Tag Archives: computing education

How to improve students’ problem-solving skills using subgoal labels

Post Syndicated from Sean Sayers original https://www.raspberrypi.org/blog/how-to-improve-students-problem-solving-skills-using-subgoal-labels/

When faced with a programming problem, computing educators often start solving it without a second thought. Before writing a single line of code, experienced programmers use a range of skills to choose their approach and make other key decisions. Thanks to repeated practice, many of these decisions feel automatic and require little conscious thought. However, for beginner programmers, starting a programming problem can feel overwhelming, requiring intense thought and concentration. 

Graphic displaying the Raspberry Pi Foundation's Subgoal labels Quick Read
The Quick Read on subgoal labels

So how can we be more aware of the automatic steps we take and choices we make so that we can break them down for learners, and make it easier for them to solve problems?

In today’s blog, we look at what ‘subgoal labels’ are and how they can be used as a form of scaffolding to support learners in breaking down computer science and programming problems. 

We also share the new subgoal labels Quick Read, which you can download for free to:

  • Find practical tips for using subgoal labels into your lessons
  • Read a summary of the research related to adopting and using subgoal labels in computing education

What are subgoal labels?

Subgoal labels are simple instructions that can be added to tasks — they are particularly useful when added to worked examples. They act as signposts to provide clear directions for a larger task.

Photo of educators programming on Scratch in a computing classroom

Let’s look at the following example: You’re working through a programming problem with your students. The task requires them to draw a shape using a turtle sprite. Instead of just showing learners a complete script, you could instead add these subgoal labels to the worked example. 

Programming problem: Draw a blue square in the top right corner of the screen using a screen turtle.

  • Subgoal 1: Set pen properties (e.g. width and colour)
  • Subgoal 2: Move turtle
  • Subgoal 3: Orient turtle
  • Subgoal 4: Call function

The labels act as scaffolding for students, helping them break down the task and work through it. While the exact number or specific context of the goals might change from one project to the next, the idea is always to break down tasks into smaller, more manageable actions.

How can you use subgoal labels in practice?

You do not need to redesign your entire curriculum to start seeing the benefits of this approach. Here are three practical ways to introduce subgoal labels in your next computing lesson:

  1. Create some labels on any worked examples in your next lesson. You could use this as an opportunity to collaborate with colleagues, and come up with the labels together.
  2. Co-create with AI. Have your students use a generative AI tool to suggest subgoal labels for a piece of code they’ve written, using it as a starting point for a class discussion on structure.
  3. Teach your students how to write their own subgoal labels. This helps them look past the surface details of a task and build a portable problem-solving strategy they can apply to future projects.

Why use subgoal labels in your classroom?

Integrating these labels into your teaching practice offers lots of benefits, for example:

  • Help reduce mental load: Worked examples offer a brilliant way to introduce new programming concepts, but they can actually add to students’ cognitive load. This is because learners are required to process the specific context a problem is set in, in addition to the actual problem they need to solve. Adding labels eases this mental load by directing attention back to the structural steps needed to solve the problem, rather than its surface-level context.
  • Make implicit knowledge explicit: As discussed above, the skill of programming can feel automatic for experienced educators, making it difficult to explain why you’re doing things the way you are. Subgoal labels help you to clearly break down your thoughts and reasoning, making your decision-making visible and structured for your learners.
  • Boost classroom performance and persistence: Research shows that using subgoal labels can improve student performance. In studies using block-based programming, students using subgoal-oriented materials scored 7 to 8% better on assessments. Additionally, students using subgoal labels as part of text-based introductory courses were half as likely to fail or withdraw compared to students who did not use subgoal labels.

Want to know more?

Download the full Subgoal Labels Pedagogy Quick Read as a PDF:

The post How to improve students’ problem-solving skills using subgoal labels appeared first on Raspberry Pi Foundation.

Empowering global AI literacy: Translating Experience AI resources into Croatian

Post Syndicated from Zeljka Novak Baxter original https://www.raspberrypi.org/blog/empowering-global-ai-literacy-translating-experience-ai-resources-into-croatian/

We work with partners globally to promote AI literacy through Experience AI, our programme created in collaboration with Google DeepMind. With resources available in 19+ languages and a network of partners in over 38 countries, a key part of our work is translating and localising our materials so as many young people around the world as possible build the confidence to engage with AI critically and responsibly.

Educators at a workshop

But localisation introduces a unique hurdle: sometimes, languages are divided into ‘small languages’ and ‘big languages’.

As a speaker of Croatian, a ‘small language’, I think about this divide often. What makes a language small? A small language has a small number of speakers and is usually not considered a key market. Practically, this means resources for translation are often directed towards ‘big languages’. This makes sense from an impact perspective: translating into languages with more speakers maximises reach.

That is why, as a localisation coordinator at the Foundation, I am delighted that we partnered with Croatian organisation Suradnici u učenju to ensure that for Experience AI, Croatian is not treated as a small language — it is simply a language.

Translating text about emerging technologies is not easy

But translating into Croatian can present hurdles. When I got my first computer in Croatia, the user interface was in English. As a result, I never learned how to say “copy/paste” in Croatian. Those types of menus and tools had simply not been translated yet when I lived there. This happens a lot, especially with software and fast-emerging technologies like AI. Native speakers have no other choice but to use English words: the English words enter the language, and sometimes they stay.

As a result, translating key Experience AI terms into Croatian wasn’t easy. Even terms like ‘AI’ went through several rounds of discussion. Should we use the English ‘AI’ (artificial intelligence) or the Croatian ‘UI’ (umjetna inteligencija)? How should we pronounce ‘AI’ or ‘UI’ in spoken language?

Sometimes, it can be hard to know what the right thing to do is. While the English terms have been normalised, the Croatian word can seem foreign and out of place. When making a decision about how we translate terms for Experience AI resources, we also have to think about fairness and accessibility. Is it fair to assume that all young people and educators understand English words? If we assume incorrectly, we are preventing some learners from fully accessing and understanding our materials.

That’s why our in-country partners are a big part of our translation process. When we aren’t sure about whether we are making the right choice for educators and learners, we can rely on their expertise. They are not only native speakers, but also subject matter experts. For Croatian specifically, Suradnici u učenju did a very thorough review of the translation.

It’s about more than just words

Beyond AI terminology, localisation also meant aligning resources with the terminology and conventions already used in Croatian schools and curricula. This ensured that the resources felt familiar to teachers and reflected the language they already use in classrooms, textbooks, and educational guidance.

A group of educators looking at a laptop screen.

As Lidija Kralj, from Suradnici u učenju explained:

“It was very important that an Informatics subject expert worked together with a Croatian language expert, and that both of us are teachers. We discussed whether to use the English abbreviation ‘AI’ or the Croatian ‘UI’, and ultimately felt it was our responsibility as educators to use Croatian terms where they already exist. We also wanted to be consistent with terminology that teachers already know from textbooks and the Croatian education system.

This combination — a subject expert, a language expert, and a Raspberry Pi Foundation localisation expert who understands our language — helped us create resources that feel natural and ready for classroom use. The response from participants in our first Experience AI course in Croatian has already shown us how much teachers value having fully localised materials.”

We opted for the approach where, if a Croatian word exists, we will use the Croatian word. Personally, I enjoyed seeing words like ‘offline activity’ slowly disappear from our resources and get replaced with Croatian words like “aktivnost bez računala” (activity without a computer).

As a result, the Croatian translation of our resources now flows very naturally, is accessible, and doesn’t read like a translation. You can check out our Croatian resources online.

AI literacy education with a global network of partners

We work with partners worldwide to bring AI literacy education to millions of young people. Discover all Experience AI partners here.

And to learn more about our resources and to see what other languages we translate into, check out the Experience AI website.

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Enhancing your enrichment offer? Code Club is the answer

Post Syndicated from John McAtominey original https://www.raspberrypi.org/blog/code-club-enrichment-offer-schools-free-support/

There’s something really special about a Code Club. It’s a unique space for young people to get creative with technology on their terms, explore what interests them, and learn through experimenting and having fun. But speak to any Code Club leader and they’ll tell you: Code Club delivers so much more than just coding skills.

Two young people work together at a Code Club.

In the thousands of free Code Clubs across the world, you’ll see young people not only make amazing tech creations, but also grow as people. You’ll see young people find their voice and grow in confidence as they present what they’ve made to a room full of friends and parents. You’ll see them show a problem in their code to their friends and work as a team to fix it. You’ll see young people come up with the most creative digital solutions to challenges they see around them.

The ideal enrichment activity for the age of AI

We’re delighted that the UK government recently recognised Code Club as a key resource to help schools enhance their enrichment offer. This confirms what the community tells us, and what independent research shows: that Code Club works. Not only does it help young people develop their programming skills, but it also builds life skills including confidence, resilience, and problem solving. And Code Club is completely free. Schools, libraries, and community centres can set up Code Clubs using their existing equipment, and register their clubs to access all our free resources and support for getting started and running successful club sessions for the long term.

A Code Club session in a school classroom filled with young people working together at laptops.

And what about AI? There’s no getting around it, at the moment AI dominates almost every conversation about computing education, and this includes enrichment and non-formal activities too. All young people should have the power and agency to understand, question, and shape the AI systems increasingly affecting their lives. We believe that kids still need to learn to code in the age of AI, and we’ve created resources and coding projects for Code Clubs that help young people understand how AI tools work, and how to use them carefully. 

A Code Club in every UK school and library

Last year we announced our ambition to support every school and library in the UK to set up a free Code Club so that young people can develop the skills and knowledge they need to thrive in the age of AI.

Two young people smiling whilst working on their laptop with an adult mentor by their side.

Now we’re pleased to announce a package of free support for UK trusts and local authorities that are interested in becoming growth partners and setting up Code Clubs across their networks. If you join us as a growth partner, you will get:

  • Direct support from a member of our team, who will work with you to get new Code Clubs running
  • Training for your team on how to run a great Code Club experience
  • Exclusive partner logos to use on your website and in social media posts
  • Resources to promote and celebrate your clubs
  • The chance to be included in our global communications
  • Priority places at our community events
  • Access to a digital platform to monitor and manage your clubs
  • A welcome pack including some of our most popular resources
  • And of course, easy-to-follow projects for your young people

If you would like to find out more about how Code Club can enhance your enrichment offer, how easy it is to get started, and how we can help, please get in touch!

The post Enhancing your enrichment offer? Code Club is the answer appeared first on Raspberry Pi Foundation.

Joy in learning computer science with Experience CS

Post Syndicated from Liz Walsh original https://www.raspberrypi.org/blog/joy-in-learning-computer-science-with-experience-cs/

Last fall I met with Mark Nechanicky and Taryn Israel Nechanicky, two teachers from Albert Lea, Minnesota. Mark and Taryn are bringing computer science into their classroom with Experience CS, our free cross-curricular resource teaching computer science concepts and reinforcing students’ content knowledge in areas including math, science, language arts, and more.

