape that future, rather than it being something that is done to them.
Enhancing teaching and learning through AI-powered technologies
Technology has already transformed learning. YouTube is probably the most important educational innovation of the past 20 years, democratising both the creation and consumption of learning resources. Khan Academy, meanwhile, integrated video instruction into a learning experience that gamified formative assessment. Our own edtech platform, Ada Computer Science, combines comprehensive instructional materials, a huge bank of questions designed to help learning, and automated marking and feedback to make computer science easier to teach and learn. Brilliant though these are, none of them have even begun to harness the potential of AI systems like large language models (LLMs).
The challenge for all of us working in education is how we ensure that ethics and privacy are at the centre of the development of [AI-powered edtech].
One area where I think we’ll see huge progress is feedback. It’s well-established that good-quality feedback makes a huge difference to learning, but a teacher’s ability to provide feedback is limited by their time. No one is seriously claiming that chatbots will replace teachers, but — if we can get the quality right — LLM applications could provide every child with unlimited, on-demand feedback. AI-powered feedback — not giving students the answers, but coaching, suggesting, and encouraging in the way that great teachers already do — could be transformational.
The challenge for all of us working in education is how we ensure that ethics and privacy are at the centre of the development of AI-powered edtech.
We are already seeing edtech companies racing to bring new products and features to market that leverage LLMs, and my prediction is that the pace of that innovation is going to increase exponentially over the coming years. The challenge for all of us working in education is how we ensure that ethics and privacy are at the centre of the development of these technologies. That’s important for all applications of AI, but especially so in education, where these systems will be unleashed directly on young people. How much data from students will an AI system need to access? Can that data — aggregated from millions of students — be used to train new models? How can we communicate transparently the limitations of the information provided back to students?
Ultimately, we need to think about how parents, teachers, and education systems (the purchasers of edtech products) will be able to make informed choices about what to put in front of students. Standards will have an important role to play here, and I think we should be exploring ideas such as an AI kitemark for edtech products that communicate whether they meet a set of standards around bias, transparency, and privacy.
Realising potential in a brave new world
We may very well be entering an era in which AI systems dramatically enhance the creativity and productivity of humanity as a species. Whether the reality lives up to the hype or not, AI systems are undoubtedly going to be a big part of all of our futures, and we urgently need to figure out what that means for education, and what skills, knowledge, and mindsets young people need to develop in order to realise their full potential in that brave new world.
That’s the work we’re engaged in at the Raspberry Pi Foundation, working in partnership with individuals and organisations from across industry, government, education, and civil society.
If you have ideas and want to get involved in shaping the future of computing education, we’d love to hear from you.
This article will also appear in issue 22 of Hello World magazine, which focuses on teaching and AI. We are publishing this new issue on Monday 23 October. Sign up for a free digital subscription to get the PDF straight to your inbox on the day.
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
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.
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.
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. 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 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 the curriculum
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:
The UK Bebras Challenge is back and ready to accept entries from schools for its annual event, which runs from 6 to 17 November.
More than 3 million students from 59 countries took part in the Bebras Computational Thinking Challenge in 2022. In the UK alone, over 365,000 students participated. Read on to find out how you can get your school involved.
“This is now an annual event for our Year 5 and 6 students, and one of the things I actually love about it is the results are not always what you might predict. There are children who have a clear aptitude for these puzzles who find this is their opportunity to shine!”
Bebras is a free, annual challenge that helps schools introduce computational thinking to their students. No programming is involved, and it’s completely free for schools to enter. All Bebras questions are self-marking.
We’re making Bebras accessible by offering age-appropriate challenges for different school levels and a challenge tailored for visually impaired students. Schools can enter students from age 6 to 18 and know they’ll get interesting and challenging (but not too challenging) activities.
The winners of the Oxford University Computing Challenge 2023, with Professor Peter Millican at the OUCC Prize Day in the Raspberry Pi Foundation office.
What is the thinking behind Bebras?
We want young people to get excited about computing. Through Bebras, they will learn about computational and logical thinking by answering questions and solving problems.
Bebras questions are based on classic computing problems and are presented in a friendly, age-appropriate way. For example, an algorithm-based puzzle for learners aged 6 to 8 is presented in terms of a hungry tortoise finding an efficient eating path across a lawn; for 16- to 18-year-olds, a difficult problem based on graph theory asks students to sort out quiz teams by linking quizzers who know each other.
“This has been a really positive experience. Thank you. Shared results with Head and Head of Key Stage 3. Really useful for me when assessing Key Stage 4 options.”
