Tag Archives: Hello World

Inspiring learners about computing through health and well-being projects | Hello World #17

Post Syndicated from Gemma Coleman original https://www.raspberrypi.org/blog/inspiring-learners-computing-health-well-being-projects-hello-world-17/

Your brand-new issue of the free Hello World magazine for computing educators focuses on all things health and well-being, featuring useful tools for educators, great ideas for schools, and inspiring projects, ideas, and resources from teachers around the world!

Cover of issue 17 of Hello World.

One such project was created by the students of James Abela, Head of Computing at Garden International School in Kuala Lumpur, Raspberry Pi Certified Educator, founder of the South East Asian Computer Science Teachers Association, and author of The Gamified Classroom:

Protecting children from breathing hazardous air

In 2018, Indonesia burned approximately 529,000 hectares of land. That’s an area more than three times the size of Greater London, or almost the size of Brunei. With so much forest being burned, the whole region felt the effects of the pollution. Schools frequently had to ban outdoor play and PE lessons, and on some days schools were closed completely. Many schools in the region had an on-site CO2 detector to know when pollution was bad, but by the time the message could get out, children had already been breathing in the polluted air for several minutes.

A forest fire.
The air pollution from a forest fire gets dispersed by winds and can spread way beyond the area of the fire.

My Year 12 students (aged 16–17) followed the news and weather forecasts intently, and we all started to see how the winds from Singapore and Sumatra were sending pollution to us in Kuala Lumpur. We also realised that if we had measurements from around the city, we might have some visibility as to when pollution was likely to affect our school.

Making room for student-led projects

I’ve always encouraged my students to do their own projects, because it gives programming tasks meaning and creates something that they can be genuinely proud of. The other benefit is that it is something to talk about in university essays and interviews, especially as they often need to do extensive research to solve the problems central to their projects.

This project was […] a genuine passion project in every sense of the word.

James Abela

This project was much more than this: it was a genuine passion project in every sense of the word. Three of my students approached me with the idea of tracking CO2 to give schools a better idea of when there was pollution and which way it was going. They had had some experience of using Raspberry Pi computers, and knew that it was possible to use them to make weather stations, and that the latest versions had wireless LAN capability that they could use. I agreed to support them during allocated programming time, and to help them reach out to other schools.

Circuit design of the CO2 sensor using just Raspberry Pi, designed on circuito.io

I was able to offer students support with this project because I flip quite a lot of the theory in my class. Flipped learning is a teaching approach in which some direct instruction, for example reading articles or watching specific videos, is done at home. This enables more class time to be used to answer questions, work through higher-order tasks, or do group work, and it creates more supervised coding time.

I was able to offer students support with this project because I flip quite a lot of the theory in my class.

James Abela

I initially started doing this because when I set coding challenges for homework, I often had students who confessed they spent all night trying to solve it, only for me to glance at the code and notice a missing colon or indentation issue. I began flipping the less difficult theory for students to do as homework, to create more programming time in class where we could resolve issues more quickly. This then evolved into a system where students could work much more at their own pace and eventually led to a point at which older students could, in effect, learn through their own projects, such as the pollution monitor.

Building the pollution monitor

The students started by looking at existing weather station projects — for example, there is an excellent tutorial on the Raspberry Pi Foundation’s projects site. Students discovered that wind data is relatively easy to get over a larger area, but the key component would be something to measure CO2. […]

Check out issue 17 of Hello World to read the rest of James’s article and find out all the details about the hardware and software his students used for this passion project. He says:

This project really helped these students to decide whether they enjoyed the hardware side of computing, and solving real-world issues really encouraged them to see computing as a practical subject. This is a message that has really resonated with other students, and we’ve since doubled the number of students taking A level computer science.

James Abela

Download the new Hello World for free!

Issue 17 of Hello World is bursting with inspiring ideas for teaching your learners about computing in the context of health and well-being. And you’ll find lots more great content in its 100 pages!

James’s article is also a wonderful example of an educator empowering their students to build a tech project they care about. You’ll discover more insights and practical tips on making computing relevant to all your learners in the following articles of the new Hello World issue:

  • Inspiring Young People With Contexts They Care About
  • Computing for all: Designing a Culturally Relevant Curriculum
  • Going Back to Basics: Part 2 — a follow-on from issue 16 about how to take beginner digital makers through their first physical computing projects

Download the new issue of Hello World for free today:

If you’re an educator based in the UK, you can subscribe to receive each new issue in print completely free! And wherever you are in the world, don’t forget to listen to the Hello World podcast, where each episode we dive into a new topic from the magazine with some of the computing educators who’ve written for us.

The post Inspiring learners about computing through health and well-being projects | Hello World #17 appeared first on Raspberry Pi.