We talked about some of the challenges they faced, and how they’ve worked around them, including constraints on their time and the requirements around teaching their core content areas. But most of our conversation was on the impact the Experience CS resources had on their students. Mark and Taryn shared how teaching cross-curricular computing helped their students to find joy in their learning, express creativity in their projects, and build a sense of leadership within the classroom.

A young person and a teacher looking at a laptop in a classroom setting.

In a little under a week Mark, Taryn, and I will be presenting a breakout session titled Foster Student Engagement, Confidence, and Collaboration through Integrated CS in New Orleans, Louisiana at the Computer Science Teachers Association (CSTA) annual conference. You can read more about our session at the end of this blog post. For now, here’s a preview.

Joy in learning through student agency

When it was time to code, Taryn’s students cheered. She said, “I believe this is because the curriculum makes coding feel like play, which is the basis of how Scratch is designed. Students have choices, agency, chances to make mistakes, and problem-solve individually and together.”

Taryn shared an example of student agency she saw when teaching the first lesson in Weather watchers, a unit designed for students in third grade (ages 8–9) that integrates math and science concepts with programming. During that lesson a student was able to bring her beloved dog, Chewy, into her program as a sprite, and create something meaningful to her.

Fostering creativity among students

While we were designing the units of Experience CS, we focused on ensuring that our resources provided students and teachers with properly scaffolded learning experiences. We did this to support all students in their computing journey, and to provide them with the opportunity to be creative and express themselves in their programs.

In the Weather watchers unit, students collect weather data and create picture graphs using sprites that represent different weather conditions. Mark’s class let us know the starter project for the unit was missing something — keep an eye out for a tornado sprite in the future! With a little creativity and problem solving, they were able to design just the sprite they needed.

Mark added, “students aren’t just following step-by-step directions to create identical projects. As they work through the lessons, they have the flexibility to add their own sprites, design additional interactions, customize characters, and extend projects in ways that reflect their interests.”

A screenshot from a Scratch programming project.
A student explains how they created their own sprites for a project in Weather watchers.

Fostering leadership in the computer science classroom

The largest part of our discussion was how teaching cross-curricular computer science created environments for all students to become leaders. “One thing I’ve noticed is that coding creates leadership opportunities for students who don’t always get the chance to be seen as the expert. Because it is a new experience for almost everyone, it changes the dynamic in the classroom. Students with Individualized Education Plans (IEPs), English Language Learners, introverted students, and students who may struggle in other academic areas are often the ones discovering new ideas, solving problems, and showing classmates how to do something cool.”

Mark also shared an experience he had while teaching Digit dash, a game design unit that reinforces multiplication fluency, designed for students in fourth grade (ages 9–10). That unit was the first time his students had explored how variables can be used to store a score in a game. The first student to figure out how to use variables in their program was introverted, but became the class “expert” on variables and modeled it for his fellow students.

A screenshot from a Scratch programming project.
Sample student final program from Digit Dash in Code Classroom.

Find us at CSTA

If you’re heading to New Orleans, we hope to see you at our CSTA breakout session, Foster Student Engagement, Confidence, and Collaboration through Integrated CS. During our session, you will be able to hear directly from Mark and Taryn on the impact that teaching Experience CS has had on their students in the last school year. We will include examples from the Experience CS units Weather watchers, Logic and lore, Picture this!, and Digit dash.

Our CSTA session will take place on July 17th, from 3:00 PM to 4:00 PM CT, in Borgne (Floor 3).

And we’d love to hear from you. Have you used our Experience CS resources in your classroom? How did it go?

The post Joy in learning computer science with Experience CS appeared first on Raspberry Pi Foundation.

How to design and present clear computing lessons

Post Syndicated from Sean Sayers original https://www.raspberrypi.org/blog/how-to-design-and-present-clear-computing-lessons-mayers-principles/

Learning something new requires effort. Learners take in new information by listening and observing. When a lot of information is presented at once in a lesson, that can create too much cognitive load for learners — a barrier to understanding and engagement.

To help you design and deliver great computing lessons, we’ve written two new Pedagogy Quick Reads focused on Mayer’s Principles of Multimedia Learning. These research-backed principles give you practical strategies to lower your students’ unnecessary cognitive load during lessons, leading to better learning outcomes.

A snapshot of our pedagogy quick reads.

In this blog, we introduce the two new Quick Reads (Designing multimedia for clarity and Designing multimedia for understanding), which you can download for free to:

  • Find practical tips for how you can apply Mayer’s Principles to your lessons
  • Read a summary of the research behind them

The blog also includes some examples for how to apply the principles in your computing lessons.

If you’d like an introduction to the idea of cognitive load, you can find the Quick Read about cognitive load theory here.

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

What are Mayer’s Principles?

Mayer’s Principles of Multimedia Learning are practical principles that will help you create clearer resources and present information in a way that avoids unnecessary cognitive load for your learners.

Mayer’s Principles are based on three related facts:

  1. You can present information to learners in auditory form (e.g. spoken explanations) and visual form (e.g. written text, diagrams)
  2. There are limits on how much new information people can take in at the same time
  3. Teaching materials that are not well-structured can cause too much cognitive load, which negatively affects learning

Designing lessons for clarity

Our first new Quick Read focuses on the following Mayer’s Principles for making your lessons as clear as possible, so that learners can connect the information they see and hear in real time.

  • Make all the information you include coherent, meaning that it is directly relevant to the learning objectives and does not distract learners’ attention
  • Guide your learners’ attention by using signals such as arrows, bold text, colour, or auditory cues
  • Avoid redundant information, such as a slide with a diagram and a paragraph explaining the diagram, or a slide that you speak about without adding new, complementing information
  • Present related words and visuals in the same space, e.g. place your text labels, or explanations directly adjacent to diagrams, images or code segments they describe
  • Present related words and visuals at the same time, e.g. by pairing narration with imagery

Designing lessons for understanding

Our second new Quick Read shares three Mayer’s Principles for how you can structure your lesson delivery to support your learners’ understanding:

  • Structure lessons or demonstrations into clear, manageable stages or segments, rather than presenting the information all at once
  • When you start a new topic, begin with some pre-training by introducing key terms, components, or goals and how they relate
  • When you present diagrams, flowcharts, or code examples, explain this visual information using the other modality, meaning spoken narration, instead of using paragraphs of text

Applying Mayer’s Principles to your computing lessons

We suggest you consider implementing Mayer’s Principles when you next design new lessons or want to adapt materials that you reuse regularly.

Here are some ideas on how you use both sets of principles in common computing teaching scenarios.

Live coding and code walkthroughs

When displaying a new Python script or Scratch project, avoid adding long, written paragraphs of commentary to explain the code. Instead, place short text annotations or sub-goal labels directly next to the relevant lines or blocks. As you run through the code, use your pointer or live typing to guide your learners’ focus (signalling) and explain in words how the program works at the same time.

Starting a new topic such as networking

Before students move to a new topic, for example networking, consider what words or concepts your class needs to be familiar with. Allocate a few minutes at the start of your lesson for pre-training to introduce terms like LAN or bandwidth and how they relate to the lesson.

Learners in a computing classroom.

Consider how your lesson can be divided into stages to allow for better understanding (segmenting). Each stage should build on the previous one and feed into the next one. For example, when you explain how data moves across a network, you can introduce each step separately before combining them all into a complete model of a network.

Consider how you display visual information to your class. Ensuring related diagrams and labels appear close together, only include relevant materials and no decoration on your slides (coherence), and avoid simply reading out words on the slide identical forms of information (redundancy).

Supporting multilingual learners with Mayer’s Principles

Mayer’s Principles are even more important for educators teaching multilingual learners or non-native speakers. When learners need to work harder to understand the language, poor lesson design can slow down their learning significantly.

Mayer’s Principles can help you with this challenge:

  • Applying the coherence and redundancy principles will allow you to make your explanations and slides as clear and concise as possible
  • Using signaling will mean you help learners to follow along and know what is most important
  • Presenting diagrams that illustrate computing concepts clearly will help your multilingual learners understand your spoken explanation much more easily (modality)

Intentional design for lasting understanding

By intentionally designing and presenting lessons to give the right amount of information in the clearest way, you make it easier for your students to focus and build a lasting understanding of computing concepts. When your lesson materials align with how our brains process information, learners can build stronger mental models and approach independent learning activities with greater confidence.

Read our new Quick Reads to find out more and discover the research behind Mayer’s Principles:

The post How to design and present clear computing lessons appeared first on Raspberry Pi Foundation.

What students and teachers in England want from a computing curriculum

Post Syndicated from Rachel Arthur original https://www.raspberrypi.org/blog/what-students-and-teachers-in-england-want-from-a-computing-curriculum/

The UK Government is undertaking the first major review of England’s curriculum and qualifications system since the current national curriculum was introduced in 2014. We believe that this is an excellent opportunity not simply to update the computing curriculum content, but to reconsider what computing education is for, who it serves, and how it prepares young people for life in a digital society.

Today, we are launching a report featuring 6 key priorities for curriculum reform based on discussions we have had with students and teachers. 

Students and educators sit at a table discussing England's curriculum review and The Future of England's Computing Curriculum.

Putting students and teachers at the heart of the conversation 

Too often, curriculum reform happens around students and teachers rather than with them. Yet these are the people who experience computing education every day, and they have valuable insights into what is working, what is not, and what needs to change. 

Our new report is based on a series of student focus groups and teacher workshops held by us and the University of Cambridge in Manchester, London, and Cambridge during spring 2026.

Teachers sit at a table discussing England's curriculum review and The Future of England's Computing Curriculum.

The student discussions included young people currently studying computer science at GCSE and A level (ages 14–18), as well as young people who had decided to not continue with the subject. We also brought together 18 computing teachers from secondary schools across England to explore curriculum priorities and challenges for implementation. 

Although participants in our workshops had differing perspectives, they consistently pointed to the same underlying challenge: the current curriculum no longer reflects the realities of technology, work, or young people’s lives. 

“AI is everywhere now, we need to understand how it works, not just be told not to use it.”
– Student, London

In particular, many students highlighted a lack of confidence in their practical digital skills despite using technology constantly in everyday life.

“I can code a bit, but I don’t know how to use Excel properly, that’s what I’ll actually need.”
– Student, London

Calls for a practical, relevant, inclusive, and future-facing curriculum

Students and teachers are not calling for a less rigorous curriculum. Nor are they arguing that computing should lose its technical foundations, with teachers consistently emphasising the value of understanding computational thinking, programming, algorithms, data, and computer systems and networks.

Instead, students and teachers want to make computing education more practical, relevant, inclusive, and future-facing.

Teachers sit at a table discussing England's curriculum review and The Future of England's Computing Curriculum.