– Secondary teacher, North Yorkshire
Can you solve our example Bebras puzzle?
Here’s a Bebras question for the Castors category (ages 8 to 10) from 2021. You will find the answer at the end of this blog.
Cleaning
A robot picks up litter.
The robot moves to the closest piece of litter and picks it up.
It then moves to the next closest piece of litter and picks it up.
It carries on in this way until all the litter has been picked up.
Question: Which kind of litter will the robot pick up last?
How do I get my school involved in Bebras?
The Bebras challenge for UK schools takes place from 6 to 17 November. Register at bebras.uk/admin to get free access to the challenge.
By registering, you also get access to the Bebras back catalogue of questions, from which you can build your own quizzes to use in your school at any time during the year. All the quizzes are self-marking, and you can download your students’ results for your mark book. Schools have reported using these questions for end-of-term activities, lesson starters, and schemes of lessons about computational thinking.
Puzzle answer
The answer to the example puzzle is:
The image below shows the route the robot takes by following the instructions:
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.
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 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.
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.
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.
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 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.
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:
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.
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 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.
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.
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.
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.”
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.
A young tech creator at Coolest Projects Belgium.A young tech creator at Coolest Projects Belgium.
The CoderDojo Belgium team shared how important the Coolest Projects event is to their community:
“Just like every year, we’ve unlocked the doors to welcome the next generation of tech enthusiasts. And this year, once again, we were absolutely amazed by the projects they brought to the spotlight. From an app predicting stock market evolution, to creatively designed games with unexpected twists, not to mention the incredible robots, and more, their ingenuity knows no bounds.”
CoderDojo Belgium
How you can get involved in Coolest Projects
We’re excited that the Coolest Projects online showcase — open to any young creator anywhere in the world — will return in 2024. And if there isn’t a Coolest Projects in-person event in your country yet, don’t worry. We’re working with more and more partners every year to bring Coolest Projects events to more young people.
And you can celebrate young tech creators with us year round wherever you are by following Coolest Projects on X, Instagram, LinkedIn, or Facebook, where we share inspiring projects from the Coolest Projects online gallery and photos from the in-person events.
We’d like to thank Meta, GoTo, and Pimoroni for supporting the Coolest Projects Ireland event. If you’re interested in partnering with us for Coolest Projects, please reach out to us via email.
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.
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.
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
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.
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.
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.
Lots of kids are excited about robotics, and we have the free resources you need to help your children start making robots.
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.
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.
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.
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.
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.
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.
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 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.
Jay, a young digital maker from Preston, UK, started experimenting with code at a young age to make his own games. He attended free local coding groups, such as CoderDojo, and was introduced to the block-based programming language Scratch. Soon, Jay was combining his interests in programming with robotics to make his own inventions.
Jay’s dad, Biren, comments: “With robotics and coding, what Jay has learned is to think outside of the box and without any limits. This has helped him achieve amazing things.”
Open up the world of making robots for your child
Robotics and machine learning are not just science fiction — they shape our lives today in ways kids might not even realise. Whether your child is just interested in playing with robots, wants to learn more about them, or is considering a career in robotics, our free resources are a great place to start.
If a Greek mathematician was able to build a flying pigeon millennia ago, imagine what children could create today!
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.
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.
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.
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.
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.
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.
Geographically, Sarawak is Malaysia’s largest state, but it has a much smaller population than the west of the country. This means that towns and villages are very spread out and teachers and students had large distances to travel to attend the STEM Trailblazers event. To partially address this, the event was held in two locations simultaneously, Kuching and Miri, and talks were live-streamed between both venues.
STEM Trailblazers featured a host of talks from people involved in the initiative. I was very honoured to be invited as a guest speaker, representing both the University of Cambridge and the Raspberry Pi Foundation as the Director of the Raspberry Pi Computing Education Research Centre.
Solving real-world problems
The Raspberry Pi projects at STEM Trailblazers were entered into a competition, with prizes for students and teachers. Most projects had been created using Scratch to control the Raspberry Pi as well as a range of sensors.
The children and teachers who participated came from both rural and urban areas, and it was clear that the issues they had chosen to address were genuine problems in their communities.
Many of the projects I saw related to issues that schools faced around heat and hydration: a Smart Bottle project reminded children to drink regularly, a shade creator project created shade when the temperature got too high, a teachers’ project told students that they could no longer play outside when the temperature exceeded 35 degrees, and a water cooling system project set off sprinklers when the temperature rose. Other themes of the projects were keeping toilets clean, reminding children to eat healthily, and helping children to learn the alphabet. One project that especially intrigued me was an alert system for large and troublesome birds that were a problem for rural schools.