Universal design for learning in computing | Hello World #15

Post Syndicated from Hayley Leonard original https://www.raspberrypi.org/blog/universal-design-for-learning-in-computing-hello-world-15/

In our brand-new issue of Hello World magazine, Hayley Leonard from our team gives a primer on how computing educators can apply the Universal Design for Learning framework in their lessons.

Cover of issue 15 of Hello World magazine

Universal Design for Learning (UDL) is a framework for considering how tools and resources can be used to reduce barriers and support all learners. Based on findings from neuroscience, it has been developed over the last 30 years by the Center for Applied Special Technology (CAST), a nonprofit education research and development organisation based in the US. UDL is currently used across the globe, with research showing it can be an efficient approach for designing flexible learning environments and accessible content.

A computing classroom populated by students with diverse genders and ethnicities

Engaging a wider range of learners is an important issue in computer science, which is often not chosen as an optional subject by girls and those from some minority ethnic groups. Researchers at the Creative Technology Research Lab in the US have been investigating how UDL principles can be applied to computer science, to improve learning and engagement for all students. They have adapted the UDL guidelines to a computer science education context and begun to explore how teachers use the framework in their own practice. The hope is that understanding and adapting how the subject is taught could help to increase the representation of all groups in computing.

The UDL guidelines help educators anticipate barriers to learning and plan activities to overcome them.

A scientific approach

The UDL framework is based on neuroscientific evidence which highlights how different areas or networks in the brain work together to process information during learning. Importantly, there is variation across individuals in how each of these networks functions and how they interact with each other. This means that a traditional approach to teaching, in which a main task is differentiated for certain students with special educational needs, may miss out on the variation in learning between all students across different tasks.

A stylised representation of the human brain
The UDL framework is based on neuroscientific evidence

The UDL guidelines highlight different opportunities to take learner differences into account when planning lessons. The framework is structured according to three main principles, which are directly related to three networks in the brain that play a central role in learning. It encourages educators to plan multiple, flexible methods of engagement in learning (affective networks), representation of the teaching materials (recognition networks), and opportunities for action and expression of what has been learnt (strategic networks).

The three principles of UDL are each expanded into guidelines and checkpoints that allow educators to identify the different methods of engagement, representation, and expression to be used in a particular lesson. Each principle is also broken down into activities that allow learners to access the learning goals, remain engaged and build on their learning, and begin to internalise the approaches to learning so that they are empowered for the future.

Examples of UDL guidelines for computer science education from the Creative Technology Research Lab

Multiple means of engagement Multiple means of representation Multiple means of
action and expression
Provide options for recruiting interests
* Give students choice (software, project, topic)
* Allow students to make projects relevant to culture and age
Provide options for perception
* Model computing through physical representations as well as through interactive whiteboard/videos etc.
* Select coding apps and websites that allow adjustment of visual settings (e.g. font size/contrast) and that are compatible with screen readers
Provide options for physical action
* Include CS unplugged activities that show physical relationships of abstract computing concepts
* Use assistive technology, including a larger or smaller mouse or touchscreen devices
Provide options for sustaining effort and persistence
* Utilise pair programming and group work with clearly defined roles
* Discuss the integral role of perseverance and problem-solving in computer science
Provide options for language, mathematical expressions, and symbols
* Teach and review computing vocabulary (e.g. code, animations, algorithms)
* Provide reference sheets with images of blocks, or with common syntax when using text
Provide options for expression and communication
* Provide sentence starters or checklists for communicating in order to collaborate, give feedback, and explain work
* Provide options that include starter code
Provide options for self-regulation
* Break up coding activities with opportunities for reflection, such as ‘turn and talk’ or written questions
* Model different strategies for dealing with frustration appropriately
Provide options for comprehension
* Encourage students to ask questions as comprehension checkpoints
* Use relevant analogies and make cross-curricular connections explicit
Provide options for executive function
* Embed prompts to stop and plan, test, or debug throughout a lesson or project
* Demonstrate debugging with think-alouds

Each principle of the UDL framework is associated with three areas of activity which may be considered when planning lessons or units of work. It will not be the case that each area of activity should be covered in every lesson, and some may prove more important in particular contexts than others. The full table and explanation can be found on the Creative Technology Research Lab website at ctrl.education.ufl.edu/projects/tactic.

Applying UDL to computer science education

While an advantage of UDL is that the principles can be applied across different subjects, it is important to think carefully about what activities to address these principles could look like in the case of computer science.