Teachers particularly emphasised the importance of helping students understand how AI systems function, including issues such as bias, training data, limitations, and ethical implications. Participants argued that computing education should help young people understand the technologies shaping their lives, not simply prepare them for examinations. Perhaps the strongest area of agreement was that curriculum reform will only succeed if it is matched by investment in teaching.

Six key priorities for curriculum reform 

Based on our discussions with students and teachers, we have identified several priorities for curriculum reform.

1. Guarantee a core digital education for every young person

All students should leave school with a strong foundation in digital literacy, online safety, data awareness, and AI literacy. These should be treated as essential components of modern education, not optional extras.

2. Modernise curriculum content

The curriculum should focus on contemporary technologies and concepts, including AI, cybersecurity, and data, while trimming content that is overly specific, outdated, or disconnected from modern practice. Foundations such as programming, algorithms, and computational thinking should remain central.

3. Prioritise practical and applied learning

Computing should be taught through making, experimentation, and problem solving. Project-based learning, physical computing, and relevant, real-world applications should become central approaches across all ages.

4. Introduce greater flexibility and specialisation

The revised curriculum should balance a shared foundation with opportunities for students to specialise in areas aligned with their interests and aspirations.

5. Embed inclusion throughout the curriculum

Any reforms should actively address barriers to participation by ensuring inclusive teaching approaches, diverse, relatable role models, and accessible learning experiences.

6. Invest in teachers and implementation

Curriculum reform must be accompanied by sustained investment in teacher recruitment, professional development, and classroom resources. Without this, reforming the curriculum  risks widening existing inequalities in provision.

Read our full report

We believe listening to students and teachers should be central to curriculum reform. You can read the full report now:

The post What students and teachers in England want from a computing curriculum appeared first on Raspberry Pi Foundation.

Professional development: How to stay ahead in a fast-changing subject

Post Syndicated from Sean Sayers original https://www.raspberrypi.org/blog/professional-development-how-to-stay-ahead-in-a-fast-changing-subject/

What does great training for computing teachers look like?

High-quality professional development (PD) is one of the most effective ways to improve your students’ outcomes, and participating in PD is a core part of being a teacher. By changing and refining your teaching practices, you can create a direct, positive impact on the young people we teach.

Image displaying the Professional Development Pedagogy Quick Read, from the Raspberry Pi Foundation.

In this blog, we share our new professional development Quick Read, which you can download for free to:

  • Find practical tips for how to use and design effective professional development opportunities
  • Read a summary of the research behind effective PD

The unique impact of professional development for computer science educators

Professional development is vital for anyone teaching computing. In many subjects, the curriculum stays the same for decades. Computer science, however, can change quickly — as with the development of new technologies such as AI and quantum computing, and new hardware — and PD can help you stay up to date.

An educator teaches students to create with technology.

Another challenge is that many educators who teach computing are not necessarily subject specialists. So educators often benefit from building their own subject knowledge and learning new computing-specific pedagogical approaches through PD.

What makes effective professional development?

Drawing on academic research and our own expertise, we’ve identified several key principles that make professional development effective for computer science educators:

  • Learner-focused and research-informed: PD should be based on evidence and equip you with the skills and confidence to make real changes in your practice
  • Sustained and actionable: The best outcomes happen when you can select your own learning pathways and you’re given the time to test, adapt, and reflect on new approaches
  • Collaborative and contextual: Sharing ideas and new ways of thinking with other educators in a low-stakes environment can help you and your peers benefit from different perspectives and experiences

There may be factors that influence your teaching that you have little control over: you might teach computing as a standalone subject, or you may be required to weave computer science into other lessons across the curriculum. Or you might be working with older devices or limited internet access, all of which have an impact on your practice.

Effective PD should recognise these realities, and offer practical tools that work for your specific classroom and students.

How to find or design PD for computing educators

You can use the principles in our latest Quick Read when you’re looking for your next training course or if you are designing a session for your team. The full list of principles is available in our Quick Read, but here are some ideas for you to consider:

  • Focus on small, manageable changes: Rather than trying to overhaul your entire teaching practice at once, reflect on one approach at a time and adapt it as necessary before moving on to the next
  • Encourage low-stakes rehearsal: Practise new techniques with peers before implementing them in a live lesson
  • Align with school priorities: Ensure your self-directed learning also meets the wider needs of your department or school

You can read more about the principles of effective PD in our Quick Read.

The benefits of professional development

Potential benefits for teachers:

  • Provides a clear structure for updating your subject knowledge and teaching methods
  • Helps you feel more confident teaching 
  • Allows you to take ownership of your career journey and focus on what matters most to your students

Potential benefits for learners:

  • Improved learning outcomes through:
    • Higher quality lessons
    • More engaging lessons 
    • Lessons better suited to their individual needs

Our new Quick Read shares tips on how to best use these principles in your setting.

The post Professional development: How to stay ahead in a fast-changing subject appeared first on Raspberry Pi Foundation.

What does ‘thinking’ mean now?

Post Syndicated from Meg Wang original https://www.raspberrypi.org/blog/what-does-thinking-mean-now/

At a time when artificial intelligence (AI) systems and tools based on large language models (LLMs) are being rapidly introduced into industries and daily life, the basic definition of ‘thinking’ and the essential skills we teach the next generation are being called into question.

Shuchi Grover showing children something on a laptop screen
Dr Shuchi Grover working with learners in a classroom.

In this interview, Dr Shuchi Grover, a leading voice in computing education who has recently become our Director of Research and Impact, shares how her work in computational thinking is evolving.

Can you share the story of your path in computer science (CS) education?

Most people in the education and CS education world know me from my research in computational thinking and K–12 CS education over the last 15 years. What is less known, perhaps, is that I started my career as a software engineer after completing my undergraduate and graduate studies in CS. About 25 years ago, I made a concerted shift to education, completing a Masters in Education from Harvard University in 2003, and then after a gap earning a PhD in the learning sciences (with a focus on K–12 CS education) from Stanford University in 2014.

Over these last two and a half decades, I have trained my efforts on helping young learners and school-aged children develop 21st-century competencies in computer science, data science, AI, and cybersecurity; as well as on STEM and non-STEM learning experiences that integrate computational thinking, AI, CS, and data science. My research has also attended to promoting interest and a sense of belonging in CS among learners from historically underrepresented groups.

Two students use computers in a classroom.

I recently joined the Raspberry Pi Foundation as Director of Research and Impact. I feel very fortunate, as this role builds on all the work I have done over the course of my professional life and also affords me an unparalleled opportunity on a global scale to continue this work I’ve been so passionate about in both formal and non-formal learning settings.

You are well-known for your work on computational thinking. Since the development of LLMs, how has the definition of ‘thinking’ been changing?

This question is deep and thorny, and I’m not sure we have a complete answer to it yet. I believe that thinking as a human endeavour continues to be valid and means what it always has meant: a cognitive process that involves making new connections and creating meaning. In the education literature, thinking is often equated to problem solving. So teaching students ‘thinking skills’ has meant teaching them logic and ways to solve problems — typically in the context of a domain. In the context of K–12 CS education, computational thinking essentially means computational problem solving.

What changes with LLMs is not the definition of thinking itself, but rather what thinking skills students need most urgently. For students, the idea of ‘critical thinking’ has become much more critical (no pun intended) in an era when LLM-based tools offer quick and easy ways to produce answers. Students need to be equipped with the skills to evaluate AI outputs, and to follow up in deliberate and mindful ways to ensure that the AI-generated answer they ultimately take away is factually accurate, unbiased (to the extent that it can be), and valid for their context. They should also have the ability to recognise when an output is not suitable for their purposes, and when they would be better off approaching a problem or project as they would have in the pre-LLM era. These kinds of metacognition and evaluation skills must be crucial elements of AI literacy training.

How has data changed AI, and how has it impacted CS education?

Over the past 5 to 10 years, the scope, pervasiveness, and complexity of computing applications have grown substantially. This growth has been propelled by developments in AI and machine learning (ML). Many of the ML methods that underpin these developments have been in existence for much longer, but two key ingredients were still needed: large quantities of data, and the requisite computational power to process those quantities of data efficiently. Around 10 years ago, these became a reality. Combining so-called ‘big data’ captured from the countless human activities on the World Wide Web with new, powerful graphics processing units (GPUs) enabled AI scientists to build powerful prediction, classification and, most recently, generative AI models. Thus these scientists ushered in a new paradigm of computing that is data-driven. 

Learners at laptops in a computing classroom.

This has expanded the scope of what we need to teach students as part of CS education. In the context of AI and ML, you now have traditional programs that follow the algorithmic, deterministic paradigm of programming, but also ML applications that follow a data-driven, non-deterministic/probabilistic paradigm. CS curricula must help students develop an understanding of both. And data and data science are the crucial connective tissue between CS and AI/ML, so data literacy (which also captures elements of data agency and data equity) is critical to CS and AI learning experiences. 

Ethical issues in the context of data and AI have become more heightened and pertinent: issues of data privacy, safety, bias, responsible and explainable AI, and most importantly, impacts of AI systems on society. Understanding of these issues — what we can call ‘sociotechnical literacy’ — needs to be much more central to CS education now.

Considering the advances in AI and LLMs, what computing-related skills that we are used to teaching as part of CS are still relevant for young learners?

Let me begin by saying that there is no AI without CS. So understanding CS is important and foundational even in this age of AI and LLMs. The rationale for teaching CS and coding to learners aged 5 to 18 has always been primarily about (a) preparing the next generation to understand, and thrive in, a world where countless aspects of day-to-day life are driven by computing, and (b) providing them with the tools and skills for problem solving and creative expression. That goal has not changed. Foundational coding skills are still important and relevant for learners.

Photo of a class of students at computers, in a computer science classroom.

However, there is the new reality we must contend with: it is now easy to produce accurate code using LLM-based tools. We need good research on what this means in terms of how we teach coding. There are many questions related to this issue for which we need empirical evidence: What are the foundational skills for programming effectively with AI tools? What CS topics, skills, and concepts must we emphasise or de-emphasise? Could teachers be supported by generative AI tools in teaching coding, and if so, how? Will use of AI tools result in poor learning for students? How might students leverage LLM tools in ways that don’t harm their foundational understanding of coding concepts, and at what age and stage? What kinds of LLM tools are safe and suitable, and what preparation must students have before they use them? What bigger, more sophisticated projects might students create with the help of an LLM tool? How might LLM tools aid student learning through formative feedback? Can LLM tools aid in metacognition by prompting reflection at the right moments in a project? These are just some of the many, many questions we need to answer to shape CS education over the coming years.


A version of this interview also appears in issue 29 of Hello World, available as a free download. Subscribe to the magazine to never miss an upcoming issue.

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Experience CS: The complete set of units is live

Post Syndicated from Andrea Wilson Vazquez original https://www.raspberrypi.org/blog/experience-cs-the-complete-set-of-units-is-live/

The complete set of Experience CS units is now available.

