Pete Bell, Author at Raspberry Pi Foundation https://www.raspberrypi.org/blog/author/pete-bell/ Teach, learn and make with Raspberry Pi Thu, 02 Jan 2025 11:25:30 +0000 en-GB hourly 1 https://wordpress.org/?v=6.7.2 https://www.raspberrypi.org/app/uploads/2020/06/cropped-raspberrry_pi_logo-100x100.png Pete Bell, Author at Raspberry Pi Foundation https://www.raspberrypi.org/blog/author/pete-bell/ 32 32 Ready to remix? Favourite projects to tinker with https://www.raspberrypi.org/blog/ready-to-remix-favourite-projects-to-tinker-with/ https://www.raspberrypi.org/blog/ready-to-remix-favourite-projects-to-tinker-with/#respond Thu, 02 Jan 2025 11:25:29 +0000 https://www.raspberrypi.org/?p=89190 From crafting interactive stories to designing captivating games, the Raspberry Pi Foundation’s coding projects offer a hands-on approach to learning, igniting creativity and developing the skills young people need, like perseverance and problem-solving. In this blog, I explore two of my favourite projects that young coders will love. Our projects are free and open to…

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From crafting interactive stories to designing captivating games, the Raspberry Pi Foundation’s coding projects offer a hands-on approach to learning, igniting creativity and developing the skills young people need, like perseverance and problem-solving. In this blog, I explore two of my favourite projects that young coders will love.

An educator helps two young learners with a coding project in a classroom.

Our projects are free and open to all. They are easy-to-follow, step-by-step guides that young people use to make their own games, animations, and websites using coding languages such as Scratch, HTML/CSS, and Python. The projects introduce coding concepts one by one and allow young people to build their knowledge progressively. As such, educators and volunteers running clubs don’t need to be experienced coders, and many volunteers in our community enjoy learning alongside their club members.

The power of remixing

One of the brilliant things about our projects is how easy it is to adapt them. This is called remixing, and it gives the learner the opportunity to create and modify a brand-new project that is personal to them. 

“Remixing allows beginners to tinker with a pre-existing project and make increasingly complex modifications”

Do you have the reaction speeds of an astronaut?

My favourite project brings space into the classroom. Space is such an intriguing and mysterious thing, but aspects like the extremely high speeds that satellites and the International Space Station (ISS) travel at are difficult concepts for young people to understand. 

The Astronaut Reaction Time Game in Scratch introduces young people to the fact that things happen very quickly at the speed the ISS travels. It includes links to maths and science (speed, distance, time, velocity, units, calculations, operators) and, for older learners, prompts discussions on computational abstractions and problem-solving.

The Astronaut Reaction Time Game in Scratch.

The project tests reaction speeds, something that real astronauts have to do as part of their training. NASA has found that reaction speeds are slower on the ISS than on Earth, possibly as a result of the stress of zero gravity. It’s also a fun activity young people can share and play with their friends. Sharing is a key part of the club environment, and this project is ideal for generating a little bit of competition. 

As with all projects, a scaffolded approach is taken, with challenges set for learners so that they can complete part of the project independently. If someone is stuck, they can get a hint in the form of an explanation or sentence, which then turns into the code blocks they need to solve the problems, finally giving them the solution if they really need it.   

Remix: Exploring speed on planet Earth

Club volunteers can also introduce their learners to some of our physical computing projects, or they could design their own race track that measures the speed of a vehicle. They could even develop a program on a microcontroller like a Pico or micro:bit to measure the speed of young athletes on a running track. If learners are inspired to do more space-themed projects, we have that covered in our project collection

Unleashing the creativity of coding through colour

My other go-to project is Colourful Creations. Coding is an excellent vehicle for self-expression, and this project showcases the ways programming can be used to create digital art. It uses the turtle library, which is an excellent tool for creating designs and patterns. 

An example of a colourful poster.

The name “turtle” stems from the Logo programming language created in the 1960s. Logo is mainly known for drawing lines, shapes and patterns on the screen and using a “turtle” on the floor to draw them on paper. The turtle library is, therefore, a selection of functions that can be used for drawing. 

Part of the project’s appeal is that learners are given a blank canvas to which they can apply any theme. There are limited instructions, leaving lots of space for creativity. Whether it be climate change, a period in history, or some other topic, learners can work on their own poster or in pairs to create something bigger.

Remix: From project to presentation

The possibilities for remixing are almost endless, as learners can add more screens and turn their project into a mini presentation or unleash their artistic side and go wild with colours. The learning in this project leads perfectly to more complex turtle drawing projects like Robo-Trumps, providing a solid foundation in creative computing for you to build on later.