The creativity and quality of the projects on show was impressive given that all the students (and many of their teachers) had learned to program very recently, and also had to be quite innovative where they hadn’t been able to access all the hardware they needed to build their creations.
What we can learn from this initiative
Everyone involved in this project in Sarawak — including teachers, government representatives, university academics, and industry partners — is really committed to giving children the best opportunities to grow up with an understanding of digital technology. They know this is essential for their professional futures, and also fosters their creativity, independence, and problem-solving skills.
Over the last ten years, I’ve been fortunate enough to travel widely in my capacity as a computing education researcher, and I’ve seen first-hand a number of the approaches countries are taking to help their young people gain the skills and understanding of computing technologies that they need for their futures.
It’s good for us to look beyond our own context to understand how countries across the world are preparing their young people to engage with digital technology. No matter how many similarities there are between two places, we can all learn from each other’s initiatives and ideas. In 2021 the Brookings Institution published a global review of how countries are progressing with this endeavour. Organisations such as UNESCO and WEF regularly publish reports that emphasise the importance for countries to develop their citizens’ digital skills, and also advanced technological skills.
The Sarawak government’s initiative is grounded in the use of Raspberry Pis as desktop computers for schools, which run offline where schools have no access to the internet. That teachers are also trained to use the Raspberry Pis to support learners to develop hands-on digital making skills is a really important aspect of the project.
As for what the future holds for Sarawak’s computing education, at the opening ceremony of the STEM Trailblazers event, the Deputy Minister announced that the event will be an annual occasion. That means every year more students and teachers will be able to come together, share their learning, and get excited about using digital making to solve the problems that matter to them.
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?
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.
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.
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 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 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.
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 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:
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.
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.
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 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.
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 Aretusafrom 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.
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.
TeamDAHspace 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).
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.
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.
Samantha Cristoforetti on board the ISS during her Minerva mission and after returning from space. Credit: ESA/NASA
Congratulations to all 2022/23 participants
Huge congratulations to every team that participated in Astro Pi Mission Space Lab. We hope you found it fun and inspiring to take part.
A big thank you to everyone who has been involved in the European Astro Pi Challenge this year. An amazing 24,850 young people from 29 countries had their programs run in space this year. We can’t wait to do it all again starting in September.
And it’s not just us saying thanks and well done — here’s a special message from ESA astronaut Matthias Maurer:
Looking forward to the next Astro Pi Challenge
On 18 September 2023, we’ll launch the European Astro Pi Challenge for 2023/24. Mission Zero will open in September, and we’ll announce exciting news about Mission Space Lab in September too.
If you know a young person who might be interested in the Astro Pi Challenge, sign up for the newsletter on astro-pi.org and follow the Astro Pi Twitter account for all the latest announcements about how you can support them to take the unique opportunity to write code to run in space.
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.
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.
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).
As safeguarding is always at the core of what we do, we only make features available that comply with our safeguarding policies as well as the ICO’s age-appropriate design code. We considered supporting functionality such as image uploads and code sharing, but at the time of writing have decided to not add these features given that, without proper moderation, they present risks to safeguarding.
There’s an amazing community developing a wealth of open-source libraries. We chose to build our text-editor interface using CodeMirror, which has out-of-the-box mobile and tablet support and includes various useful features such as syntax highlighting and keyboard shortcuts. This has enabled us to focus on building the best experience for learners, rather than reinventing the wheel.
Diving a bit more into the technical details:
The UI front end is built in React and deployed using Cloudflare Pages
The API back end is built in Ruby on Rails
The text-editor panel uses CodeMirror, which has best-in-class accessibility through mobile device and screen-reader support, and includes functionality such as syntax highlighting, keyboard shortcuts, and autocompletion
Python functionality is built using Skulpt to enable in-browser execution of code, with custom extensions built to support our learning content
Project code is persisted through calls to our back end API using a mix of REST and GraphQL endpoints
Data is stored in PostgreSQL, which is hosted on Heroku along with our back end API
Accessing the open-source code
You can find out more about our Editor’s code for both the UI front end and API back end in our GitHub readme and contributions documentation. These kick-starter docs will help you get up and running faster:
The Editor’s front end is licensed as permissively as possible under the Apache Licence 2.0, and we’ve chosen to license the back end under the copyleft AGPL V3 licence. Copyleft licences mean derived works must be licensed under the same terms, including making any derived projects also available to the community.