With the release of the final six units, Experience CS now provides 18 cross-curricular, project-based computer science units for grades 3–8. It offers educators a collection of free, standards-aligned units to bring computing into their classrooms with confidence.

The six final units shown on the Experience CS curriculum page.
Some of the units on the Experience CS website

This milestone marks the culmination of a year of development, iteration, and collaboration with educators. The result is a set of learning resources designed by educators for educators, for real classrooms and real teaching needs.

What is Experience CS?

Experience CS is built to make computer science (CS) accessible, engaging, and relevant for all learners, and teachable for all educators.

Rather than treating CS as a standalone subject, Experience CS integrates computing into core subjects like science, math, and the arts. Students learn key concepts such as sequencing, loops, cybersecurity, and networks while exploring meaningful, real-world themes. The Experience CS platform includes a school-safe version of Scratch that is easy for teachers to use and where students can explore making coding projects.

Every Experience CS unit includes:

  • Ready-to-use lesson plans
  • Slides and teaching resources
  • Student activities and starter Scratch projects
  • Step-by-step teacher guidance

No prior computer science experience is required — Experience CS makes it easier than ever for schools to get started.

From launch to completion

Since we launched Experience CS in June 2025 with the first 6 units, we’ve worked steadily to create more resources, guided by feedback from educators and classroom testing.

Now complete, Experience CS offers:

  • A fully scaffolded learning experience for students aged 8–14
  • 18 classroom-ready units
  • 3 units per grade level (Grades 3–8)

Along the way, we have also added:

  • Unit 0: Getting started, introducing Scratch and the Code Editor for Education platform
  • Spanish and French translations, broadening access for more learners
  • Updates informed by teacher feedback

What are the newest units about?

The final Experience CS units give students more opportunities to create, explore, and apply their learning:

  • Unit 3.3 — Like, literally? Bring figurative language to life! Students animate an idiom in Scratch, use code to check user guesses, and create an interactive project that reveals the meaning behind the words.
  • Unit 4.3 — Logic and lore: Design a hero and build a survival game! Students determine character stats, create power-ups, and use code to determine their character’s fate.
  • Unit 5.3 — What are the odds? Can a program predict your future? Students build a yes-or-no response generator, explore how data is stored, and test whether their program’s predictions match real-world results.
  • Unit 6.3 — Under the sea: Discover how messages travel across the world! Students explore networks, packets, and error-checking, then create an interactive program that tells the story of digital communication in action.
  • Unit 7.3 — Cipher quest: Crack codes and design your own digital escape room! Students explore ciphers, build secure password systems, and use programming to hide and protect secret information.
  • Unit 8.3 — Art all around: Use code to create stunning abstract art! Students design algorithms, transform shapes, and build programs that turn mathematical ideas into original works of art.

What’s next for Experience CS?

While the curriculum is now complete, our work to expand access is just getting started.

Events and professional development

Throughout 2026, we will host sessions, workshops, and conference events to support educators across the US in bringing Experience CS into their classrooms. These free professional development opportunities will help teachers build confidence, explore best practices, and connect with a growing community of educators.

We will host a webinar on April 30 at 3pm CT / 4pm ET to highlight the new units. Register today to join:

And you’ll find us at the following events this spring and summer:

And more! Keep up with us on social media to stay in the loop with conference appearances and sign up for Experience CS mailing updates to hear about upcoming PD opportunities.

Supporting adoption in schools

Experience CS is already being implemented in schools and districts across the United States. With Data Privacy Agreements (DPAs) now in place in multiple states, even more districts can adopt the curriculum.If you have any questions about DPAs or district expansion, please reach out to [email protected].

A milestone for integrated computer science education

The completion of Experience CS marks a big step forward in making computer science education accessible, creative, and inclusive.

PD photo from Empower

The cross-curricular design of each unit empowers non-specialist teachers to confidently introduce computer science in their subject and help students connect it to the world around them.

Start exploring today

The complete Experience CS curriculum is now available.

Visit experience-cs.org to explore all 18 units and get started in your classroom.

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Bringing AI education to 1.25 million students across Latin America

Post Syndicated from Anna Burton original https://www.raspberrypi.org/blog/bringing-ai-education-to-1-25-million-students-across-latin-america/

We’re excited to share that we are expanding our Experience AI programme across Latin America with the aim of training 24,000 educators and reaching 1.25 million students by 2028, thanks to generous funding of $4.6 million from Google.org.

Working with education partners across Argentina, Brazil, Chile, Colombia, Dominican Republic, El Salvador, Mexico, Peru, and Uruguay, we will help young people develop a foundational understanding of AI technologies, their social and ethical implications, and the role that AI can play in their lives.

AI literacy across the globe

AI systems are part of everyday life in how we find information, work, and solve problems. We think that young people need more than access to AI tools: they need the knowledge, skills, and confidence to understand and create their own AI tools.

Experience AI, developed in partnership with Google DeepMind, is a free educational programme that helps teachers and students learn about artificial intelligence (AI). It introduces young people to how AI systems work and how they are used in everyday contexts through lessons, classroom resources, and hands-on activities. The resources give young people opportunities to think critically about the role of AI in society.

The winners of the 2025 UNESCO King Hamad Bin Isa Al-Khalifa Prize.
The winners of the 2025 UNESCO King Hamad Bin Isa Al-Khalifa Prize. © Government of the Kingdom of Bahrain

Through a global network of Experience AI partners, we have so far reached an estimated 2.9m young people and trained 30,000 educators. The programme’s resources are used in more than 180 countries and are available in 19 languages. In recognition of its impact, Experience AI was named a laureate of the 2025 UNESCO King Hamad Bin Isa Al-Khalifa Prize for the Use of ICT in Education.

Impact through partnerships

In Latin America, as in other parts of the Experience AI network, our focus will be on sustainable, locally led delivery through partner organisations. Using our established ‘train-the-trainer’ model, we will equip 24,000 educators with the skills and knowledge to use the Experience AI resources to confidently deliver AI literacy lessons. 

Educators at a workshop

Our aim is to create a lasting impact for teachers and classrooms across the region and ensure that high-quality AI education is accessible to young people in a wide range of settings.

Supporting critical thinking

Experience AI is designed not only to build technical understanding, but also to help young people think critically about AI and its impacts.

Three teenage girls at a laptop.

Through the programme, students across Latin America will develop a foundational understanding of how AI works, while exploring key topics including how data is used in AI systems, how to identify AI-generated misinformation, and how to use generative AI tools responsibly. This will help them to understand the opportunities and challenges of AI, and to make informed decisions about how they use these technologies.

Looking ahead

As AI systems are being built into many aspects of today’s world, it’s essential that young people have the opportunity to understand, question, and build with these technologies.

With support from Google.org, we will expand access to high-quality AI education across Latin America through Experience AI, helping over a million young people develop the skills, knowledge, and confidence to navigate and shape a world where AI technologies are widely used.

You can find out more about Experience AI at experience-ai.org.

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Computing and AI for all: From classrooms to national dialogue in India

Post Syndicated from Mamta Manaktala original https://www.raspberrypi.org/blog/computing-and-ai-for-all-from-classrooms-to-national-dialogue-in-india/

On 7 February 2026, we witnessed something special in Bhubaneswar: a day where classroom experience took centre stage in conversations about computing and AI education in India at our Computing and AI for All conference.

At this event, we brought together educators, researchers, and system leaders for shared learning, reflection, and professional dialogue where classroom practice was placed at the heart of the discussion.

An event to connect conversations

Across computing and AI education in India, conversations about policy, pedagogy, research, and future readiness often take place in separate spaces. At Computing and AI for All, we wanted to connect these strands in a national forum where classroom practitioners, researchers, and system leaders could speak with each other about computing and AI education. 

The theme ‘Computing and AI for all: Classroom to policy’ connected:

  • Ecosystem and policy
  • Pedagogy and innovation
  • AI and future readiness
  • Research, evidence and impact

Bringing these conversations together helped shape a richer dialogue than we’ve seen in many traditional education forums.

Grounding in classroom experience

The response from educators to the opportunity to attend was both energising and encouraging. 165 educators and 22 invited guests joined us on the day. The event also featured 35 paper and poster presentations, reflecting the breadth of classroom practice, research, and innovation that teachers were keen to share.

An aerial view of the attendees of the Computing and AI for All event.

The conference also brought together diverse contributors. Alongside teachers, there was representation from organisations such as Computer Science Teachers’ Associations, the University of Southampton, Quest Alliance, and Learning Links Foundation. Also part of the event were attendees from government bodies including TTWREIS – Telangana Tribal Welfare Residential Educational Institutes; PSSS – Panchasakha Shikhya Setu Sangathan (a Govt. of Odisha initiative); and IIITMK Kerala. The presence of an international delegate from Nepal further broadened the exchange of perspectives.

First and foremost, the event was rooted in classroom practice. 88% of participants were ICT teachers, with strong representation from Odisha and Telangana, where we have been working on partnerships to support computing educators. A significant proportion of the educators present were attending a computing conference in person for the first time, so it was a milestone in their professional journey.

Teachers present a poster at the Computing and AI for All event.

Teachers stepping onto a national stage to present their classroom experiments, research, and reflections signaled an important shift: computing and AI education in India is no longer something designed solely for teachers. It is increasingly being shaped by teachers and informed by their lived classroom realities and professional expertise.

Ideas, evidence, and inspiration

The conference featured a full-day academic programme beginning with a formal inauguration and an introduction to our work in India.

The group performing the formal inauguration of the Computing and AI for All event.

The keynote by the Foundation’s Director of Research and Impact, Shuchi Grover — ‘Democratizing the future: Why computing and AI literacy matters for every child, everywhere”’ — set an equity-driven, future-focused tone. It reminded us that AI literacy is not optional; it’s foundational for learning and opportunity.

In the panel discussion on ‘Embedding ethical AI in everyday teaching: From principles to classroom practice’, teachers, researchers and leaders exchanged ideas about how to integrate responsible AI without losing sight of learning goals.

Across sessions, teachers and researchers shared a wide range of classroom-centred insights, including:

  • Using generative AI for algebraic discovery
  • Designing AI-supported personalised learning models
  • Inclusive coding practices with Scratch
  • Using AI to reduce teacher workload
  • Low-cost computing innovations in K–12 classrooms
  • Hands-on technical explorations, such as Kali Linux on Raspberry Pi

These sessions reflected both pedagogical creativity and deep engagement with everyday classroom challenges.

The structured poster gallery created space for peer feedback and deeper discussion around critical themes such as:

  • AI for first-generation learners
  • Classroom research evidence
  • AI tools to support ICT engagement

What educators told us

In the feedback we captured, educators described the conference as:

  • Highly educative
  • A space for cross-state collaboration
  • A confidence-building platform for presenting work

One participant shared: “I’m honoured to be part of [the conference]. It was inspiring to listen to educational experts sharing valuable insights on AI tools and education.”