Maya Israel
Researcher Maya Israel will speak at our April seminar

Researchers at the Creative Technology Research Lab, led by Maya Israel, have identified key activities, some of which are presented in the table on the previous page. These guidelines will help educators anticipate potential barriers to learning and plan activities that can overcome them, or adapt activities from those in existing schemes of work, to help engage the widest possible range of students in the lesson.

UDL in the classroom

As well as suggesting approaches to applying UDL to computer science education, the research team at the Creative Technology Research Lab has also investigated how teachers are using UDL in practice. Israel and colleagues worked with four novice computer science teachers in US elementary schools to train them in the use of UDL and understand how they applied the framework in their teaching.

Smiling learners in a computing classroom

The research found that the teachers were most likely to include in their teaching multiple means of engagement, followed by multiple methods of representation. For example, they all offered choice in their students’ activities and provided materials in different formats (such as oral and visual presentations and demonstrations). They were less likely to provide multiple means of action and expression, and mainly addressed this principle through supporting students in planning work and checking their progress against their goals.

Although the study included only four teachers, it highlighted the flexibility of the UDL approach in catering for different needs within variable teaching contexts. More research will be needed in future, with larger samples, to understand how successful the approach is in helping a wide range of students to achieve good learning outcomes.

Find out more about using UDL

There are numerous resources designed to help teachers learn more about the UDL framework and how to apply it to teaching computing. The CAST website (helloworld.cc/cast) includes an explainer video and the detailed UDL guidelines. The Creative Technology Research Lab website has computing-specific ideas and lesson plans using UDL (helloworld.cc/udl).

Maya Israel will be presenting her research at our computing education research seminar series, on 20 April 2021. Our seminars are free to attend and open to anyone from anywhere around the world. Find out more about the current seminar series, which focuses on diversity and inclusion, and sign up to attend for free.

Further reading

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“Tinkering is an equity issue” | Hello World #14

Post Syndicated from Sian Williams Page original https://www.raspberrypi.org/blog/tinkering-is-an-equity-issue-shuchi-grover-hello-world-14/

In the brand-new issue of Hello World magazine, Shuchi Grover tells us about the limits of constructionism, the value of formative assessment, and why programming can be a source of both joy and angst.

How much open-ended exploration should there be in computing lessons?

This is a question at the heart of computer science education and one which Shuchi Grover is delicately diplomatic about in the preface to her new book, Computer Science in K-12: An A-to-Z Handbook on Teaching Programming. The book’s chapters are written by 40 teachers and researchers in computing pedagogy, and Grover openly acknowledges the varying views around discovery-based learning among her diverse range of international authors.

“I wonder if I want to wade there,” she laughs. “The act of creating a program is in itself an act of creation. So there is hands-on learning quite naturally in the computer science classroom, and mistakes are made quite naturally. There are some things that are so great about computer science education. It lends itself so easily to being hands-on and to celebrating mistakes; debugging is par for the course, and that’s not the way it is in other subjects. The kids can actually develop some very nice mindsets that they can take to other classrooms.”

Shuchi Grover showing children something on a laptop screen

Grover is a software engineer by training, turned researcher in computer science education. She holds a PhD in learning sciences and technology design from Stanford University, where she remains a visiting scholar. She explains how the beginning of her research career coincided with the advent of the block-based programming language Scratch, now widely used as an introductory programming language for children.

“Almost two decades ago, I went to Harvard to study for a master’s called technology innovation and education, and it was around that time that I volunteered for robotics workshops at the MIT Media Lab and MIT Museum. Those were pretty transformative for me: I started after-school clubs and facilitated robotics and digital storytelling clubs. In the early 2000s, I was an educational technology consultant, working with teachers on integrating technology. Then Scratch came out, and I started working with teachers on integrating Scratch into languages, arts, and science, all the things that we are doing today.”

A girl with her Scratch project
Student Joyce codes in Scratch at her Code Club in Nunavut

Do her formative experiences at MIT, the birthplace of constructionist theory of student-centred, discovery-based learning, lead her to lean one way or another in the tinkering versus direct instruction debate? “The learning in informal spaces is, of course, very interest-driven. There is no measurement. Children are invited to a space to spend some time after school and do whatever they feel like. There would be kids who would be chatting away while a couple of them designed a robot, and then they would hand over the robot to some others and say, ‘OK, now you go ahead and program it,’ and there were some kids who would just like to hang about.

“When it comes to formal education, there needs to be more accountability, you want to do right by every child. You have to be more intentional. I do feel that while tinkering and constructionism was a great way to introduce interest-driven projects for informal learning, and there’s a lot to learn from there and bring to the formal learning context, I don’t think it can only be tinkering.”

“There needs to be more accountability to do right by every child.”