We’d greatly appreciate your support with developing the Editor further, which you can give by:
Providing feedback on our code or raising a bug as a GitHub Issue in the relevant repository.
Submitting contributions by raising a pull request against the relevant repository.
On the back end repository we’ll ask you to allow the Raspberry Pi Foundation to reserve the right to re-use your contribution.
You’ll retain the copyright for any contributions on either repository.
Sharing feedback on using the Editor itself through the feedback form.
Our work to develop and publish the Code Editor as an open-source project has been funded by Endless. We thank them for their generous support.
If you are interested in partnering with us to fund this key work, or you are part of an organisation that would like to make use of the Code Editor, please reach out to us via email.
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.
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.
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 that, thanks to generous funding from a funder, we can offer five free places to 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
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)
Your headteacher needs to be able to provide written confirmation that they are happy for you to attend WiPSCE
You need to be available to attend the whole conference from Wednesday lunchtime to Friday afternoon
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.
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.
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 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).
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.
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.
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.
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 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 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.”
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.”
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.
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
From the moment he printed his name on the screen of an Acorn Electron computer at age ten, Spencer was hooked on digital making. He’s remained a member of the digital making community throughout his life, continuing to push himself with his creations and learn new skills whenever possible. Wanting to spread his knowledge and make sure the students at his school had access to computer science, he began running a weekly Code Club in his science lab:
“Code Club was a really nice vehicle for me to get students into programming and digital making, before computer science was an option at the school. So Code Club originally ran in my science lab around the Bunsen burners and all the science equipment, and we do some programming on a Friday afternoon making LEDs flash and a little bit of Minecraft. And from that, the students really got an exciting sense of what programming and digital making could be.”
– Spencer
While running his Code Club, Spencer really embedded himself in the Raspberry Pi community, attending Raspberry Jams, engaging with like-minded people on Twitter, and continuing to rely on our free training to upskill.
When leadership at KESH began to explore introducing Computer Science to the curriculum, Spencer knew he was the right person for the job, and just where to look to make sure he had the right support:
“So when I decided to change from being a science teacher to a computer science teacher, there were loads of course options you could find online, and a lot of them required some really specific prior knowledge and skills. The Foundation’s resources take you from a complete novice, complete beginner — my very first LED flashing on and off — to being able to teach computational thinking and algorithms. So it was a really clear progression from using the Foundation resources that helped take me from a Physics teacher, who could use electricity to light and LED on, to a programmer who could teach how to use this in our digital making for our students.”
– Spencer
Thanks to the support from KESH and Spencer’s compelling can-do attitude, he was soon heading up a brand-new Computer Science department. This was met with great enthusiasm from the learners at KESH, with a willing cohort eagerly signing up for the new subject.
“It’s really exciting to see how students have embraced Computer Science as a brand-new subject at school. The take-up for our first year at GCSE was fantastic with 25 students, and this year I’ve really got students asking about, ‘Is there an option for next year, and how can I get on to it?’ Students are almost blown away by the resources now.”
– Spencer
Supporting all students
Spencer has a mission to make sure all of KESH’s learners can learn about computing, and making his lessons accessible to all means he’s become a firm favourite amongst the students for his collaborative teaching approach.
“Mr Organ teaches you, and then he just puts you in. If you do need help, you can ask people around you, or him, but he lets you make your own mistakes and learn from there. He will then give you help so you don’t make those mistakes the next time.”
Spencer’s work is shaped by his awareness that many of the learners at KESH come from under-resourced areas of Birmingham and backgrounds that are underrepresented in computing. He knows that many of them have previously had limited opportunities to use digital tools. This is something he is driven to change.
“I want my young students here, regardless of their background, regardless of their area they’ve been brought up in, to have the same experiences as all other students in the country. And the work I do with Raspberry Pi, and the work I do with Code Club, is a way of opening those doors for our young people.”
– Spencer
Share Spencer’s story and inspire other educators
As a passionate member of the Raspberry Pi Foundation community, Spencer has been counted on as a friendly face for many years, sharing his enthusiasm on training courses, at Foundation events, and as a part of discussions on Twitter. With the goal to introduce Computer Science at A level shortly, and an ever-growing collection of digital makes housed in his makerspace, Spencer shows no signs of slowing down.
If you are interested in changing your teaching path to focus on Computer Science, take a look at the free resources we have available to support you on your journey.
Help us celebrate Spencer and his dedication to opening doors for his learners by sharing his story on Twitter, LinkedIn, and Facebook.
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.
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.
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!”
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.
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!”
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.
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.