Many participants asked us to expand the event, suggesting a two-day format, extended hands-on AI workshops, and practical demonstrations they could take back to their classrooms.

Looking ahead

Our Computing and AI for All event formed a national, educator-led platform linking classroom innovation, AI literacy, research evidence, and policy dialogue.

What stood out most was the spirit of participation:

  • Teachers sharing real classroom experiments
  • Researchers listening
  • Policy voices engaging
  • First-time presenters stepping into a national forum

If AI is shaping the future of work and society, then teachers need to play a part in shaping the future of AI education. Computing and AI for All was one move in this direction that we were pleased to facilitate — and it is only the beginning.

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‘Using PRIMM to teach programming’: A new short course for educators

Post Syndicated from Kate Irwin original https://www.raspberrypi.org/blog/using-primm-to-teach-programming-a-new-short-course-for-educators/

At the Raspberry Pi Foundation, we believe that learning to program equips young people with the knowledge and skills they need to thrive in an increasingly digital world. For many educators, teaching programming effectively can be challenging, particularly when their learners are at different stages in their programming journey. Ask learners to write code too early, and they might struggle or feel intimidated. Rely too heavily on step-by-step instructions, and you limit learners’ chances to explore ideas or develop deeper understanding.

Using PRIMM to teach programming artwork

The PRIMM framework — Predict, Run, Investigate, Modify, Make — provides educators with a structure for teaching programming. This research-informed teaching approach balances support with independence and helps learners build their understanding before they write their own code, whatever their starting point.

To help educators use this approach confidently, we have launched a new short online course, Using PRIMM to teach programming, which is available on our new Training Hub platform for free.

What is the course about?

This practical, self-paced course gives educators the knowledge they need to use the PRIMM approach to design and adapt programming activities to suit their learners.

The course takes 1–2 hours to complete, and we have designed it for educators working in formal or non-formal learning environments around the world, using any block-based or text-based programming language. All you need is some experience of creating and adapting simple programs.

The course starts with considering the five stages of PRIMM, when and why to use each stage, and how they work together to support learning. It covers how PRIMM aligns with key teaching principles such as scaffolding, managing cognitive load, and progression, and examines how the approach supports formative assessment by making learners’ thinking — and any misunderstandings — more visible.

Active, social learning

Although pedagogy forms the core of this course, we have deliberately avoided a theory-heavy approach. Instead, the course is designed to help you learn through hands-on activities. By reflecting, taking part in discussions with other computing educators, and completing practical tasks, you will explore how PRIMM works in real teaching contexts.

A computer science teacher sits with students at computers in a classroom.

After an introduction to the core ideas of PRIMM, you will design a new programming activity, or adapt an existing one, using the PRIMM structure. This will support you to think carefully about what your learners know and can do, likely misconceptions, and how each stage of PRIMM can be used effectively, including when your learners have varied learning needs and levels of programming experience.

With its emphasis on activity design, the course will support you to develop resources you can use and keep adapting in your own setting. By the end, you will have a complete PRIMM activity designed specifically for your learners, and a clear sense of how to teach programming in a structured and supportive way.

Join the course on the Training Hub

Using PRIMM to teach programming is available on our new Training Hub, where we offer all our professional development courses for free. The Training Hub offers flexible, reflective learning experiences across a range of topics, helping you build your subject knowledge and bring research-informed teaching approaches into your day-to-day practice.

Whether you are an experienced computing teacher, a volunteer educator, or a parent looking to support their child’s learning, we invite you to join us there.

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The challenges of measuring AI literacy

Post Syndicated from Bobby Whyte original https://www.raspberrypi.org/blog/the-challenges-of-measuring-ai-literacy/

Measuring student understanding in computing education is not an easy task. As AI literacy becomes an important pillar in computing education, defining and accurately measuring students’ understanding of concepts and their skills is an even greater challenge.

A girl doing Scratch coding in a Code Club classroom

In a recent seminar in our series on teaching about AI and data science, researcher Jesús Moreno-León (Universidad de Sevilla) talked about his work in developing assessment tools for computational thinking (CT) and AI literacy. Jesús is also co-founder of Programamos, a non-profit organisation that promotes the development of computational thinking, supporting teachers through training and sharing resources.

Jesús Moreno-León (Universidad de Sevilla/Programamos).
Jesús Moreno-León (Universidad de Sevilla/Programamos)

Developing assessment tools in computer science

Jesús began by discussing the recent development of computer science assessment tools. Together with Gregorio Robles (Universidad Rey Juan Carlos), they created Dr Scratch, a web-based tool to assess the quality of Scratch projects and detect errors and bad programming habits (e.g. dead code). Projects are scored on the use of computational thinking concepts (e.g. parallelism, conditional logic) and the use of desirable programming practices (e.g. naming sprites, removing duplicate scripts) in order to give feedback to students and teachers to iteratively improve their Scratch projects.

Dr Scratch tool.
Dr Scratch tool.

Alongside measuring students’ programming skills, Jesús also shared work by Marcos Román-González (Universidad Nacional de Educación a Distancia) to develop the Computational Thinking test (CTt), a 28-item assessment tool designed to measure the computational thinking skills of students aged 10 to 16 years old. Two collaborators, María Zapata and Estafanía Martín (Universidad Rey Juan Carlos) further adapted these items to create the Beginners Computational Thinking test (or BCTt), an unplugged assessment suitable for younger learners aged 5 to 10 years old.

Teaching about AI in Spain

Jesús also described his more recent work at the Ministry of Education and Vocational Training in Spain to promote computer science at all educational levels. One initiative, La Escuela de Pensamiento Computacional e Inteligencia Artificial (or the School of Computational Thinking and Artificial Intelligence), supported Spanish teachers through training and resources to introduce CT and AI into the classroom. Over 400 teachers and 7000 teachers took part across Spain through unplugged activities and tools such as Machine Learning for Kids and LearningML, allowing students to classify text and images using machine learning. Older students created apps using the MIT App Inventor. When evaluating the design of the curriculum, they found they had strong instruments to measure the development of CT — such as the assessment tools described above — yet nothing to measure AI literacy.

The School of Computational Thinking and Artificial Intelligence curriculum.

A tool for measuring AI literacy

The lack of valid AI literacy assessment tools led the team to develop the AI Knowledge Test (or AIKT), a 14-item survey consisting of multiple-choice questions designed to measure students’ understanding of AI. The instrument was inspired by previous work in the field and relevant research (e.g. the AI4K12 framework).

An example from the AI Knowledge Test

An example of one of these items is presented below. Can you solve it? The answer is at the bottom of this article.

Q1. Which of the following strategies would be most appropriate for teaching a computer to recognise photos of apples?

  1. Train the computer with photos of dogs
  2. Train the computer with several photos of different apples, taken in different places and contexts
  3. Train the computer with several similar photos of the same apple, taken in the same place
  4. Train the computer with several identical copies of the same photo of an apple

Testing the test

In a study on the impact of programming activities on computational thinking and AI literacy in Spanish schools, the authors tested these knowledge-based items with over 2000 students to assess the reliability (e.g. internal consistency), or a measure of the quality of a survey or test. They found one item (“As a user, the legal regulation that is approved regarding AI systems will affect my life”) did not correlate with the other items. This left a total of 13 items which were found to have sufficient internal consistency — meaning how well each item correlated with one another to measure an underlying construct (i.e. “AI knowledge”). They concluded that the assessment tool needed a higher ceiling and needed to address common misconceptions. The authors also learned that teachers needed free and open-source tools with low barriers for entry, such as not needing registration, and were suitable for classroom use, such as limiting data sent to the cloud.

AI literacy in the generative era

With the rise of generative AI tools like ChatGPT or Google’s Gemini, Jesús and his colleagues felt their AI literacy assessment tool needed to focus on the capabilities of generative AI tools. They also felt they needed to take a broader view of AI and focus on additional dimensions, such as the social and ethical implications of AI tools. They are, therefore, currently revising their assessment items to align with several common frameworks, including the SEAME framework and AI Learning Priorities for All K–12 Students.

An example from the revised AI Knowledge Test

One of the revised items is presented below. Can you solve it? The answer is revealed below.

Q2. You have asked your students to design a decision tree to classify different fruits based on three characteristics: color, size, and shape. To check whether the following proposed solution is correct, you are going to test it with a small, round, yellow apple.

  1. Apple
  2. Watermelon
  3. Lemon
  4. Banana

Learn more about this work

Jesús concluded the seminar by describing his intentions to collaborate with others to test the revised AI literacy instrument with students in early 2026. We look forward to hearing about their results!

You can watch Jesús’s whole seminar here:

If you are interested to learn more about Jesús and his work, you can read about his development of the AI Knowledge Test (or AIKT) here and the Computational Thinking test (CTt) here or look at the original items here. You can also learn about the Beginners Computational Thinking test (BCTt) by watching a Raspberry Pi research seminar about it or reading about it here.

Join our next seminar

In our current seminar series, we’re exploring applied AI and how AI can be taught across the curriculum. In our next seminar in this series on 17 March at 17.00 UK time, we welcome Rebecca Fiebrink (University of the Arts London) who will explore the questions of how and why we might teach AI for creative practitioners, including children, students, and professionals.

To take part in the seminar, click the button below to register. We hope to see you there.

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


Answers

  • Q1: 2
  • Q2: 3

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How to evaluate your use of classroom technology with the PICRAT framework

Post Syndicated from Sean Sayers original https://www.raspberrypi.org/blog/how-to-evaluate-your-use-of-classroom-technology-with-the-picrat-framework/

There’s always something new to consider when teaching with technology. From the latest advancements in AI, to new software and hardware updates, it can be difficult to know which tools to use and how to incorporate it effectively into your lessons.

In today’s blog, we explore the PICRAT framework and how it can help you reflect on your use of technology in the classroom. 

We also share our new PICRAT Quick Read, which you can download for free to: 

  • Find practical tips on how to use the PICRAT model when planning your lessons
  • Read a summary of the research behind the framework

What is the PICRAT framework?

Technology is constantly changing, and educators must continually decide what tools to use in their practice. To help with this challenge, researchers started developing theoretical models that teachers (especially student teachers) could use to reflect on how they integrate technology in their classrooms.

You might already be familiar with frameworks like TPACK (Technology, Pedagogy, and Content Knowledge) and SAMR (Substitution, Augmentation, Modification, Redefinition). While these models are useful, the PICRAT framework was created to address gaps in these earlier models, offering a clearer, student-focused approach. Significantly, it encourages you to treat technology as a tool to support learning, rather than the goal itself.

It asks two simple questions: “How are students experiencing the technology?” and “How does this impact your practice?”. The answers to these questions form a matrix as pictured below. 