“Everybody knows that engagement is very important for learning — and this is something that we are learning more about: it’s not just interest, it’s also culture, communities, and backgrounds — but all of this is to say that there is a personal element to the learning process and so engagement is necessary, but it’s not a sufficient condition. You have to go beyond engagement, to also make sure that they are also engaging with the concepts. You want at some point for students to engage with the concept in a way that reveals what their misconceptions might be, and then they end up learning and understanding these things more deeply.

“You want a robust foundation — after all, our goal for teaching children anything at school is to build a foundation on which they build their college education and career and anything beyond that. If we take programming as a skill, you want them to have a good understanding of it, and so the personal connections are important, but so is the scaffolding.

“How much scaffolding needs to be done varies from context to context. Even in the same classroom, children may need different levels of scaffolding. It’s a sweet spot; within a classroom a teacher has to juggle so much. And therein lies the challenge of teaching: 30 kids at a time, and every child is different and every child is unique.

“It’s an equity issue. Some children don’t have the prior experience that sets them up to tinker constructively. After all, tinkering is meant to be purposeful exploration. And so it becomes an issue of who are you privileging with the pedagogy.”

She points out that each chapter in her book that comes from a more constructionist viewpoint clearly speaks of the need for scaffolding. And conversely, the chapters that take a more structured approach to computing education include elements of student engagement and children creating their own programs. “Frameworks such as Use-Modify-Create and PRIMM just push that open-ended creation a little farther down, making sure that the initial experiences have more guide rails.”

Approaches to assessment

Grover is a senior research scientist at Looking Glass Ventures, which in 2018 received a National Science Foundation grant to create Edfinity, a tool to enable affordable access to high-quality assessments for schools and universities.

In her book, she argues that asking students to write programs as a means of formative assessment has several pitfalls. It is time-consuming for both students and teachers, scoring is subjective, and it’s difficult to get a picture of how much understanding a student has of their code. Did they get their program to work through trial and error? Did they lift code from another student?

“Formative assessments that give quick feedback are much better. They focus on aspects of the conceptual learning that you want children to have. Multiple-choice questions on code force both the teachers and the children to experience code reading and code comprehension, which are just so important. Just giving children a snippet of code and saying: ‘What does this do? What will be the value of the variable? How many times will this be executed?’ — it goes down to the idea of code tracing and program comprehension.

“Research has also shown that anything you do in a classroom, the children take as a signal. Going back to the constructionist thing, when you foreground personal interest, there’s a different kind of environment in the classroom, where they’re able to have a voice, they have agency. That’s one of the good things about constructionism.

“Formative assessment signals to the student what it is that you’re valuing in the learning process. They don’t always understand what it is that they’re expected to learn in programming. Is the goal creating a program that runs? Or is it something else? And so when you administer these little check-ins, they bring more alignment between a teacher’s goals for the learners and the learners’ understanding of those goals. That alignment is important and it can get lost.”

Grover will present her latest research into assessment at our research seminar series next Tuesday 6 October — sign up to attend and join the discussion.

The joy and angst of programming

The title of Grover’s book, which could be thought to imply that computer science education consists solely of teaching students to program, may cause some raised eyebrows.

What about building robots or devices that interact with the world, computing topics like binary, or the societal impacts of technology? “I completely agree with the statement and the belief that computer science is not just about programming. I myself have been a proponent of this. But in this book I wanted to focus on programming for a couple of reasons. Programming is a central part of the computer science curriculum, at least here in the US, and it is also the part that teachers struggle with the most.

“I want to show where children struggle and how to help them.”

“As topics go, programming carries a lot of joy and angst. There is joy in computing, joy when you get it. But when a teacher is encountering this topic for the first time there is a lot of angst, because they themselves may not be understanding things, and they don’t know what it is that the children are not understanding. And there is this entire body of research on novice programming. There are the concepts, the practices, the pedagogies, and the issues of assessment. So I wanted to give the teachers all of that: everything we know about children and programming, the topics to be learnt, where they struggle, how to help them.”

Computer Science in K-12: An A-to-Z Handbook on Teaching Programming (reviewed in this issue of Hello World) is edited by Shuchi Grover and available now.

Hear more from Shuchi Grover, and subscribe to Hello World

We will host Grover at our next research seminar, Tuesday 6 October at 17:00–18:30 BST, where she will present her work on formative assessment.

Hello World is our magazine about all things computing education. It is free to download in PDF format, or you can subscribe and we will send you each new issue straight to your home.

In issue 14 of Hello World, we have gathered some inspiring stories to help your learners connect with nature. From counting penguins in Antarctica to orienteering with a GPS twist, great things can happen when young people get creative with technology outdoors. You’ll find all this and more in the new issue!

Educators based in the UK can subscribe to receive print copies for free!

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