PIC (which runs along the y-axis) refers to the student’s relationship to the technology:

  • Passive – Students receive learning through technology
  • Interactive – Students interact with the content or other learning through technology 
  • Creative – Students construct knowledge using technology

RAT (which runs along the x-axis) refers to how the teacher uses the technology:

  • Replaces – Using technology but with an existing pedagogy
  • Amplifies – Using technology to improve pedagogy or outcomes
  • Transforms – Using technology to create new pedagogical practices

How can I apply the PICRAT model?

First choose the lesson you’re planning to deliver. Consider what activities you’ll be running and the technologies involved. You’ll then be able to plot where they sit on the matrix using the PICRAT acronym.

For example, if you are teaching a lesson on Python loops, you might initially plan for students to watch a pre-recorded coding tutorial on their laptops. In this scenario, the student experience is Passive (receiving info via tech), and the teacher’s use is Replacement because the video simply replaces a live lecture. To move up the matrix, you could instead have students use an online IDE to complete a “Parson’s Problem” puzzle where they rearrange blocks of code to fix a loop. This shifts the activity to Interactive and Amplification, as the digital tool provides immediate debugging feedback that a paper-based exercise could not.

Educator presenting in a classroom.

Next, think about how you might move your practice forwards. Although every position on the matrix has its own value, the framework is hierarchical. The overall goal is to try to move your practice towards the top right of the matrix to be Creative and Transformative.

To help you achieve this, take some time to reflect on your current lessons, activities, and the technologies you use. Ask yourself questions like:

  • What does the technology I’m using offer that could be used to amplify my practice?
    • What benefits would this have for students?
  • Does the technology present opportunities for students to interact with each other, not just the technology?
  • What other technological tools might support collaboration? 

Research highlights that technology is rarely used in ways that allow young people to be creative. By using the PICRAT matrix, teachers can identify missed opportunities and explore ways to transform their lessons, ensuring learners can be creative and thrive.

The benefits of the PICRAT model

Potential benefits for educators:

  • The framework encourages meaningful reflections, allowing teachers to easily evaluate how they’re using technology within their lessons
  • Reflections and the PICRAT matrix helps teachers to identify missed opportunities and gaps in their practice, ultimately leading to better student experiences
Photo of educators sharing ideas in a classroom.

You can use the PICRAT framework as part of your own reflections, or as part of a group activity. It’s a great way to spark discussion about technology integration with colleagues and improve best practices.

Want to find out more about the PICRAT framework?

If you’d like to learn more about the PICRAT model, you can download our Quick Read for free via our new Pedagogy Quick Reads page.

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A new qualification in data science and AI for students in England?

Post Syndicated from Diane Dowling original https://www.raspberrypi.org/blog/a-new-qualification-in-data-science-and-ai-for-students-in-england/

At the end of last year, Professor Becky Francis published her long-awaited Curriculum and Assessment Review for England, accompanied by the UK government’s official response. Buried within that response — and not actually proposed in the Review itself — was a notable commitment: to “explore introducing a new Level 3 qualification* in data science and AI, to ensure that more young people can secure high-value skills for the future and that we cement the UK’s position as a global leader in AI and technology.”

Photo of a class of students at computers, in a computer science classroom.

This announcement reflects a growing global recognition that young people need more than basic digital literacy — they need a deeper understanding of data, automation, and the rapidly evolving capabilities of AI. Countries around the world, from Singapore to the United States, are already wrestling with how to embed AI education into secondary schooling. England now joins that international conversation.

Why AI education matters

AI is an everyday technology now. Young people interact with AI systems constantly, often without realising it. Whether they pursue careers in medicine, engineering, the creative industries, or public policy, they will need a foundational understanding of how AI systems work, what their limitations are, and the ethical implications around them.

A teenager learning computer science.

Yet in England — and in many education systems globally — very few students receive formal teaching about AI. The English national curriculum makes no explicit reference to AI, and specifications for exams taken at the end of high school include only scattered mentions. This gap leaves young people navigating one of the most transformative technologies of their generation with limited guidance.

Exploring a qualification: Opportunities and challenges

In 2025, we joined forces with Professor Lord Lionel Tarassenko, one of the UK’s foremost researchers in AI and machine learning, and Simon Peyton Jones, a world-renowned computer scientist and long-time champion of computing education. Together with teachers, school leaders, universities, industry specialists, and exam boards, we have been exploring how we might begin to close the emerging gap in AI and data science education for 16- to 18-year-olds.

A group of young people in a lecture hall.

Over the past eight months, this collaboration has allowed us to refine our shared thinking and gather insights from a wide network of experts and practitioners. We are delighted that England’s Department for Education has recognised the potential of this work by appointing us to draft the subject content for a possible new A level in Data Science and AI.

We are delighted that England’s Department for Education has recognised the potential of [the work we have done] by appointing us to draft the subject content for a possible new A level in Data Science and AI.

Designing a qualification of this kind raises important questions — not just for the UK, but for any country considering a similar path.

What knowledge and skills should young people gain from the qualification?

A meaningful qualification must go beyond the use of tools. It should help students understand data literacy, model behaviour, bias, ethics, and the societal implications of AI. Balancing technical understanding with critical thinking is challenging but essential.

How do we ensure the qualification is accessible and inclusive?

AI should not become the preserve of already-advantaged students. Any qualification must be designed with equity in mind, recognising differences in school capacity, teacher expertise, and students’ prior experience.

How do we support teachers to deliver the qualification?

Teacher professional development is a major challenge worldwide. Delivering a qualification in AI will require confidence with concepts that are not yet common in teacher training. Sustainable delivery models — supported by high-quality resources and professional development — will be crucial.

What form should the qualification take?

There is an active debate about whether the best route for students in England is a high-stakes qualification or a supplementary course that broadens a core programme of study:

  • An A level provides structure, national recognition, and clear progression into higher education or employment.
  • An Extended Project Qualification (EPQ) may offer more flexibility, allowing students to explore AI through research or practical investigation without requiring schools to timetable a full qualification.

Different countries will make different choices based on their systems, but the underlying questions are the same: how do we create something rigorous, scalable, and future-proof?

What we’ve learned so far

In October, the Foundation hosted a workshop with representatives from schools, industry, universities, exam boards, and the Department for Education. Together, we explored key questions including:

  1. How do we make a qualification compelling – both for students who choose it and for schools that offer it?
  2. What delivery models will genuinely support teachers to succeed?
An undergraduate student is raising his hand up during a lecture at a university.

The feedback we received has been invaluable and will continue to shape the next stage of development. We believe the UK has a significant opportunity to contribute meaningfully to the global conversation about AI education. You can read the latest version of our discussion paper here.

A global call for insights

Although the current proposal focuses on England, the underlying challenge is international: how do we prepare young people everywhere to engage thoughtfully and confidently with AI?

We would love to hear from educators, researchers, and policymakers across the world:

  • Do you know of any successful qualifications or programmes for 16- to 18-year-olds that centre AI or data science?
  • What lessons should countries learn from each other?

To share your ideas or feedback, please get in touch. We’d be delighted to learn from your experience as this important work progresses.


* Level 3 in England is the stage of learning for 16- to 19-year-olds, typically ending in qualifications that pave the way for higher study or advanced apprenticeships.

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How to strategically plan your computing curriculum

Post Syndicated from Sean Sayers original https://www.raspberrypi.org/blog/how-to-strategically-plan-your-computing-curriculum/

Traditionally, curriculum planning has often looked like a linear list: Topic A leads to Topic B, which leads to Topic C. However, as educators we know that learning rarely happens in such a simple, linear way. Concepts are regularly covered in different overlapping topics, and students can often take different routes to reach the same destination.

Image displaying the Learning Graphs Quick Read.

In today’s blog we’re exploring learning graphs, a helpful tool that you can use to plan your computer science curriculum. We’ll share how they can provide educators with a clear, structured way to visualise students’ non-linear progression in a subject.

We also share our new Pedagogy Quick Read about learning graphs, which you can download for free to:

  • Find practical tips on how you can use learning graphs to design your curriculum
  • Read a summary of the research behind them

What is a learning graph?

A learning graph is a visual tool for curriculum planning that moves beyond simple lists. At its core, a learning graph is a network of ‘nodes’ (specific concepts and skills) and ‘links’ (the connections between them).

Image from the Learning Graphs Quick Read that showcases an example of a learning graph.

Learning graphs build on research into ‘learning progressions’ and ‘knowledge maps’. They are a practical tool that educators can use to design and validate different curricula. For example, they can help teachers to:

  • Visualise and map progression
  • Identify curriculum gaps, so educators can shape and restructure learning experiences as necessary
  • Ensure the use of consistent terminology
  • Sequence learning and manage cognitive load

How to create a learning graph

Building a learning graph is an iterative process that helps you think critically about how different parts of your curriculum relate to each other.

Nodes and links

The first step in creating a learning graph is often to identify your start and end nodes. First, you consider the key concepts and skills that your learners must acquire by the end of a series of lessons. This gives you some end nodes to work towards. Then, you think about learners’ existing knowledge, to help determine your start point. You then work backwards and forwards between these points to identify the different nodes that learners need to cover to get from the beginning to the end.

Educators sharing ideas around a table.

Once you have determined your nodes, you add them to your graph and connect them via ‘links’ until your graph is complete. Where knowledge of particular concepts or skills is essential for learning others, you connect the nodes with solid lines. For prior learning that is helpful but not essential, you use dotted lines.

When developing a learning graph, there isn’t a specific level of granularity that you have to work towards. Progression can be as detailed or as high-level as you need. This makes them a helpful tool in creating bespoke learning experiences and curricula for learners.

Collaboration and development

It is most effective to design learning graphs collaboratively within a small group. This allows curriculum designers to discuss their ideas and challenge each other’s thinking, which helps hone the designs.

Educators collaborating using post-it notes, planning currciulum.

When creating learning graphs, it can be extremely useful to use a tool that is dynamic and allows you to move elements and make changes quickly and easily. At the Raspberry Pi Foundation, our team has experimented with a range of tools, including using editable shapes in Google Slides, collaborating in Figma, and arranging sticky notes on paper. We recommend finding a tool that works for you and the educators you are working with. Although it can work, we suggest avoiding using a pen and paper if possible, as designs can quickly become messy and difficult to navigate after lots of iterations.

The process of designing learning graphs has strong links to ABC learning design and the creation of concept maps, which can also be used for curriculum planning.

Learning graphs in your teaching

Once created, learning graphs can support you to design and adapt your curricula and assess your students’ learning.

For example, to help sequence learning, you can track or predict the paths through a topic most commonly taken by learners and use this to inform your curriculum design.

If you are adapting a unit of work for a specific qualification or new context, you can prune nodes that are not relevant and add any further knowledge and skills your learners need, then use the new learning graph to guide you as you develop the unit.

Finally, you can assess which node a learner has completed, and use this to identify the next logical step in their learning, ensuring the difficulty level is always appropriate.

Using learning graphs to support analysis

Another benefit of learning graphs is that they can be combined with lots of other frameworks, for example, Bloom’s taxonomy. This allows you to better assess and validate the learning journeys you have designed, and ensure that they are suitably accessible, challenging, and relevant for your learners.

Photo of an educator presenting at the front of a classroom of other teachers.

There are a number of ways that you could link your learning graphs to other frameworks, such as annotating nodes with extra information, or using colour coding.

As well as working with learning graphs for specific learning experiences, you can connect multiple learning graphs together and analyse how they intersect. This can help identify inconsistencies between connected sequences of lessons. It can also help uncover broader themes of progression and highlight alternative learning pathways you might not have considered.

Find out more about learning graphs

If you’d like to find out more about learning graphs, you can download our Pedagogy Quick Read for free.

To find out more about how we use learning graphs when planning curriculum resources at the Raspberry Pi Foundation, take a look at our teaching and learning design principles.

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Fostering Kenya’s computing education ecosystem

Post Syndicated from Sandra Keeru original https://www.raspberrypi.org/blog/fostering-kenyas-computing-education-ecosystem/

In November, our first-ever Kenya Partner Showcase brought together all our partners from across the country for two days of collaboration, learning, and shared strategy. What stood out to us most from the event was not just the diversity of work that the Kenyan partners are doing in computing education, but also the clear alignment that is emerging across partners, government, and communities.

A speaker at the Raspberry Pi Foundation's Kenya Partner Showcase 2025, smiling and holding a microphone.

Partners used the Showcase to present sessions about their journeys implementing the Foundation’s programmes, sharing achievements and insights that strengthened the collective learning space. The conversations during our two days together reflected a maturing ecosystem and demonstrated how structured government buy-in is accelerating adoption of our localised Computing Curriculum and influencing national policy spaces.

“Through these programmes, we are equipping young people to become future-ready leaders of integrity and impact.” – Betty Oloo Anderson, National Executive Officer, Kenya Girl Guides Association

It was encouraging to see how far computing education has evolved since we began working with Kenyan partners in 2023, signalling the collective effort and commitment driving this work forward.

Partner-led sessions to reflect on what works

The sessions revealed a powerful shift already taking place in classrooms, with partners demonstrating how embedding The Computing Curriculum into Teacher Professional Development frameworks is building teacher confidence and elevating the quality of classroom instruction through stronger digital competencies and culturally relevant pedagogy. The partner presentation on Experience AI, our AI literacy programme, was especially powerful. It reframed the national dialogue from questioning whether AI might take over the classroom to recognising the real capacities and limitations of AI tools, and the central role teachers play in guiding young people to use and create AI tools in safe, ethical ways.

“Running Raspberry Pi Foundation programmes has been a transformative journey. It has challenged us to innovate, document rigorously, and continually place learners at the center of every decision. The structured support, tools, and community of practice have enabled us to deliver programmes with greater impact and accountability.” Joel Kahindi, Programme Coordinator, STEAMLabs Africa

Hands-on demonstrations, from physical computing with Raspberry Pi Pico to teacher development transitions from Scratch to Python, highlighted how practical computing is taking root in both formal and non-formal learning environments.

Attendees have a conversation at the Raspberry Pi Foundation's Kenya Partner Showcase 2025.

Partners from remote and underserved regions shared how locally contextualised computing tools and programmes we offer are reaching learners in ASAL (arid and semi-arid land) regions, strengthening literacy and digital confidence even in low-resource settings. Complementing this, curriculum-focused partners highlighted how structured computing resources are being adapted for ASAL contexts, reinforcing foundational skills at scale. Efforts around community-centred connectivity are enabling schools, especially in underserved communities, to finally access reliable high-speed internet.

“Through [our partnership with the Raspberry Pi Foundation], we are not only strengthening our programmes but also expanding our vision for what meaningful learning can look like across underserved communities.” – Joel Kahindi, Programme Coordinator, STEAMLabs Africa

A speaker at the Raspberry Pi Foundation's Kenya Partner Showcase 2025, smiling and holding a microphone.

A notable pattern that emerged was how existing collaborations are now opening doors to new ones, with partners building on their relationship with us to form additional partnerships for devices, connectivity, and shared learning, creating a more holistic digital ecosystem for learners.

Solving shared problems, sharing real stories

A major anchor of the Showcase was the Code Club co-creation sprint. Implementing partners worked through real barriers and opportunities: easier onboarding for educators, continuous training, integrating clubs into school calendars, learner-led ownership, and sustainable models that last beyond donor funding. There was strong interest in forming a unified Code Club Kenya partner network to streamline communication, resource-sharing, and visibility, and our team is now exploring what it would take to bring this to life.

A speaker at the Raspberry Pi Foundation's Kenya Partner Showcase 2025, smiling and holding a microphone.

One message echoed across sessions: the power of telling real stories. Partners expressed a shared desire to spotlight creator projects, Code Club leader journeys, and regional experiences more consistently, through social media, case studies and impact stories, and shared platforms, to make progress visible and inspire more schools to adopt computing and digital skills.

From isolation to coordination

By the close of the Showcase, the takeaway was clear: Kenya’s digital learning ecosystem is no longer a set of isolated efforts — it is a coordinated network that shares priorities, evidence-based insights, and a commitment to scaling impact together. As one partner reflected, “This Showcase created a space for joint learning and will help us scale our impact across the country.” It felt evident, too, that bringing these voices into one room is itself part of the work. For us at the Foundation, this Showcase reaffirmed the responsibility and privilege of stewarding a network that is shaping what the future of learning computing in Kenya can look like.

Two attendees of the Raspberry Pi Foundation's Kenya Partner Showcase 2025 smile at the camera.

The Showcase marks the beginning of a new, aligned chapter for computing education in Kenya, one driven by collaboration, clarity, and a shared belief that we go further when we go together. With shared priorities for 2026, the momentum continues, and we will be continuing to highlight where this collective work is headed next.

Thank you to all partners

We want to thank you to all our partners — Frontier Counties Development Council (FCDC), STEAMLabs Africa, Young Scientists Kenya, Kenya Girl Guides Association, Oasis Mathare, Futures Infinite, EmpServe Kenya, Kenya Connect, Tech Kidz Africa, Riara University, and M-Lugha — for your leadership, dedication, and unwavering belief in what is possible when we learn and build together.

Attendees mingle among tables and chairs at the Raspberry Pi Foundation's Kenya Partner Showcase 2025.

This Showcase was a reflection of your work, your commitment to learners, and your vision for a digitally empowered Kenya. We are grateful for your continued partnership and excited for all that lies ahead.

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What shaped computing education in 2025 — and what comes next

Post Syndicated from Liz Eaton original https://www.raspberrypi.org/blog/what-shaped-computing-education-in-2025-and-what-comes-next/

To mark the start of 2026, we’re releasing a special episode of our Hello World podcast, which reflects on the key developments in computing education during 2025 and considers the trends likely to shape the year ahead.

Hosted by James Robinson, the episode brings together a conversation between three Foundation team members — Rehana Al-Soltane, Dr Bobby Whyte, and Laura James — and perspectives from colleagues and partners in Kenya, South Africa, and Greece.

The Hello World Podcast team

The podcast is framed around three major themes that defined 2025: data science, AI literacy, and digital literacy, all of which continue to play an increasingly important role in education systems worldwide.

Looking back at 2025

In the podcast, Rehana reflects on a year characterised by research, collaboration, and community, highlighting the importance of global partnerships in developing and localising AI literacy resources for diverse educational contexts.

From a research perspective, Bobby explains that 2025 was about pulling together what we already know and making sense of it, to better understand what good data science education should look like, including curriculum design, pedagogy, and appropriate tools.

Laura focuses on resilience and creativity in computing education, as well as the growing presence of more personalised forms of artificial intelligence, which present both significant opportunities and complex ethical challenges.

The new set!

A key concern raised throughout the episode is the risk of cognitive offloading, whereby learners rely on AI tools to bypass critical thinking processes. The speakers emphasise the need for learning experiences and assessments that value process, reasoning, and reflection rather than solely final outputs.

The episode also examines barriers to the adoption of computing and AI education, including teacher confidence, limited access to devices, restrictive school IT policies, and the need for translated and localised resources.

Contributions from our colleagues around the world highlight stark contrasts in educational contexts, with challenges such as funding constraints, connectivity issues, and teacher training needs, alongside examples of innovation where educators are adequately supported.

What’s ahead

Looking ahead to 2026, Rehana outlines the potential of interdisciplinary approaches to AI literacy, integrating AI concepts into subjects such as geography, history, languages, and the arts to increase relevance and engagement (look out for our upcoming research seminar series on the topic).

The cast on set

Bobby anticipates a gradual shift towards more data-informed approaches to computing education, with greater emphasis on classroom-based trials and research that directly informs practice.

Laura offers a strong call to renew focus on cybersecurity education, arguing that security and safety must remain central as digital systems and AI technologies continue to evolve.

In a series of concise predictions, the speakers point to increased attention on explainable AI, wider integration of AI literacy across the curriculum, and renewed concern for digital safety and security.

More from Hello World

You can subscribe to Hello World and listen to the full podcast episodes from wherever you get your podcasts. Or you can find this and previous Hello World podcasts on our podcast page.

Also check out Hello World magazine, our free digital and print magazine from computing educators for computing educators.

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 Introducing our new ‘Programming with AI’ unit

Post Syndicated from Rajib Sarkar original https://www.raspberrypi.org/blog/introducing-our-new-programming-with-ai-unit/

In the age of AI, we believe kids still need to learn to code. We’re also testing how AI tools can be used to help with teaching and learning programming. This blog dives into our new classroom unit ‘Programming with AI’, which we’ve developed for teachers to introduce students to learning to code using tools built on large language models (LLMs). We share an overview of the unit, and the early excitement of educators and learners with whom we’re exploring this new approach to teaching and learning programming.

Students completing activities from lesson 1
Students completing activities from lesson 1

Bridging the gap in programming education

As India is accelerating its efforts to modernise digital and computing education, it’s the ideal place for us to test how best to introduce learners to AI-assisted approaches to programming and teach them responsible AI use.

We decided to design a ‘Programming with AI’ unit of eight lessons that support students aged 14–16 to progress from block-based programming to text-based Python programming, Python being one of the most widely employed programming languages in industry and academia. In the new unit, students are guided to use LLM-based tools safely, ethically, and responsibly in order to undertake data analysis projects in Python. Students learn how to use the tools, such as Gemini and ChatGPT, to deepen their understanding, experiment with ideas, and connect classroom concepts with real-world technological applications.

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

The ‘Programming with AI’ unit is currently being piloted across five residential schools under our partner, the Telangana Social Welfare Residential Educational Institutions Society. In the coming months, we will evaluate the impact of this AI-supported approach to learning programming on student engagement, motivation, and overall learning outcomes.

Key design decisions during unit development

During the design phase of the unit, we identified three main challenges we wanted to address:

  1. The first was the transition from block-based to text-based coding. The students we were designing for are familiar with block-based programming like Scratch, but Python needs precisely typed code (syntax). This is a huge shift, and we wanted to offer a way to bridge the gap.
  2. We also had to figure out how to teach prompting LLM tools to students who are learning English as their second language.
  3. Finally, LLMs are non-deterministic. This means that LLM tools don’t always produce the same output, even when given the same prompt. They also do not generate correct code consistently.

To solve the first problem, we decided that the initial lessons in the unit should start by showing familiar Scratch blocks right next to the equivalent Python syntax. This direct comparison makes the transition from block-based to text-based programmer smoother.

Comparison of Python syntax with equivalent Scratch block
Comparison of Python syntax with equivalent Scratch block

To teach prompting, we built a gradual path. The unit starts with a debugging code activity, where students get code with errors and a prompt to make an LLM tool fix the errors. Later, they learn to break down a prompt into their goal (what output they want) and the context (additional information for the LLM tool). Eventually, they use a structured framework to prompt the tool to generate complete, bug-free code.

Handling the unpredictable outputs of LLM tools we turned into a learning activity. In one lesson, students are given different chatbot-generated code segments and asked to analyse and reflect on the code quality. This crucial exercise helps them build the critical thinking and code evaluation skills they need for programming with AI tools.

Illustration showing the progression of Python and generative AI concepts covered in the unit
The progression of Python and generative AI concepts covered in the unit

Over the eight lessons, there is a progression of Python concepts and generative AI concepts, as shown in the image above. They lead students to complete two challenging, real-world data analysis projects.

Preparing the educators

To ensure the successful pilot of the ‘Programming with AI’ unit, a comprehensive teacher training program was essential. We understood that teachers needed confidence and competence not only in the subject matter — programming — but also in guiding students to ethically and effectively use LLM tools.

STEM and ICT teachers participated in the training
STEM and ICT teachers participated in the training

The training was an intensive, three-day programme: two days were held in-person for deep collaboration and one day was virtual for reinforcing key information. We covered five critical areas:

  • Hands-on activities to ensure comfort with the Python programming language
  • Exploring the capabilities and limitations of LLM tools
  • Effective prompt writing, which teachers would in turn model for their students to use for code debugging and idea generation
  • Reviewing lesson flow and learning objectives to understand the structure of a lesson
  • Adapting specific pedagogies to integrate an LLM tool in teaching the Python programming language

This training ensured our educators were not just teaching a new unit, but felt like confident facilitators ready to lead the shift towards AI-supported learning.

Initial student reactions: Excitement, familiarity with LLM tools, and seamless transition

The pilot of the ‘Programming with AI’ unit began during the second week of December 2025 across five selected schools. It was immediately met with enthusiastic student engagement — they were highly excited to learn Python programming using LLM tools.

When teachers initiated discussions about AI, students demonstrated their familiarity with LLMs, chatbots, and related concepts. They were not only aware of generative AI but could readily name and describe the functions of LLM tools, telling us they were actively using these tools to create projects in various other subjects.

Students could easily connect with the activities in the lessons as they had foundational understanding of programming, which they developed while learning block-based coding in Scratch. This prior knowledge enabled their seamless transition to the new learning. Perhaps most impressive was the students’ rapid adoption of LLM tools to debug their code. This skill can ease what is traditionally a steep learning curve when students first learn text-based programming.

We are now eagerly anticipating their curiosity and progress in the upcoming lessons.

Looking ahead and collecting impact data

With the initial enthusiasm confirmed, the pilot program moves into its next critical phase. Teachers will continue to deliver the unit over the next few months in the five selected schools in Telangana.

STEM and ICT teachers participated in the training
The teachers and team at our ‘Programming with AI’ training.

During this extended observation period, our primary focus will be on rigorous data collection and impact assessment. We will closely monitor how students interact with the provided learning materials and how they use LLM tools throughout the unit. We will systematically assess whether the new teaching approach successfully helps students achieve the defined learning objectives for Python programming. Crucially, we will capture comprehensive data to understand the impact of this AI-integrated approach on engagement, skill acquisition, and problem-solving compared to traditional methods.

Based on the synthesis and analysis of all the gathered data, we will share our gathered insights early next year. The findings will inform our plans for more widely introducing the AI-integrated unit and for developing similar content for other settings and age groups.

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2025 highlights from the Raspberry Pi Computing Education Research Centre

Post Syndicated from Sue Sentance original https://www.raspberrypi.org/blog/2025-highlights-from-the-raspberry-pi-computing-education-research-centre/

It’s been over a year since I last wrote an update on this blog about our research and as we’ve just published our 2025 Annual Report, this is an ideal opportunity to share what we’ve been working on at the Raspberry Pi Computing Education Research Centre.

At our AI education workshop in early 2025.

We are a research centre based in the Department of Computer Science and Technology at the University of Cambridge, with a team that spans the university and the Raspberry Pi Foundation. We conduct research into many aspects of the teaching and learning of computing and AI and we work closely with schools, teachers and young people to ensure our research is applicable to practice.

Below I highlight some of the projects we’ve worked on in the academic year 2024-2025:

  • Computing Around the World
  • AI education
  • Programming education
  • Physical computing (EPICS project)
  • Teacher action research (TICE project)

Computing Around the World

As I’ve written on this blog before, computing education is a global challenge. In one of the Research Centre’s projects, we are looking at how computing education is spreading around the world.

Computing education in countries around the world
Computing education in countries around the world.

We found that between 2019 and 2024 the number of countries offering computing education had doubled, and that two thirds of all countries now offer, or have concrete plans to offer, computing education. This research has already been highlighted in the Stanford AI Index, and we are considering repeating the analysis in future years in order to have the most accurate and up-to-date information displayed in our map.

AI education

We have a number of projects in the area of AI education.

Teaching about AI

We are very interested in how to teach about AI, and held a workshop with teachers who were interested in the teaching of AI in February. Following on from the workshop results, we are interviewing more stakeholders, including UK-based experts, teachers and students, about their perspectives on concepts and skills that should be taught as part of an AI curriculum.

Notes at our teacher workshop about AI
Notes at our workshop about AI education.

We’re also researching data science and data ethics education, which are foundational aspects of AI literacy. Most of the current AI systems are data-driven, having been trained on vast amounts of data. Therefore students need to understand about data and data science if they are to learn about AI systems. Therefore we’ve conducted two detailed literature reviews on data science and on data ethics this year. The first of these will be published in March at the WiPSCE conference.

Unplugged AI in Ghana

One of our PhD students, Salomey Addo, has been examining how AI is taught in Ghana, where it is part of the curriculum for young people between ages 12 and 15. This year Salomey published a paper reporting that Ghanaian teachers have positive attitudes towards teaching AI but feel unprepared for it. She’s also developed unplugged resources to teach about artificial neural networks (ANNs).

PhD student Salomey explaining how the unplugged resources worked in a teacher PD session in Ghana
PhD student Salomey explaining how the unplugged resources worked in a teacher PD session in Ghana.

ANNs are a fundamental technology used in a variety of AI systems, including image recognition and language translation systems. While ANNs are included in the Ghanaian AI curriculum, Salomey observed that teachers had difficulty with this particular topic The resources she developed are directly inspired by this, and involved teaching through role play and a board game.

Using AI in learning and teaching computing

This is an area we’ve also done some research in in the past year.

Carrie Anne Philbin published a paper in September showing that — at least in higher education — much of the use of generative AI in computing education is just duplicating the way teachers might already teach, and is primarily passive from a students’ perspective.

Meanwhile Katharine Childs and Veronica Cucuiat have been looking at how large language models (LLMs) can support secondary school programming education by helping students understand programming error messages. 

Programming education: Learning to debug

Text-based programming is a topic featured in many computing curricula around the world. Teachers and researchers know that younger learners, for example at the lower secondary school level, can find debugging text-based programs very challenging. Although we’ve seen decades of research around programming and debugging focusing on learners who are in higher education, very little research has been done with school-age students.

The interface of the PRIMMDebug tool
The interface of the PRIMMDebug tool.

In his research, Laurie Gale, a final-year PhD student at the Research Centre, found that learners were impatient to fix programs by trial and error, without figuring out what the real problemwas with their code or the underlying algorithm. He subsequently developed a tool called PRIMM Debug, which supports a more reflective and systematic approach to debugging. This tool enables learners to slow down when they are programming and to be more reflective. You can read more about it on the Research Centre website, and also catch up on the Foundation research seminar where he presented his work.

EPICS: Physical computing in school

As part of a 5-year longitudinal project, running across the whole UK and the first project of its kind, we are looking at how physical computing impacts primary and secondary school learners. We’re investigating the effect of physical computing on learners’ creativity, agency and confidence, over time and at particular points known to be important for their subject choices. We are working with a wonderful set of partner primary schools who we visit each year.

Young learners coding a microbit project.
Young people using a micro:bit.

This year we reported some of our first results, which point to teachers’ perceptions of physical computing being engaging and inclusive for primary-aged children. Starting next spring, we will be carrying out our third year of data collection with our pupil cohort, who have reached the age of 10 to 11.

We’ll also be running a survey next summer for upper primary-aged children and their teachers. Please sign up for our Teacher Research Network newsletter to be the first to hear about taking part in this survey.

Teacher Inquiry in Computing Education (TICE)

As part of our TICE project we support teachers to conduct their own action research projects. This is a collaborative project, involving academics across the UK who volunteer to support teachers. The goal is to enable teachers to take a deep dive into a curriculum topic, a pedagogical approach, or a new resource, or to address a wider issue such as gender diversity or accessibility, to inform a change in their practice.

This year 16 teachers published their reports in our Teacher Research Booklet, and many also presented their findings online at CAS events or at the KCL-CAS London conference and the CAS National Conference. We’re very proud of them!

TICE participant Will Grey presenting at the KCL-CAS Conference in July 2025
TICE participant Will Grey presenting at the KCL-CAS Conference in July 2025.

Two of our TICE teachers will be also presenting their research at an academic conference to be held in January. Congratulations to Will Grey and Joanne Hodge!

Get involved

There are many other projects you can find out about on our website and in our annual report, so I hope that you will keep reading. It goes without saying that I’m incredibly proud of the team who’ve worked on all of these projects! 

To summarise, here’s how you can stay up to date with our work and maybe even get involved in studies:

Finally, I am pleased to announce that we will be hosting the UKICER 2026 conference for researchers and teachers in Cambridge on 3 and 4 2026 September. More details will follow on the UKICER website and on the Research Centre website in due course.

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