We want you to create your own versions of these projects. You could organise a themed day, which can give learners more freedom, or link with other projects such as Astro Pi. Try remixing the projects to start with, then building up to develop new and exciting projects based on the skills that have been learnt. Happy coding!

A version of this article also appears in Hello World issue 24.

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Introducing new artificial intelligence and machine learning projects for Code Clubs https://www.raspberrypi.org/blog/artificial-intelligence-projects-for-kids/ https://www.raspberrypi.org/blog/artificial-intelligence-projects-for-kids/#comments Tue, 29 Oct 2024 09:36:00 +0000 https://www.raspberrypi.org/?p=88639 We’re pleased to share a new collection of Code Club projects designed to introduce creators to the fascinating world of artificial intelligence (AI) and machine learning (ML). These projects bring the latest technology to your Code Club in fun and inspiring ways, making AI and ML engaging and accessible for young people. We’d like to…

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We’re pleased to share a new collection of Code Club projects designed to introduce creators to the fascinating world of artificial intelligence (AI) and machine learning (ML). These projects bring the latest technology to your Code Club in fun and inspiring ways, making AI and ML engaging and accessible for young people. We’d like to thank Amazon Future Engineer for supporting the development of this collection.

A man on a blue background, with question marks over his head, surrounded by various objects and animals, such as apples, planets, mice, a dinosaur and a shark.

The value of learning about AI and ML

By engaging with AI and ML at a young age, creators gain a clearer understanding of the capabilities and limitations of these technologies, helping them to challenge misconceptions. This early exposure also builds foundational skills that are increasingly important in various fields, preparing creators for future educational and career opportunities. Additionally, as AI and ML become more integrated into educational standards, having a strong base in these concepts will make it easier for creators to grasp more advanced topics later on.

What’s included in this collection

We’re excited to offer a range of AI and ML projects that feature both video tutorials and step-by-step written guides. The video tutorials are designed to guide creators through each activity at their own pace and are captioned to improve accessibility. The step-by-step written guides support creators who prefer learning through reading. 

The projects are crafted to be flexible and engaging. The main part of each project can be completed in just a few minutes, leaving lots of time for customisation and exploration. This setup allows for short, enjoyable sessions that can easily be incorporated into Code Club activities.

The collection is organised into two distinct paths, each offering a unique approach to learning about AI and ML:

Machine learning with Scratch introduces foundational concepts of ML through creative and interactive projects. Creators will train models to recognise patterns and make predictions, and explore how these models can be improved with additional data.

The AI Toolkit introduces various AI applications and technologies through hands-on projects using different platforms and tools. Creators will work with voice recognition, facial recognition, and other AI technologies, gaining a broad understanding of how AI can be applied in different contexts.

Inclusivity is a key aspect of this collection. The projects cater to various skill levels and are offered alongside an unplugged activity, ensuring that everyone can participate, regardless of available resources. Creators will also have the opportunity to stretch themselves — they can explore advanced technologies like Adobe Firefly and practical tools for managing Ollama and Stable Diffusion models on Raspberry Pi computers.

Project examples

A piece of cheese is displayed on a screen. There are multiple mice around the screen.

One of the highlights of our new collection is Chomp the cheese, which uses Scratch Lab’s experimental face recognition technology to create a game students can play with their mouth! This project offers a playful introduction to facial recognition while keeping the experience interactive and fun. 

A big orange fish on a dark blue background, with green leaves surrounding the fish.

Fish food uses Machine Learning for Kids, with creators training a model to control a fish using voice commands.

An illustration of a pink brain is displayed on a screen. There are two hands next to the screen playing the 'Rock paper scissors' game.

In Teach a machine, creators train a computer to recognise different objects such as fingers or food items. This project introduces classification in a straightforward way using the Teachable Machine platform, making the concept easy to grasp. 

Two men on a blue background, surrounded by question marks, a big green apple and a red tomato.

Apple vs tomato also uses Teachable Machine, but this time creators are challenged to train a model to differentiate between apples and tomatoes. Initially, the model exhibits bias due to limited data, prompting discussions on the importance of data diversity and ethical AI practices. 

Three people on a light blue background, surrounded by music notes and a microbit.

Dance detector allows creators to use accelerometer data from a micro:bit to train a model to recognise dance moves like Floss or Disco. This project combines physical computing with AI, helping creators explore movement recognition technology they may have experienced in familiar contexts such as video games. 

A green dinosaur in a forest is being observed by a person hiding in the bush holding the binoculars.

Dinosaur decision tree is an unplugged activity where creators use a paper-based branching chart to classify different types of dinosaurs. This hands-on project introduces the concept of decision-making structures, where each branch of the chart represents a choice or question leading to a different outcome. By constructing their own decision tree, creators gain a tactile understanding of how these models are used in ML to analyse data and make predictions. 

These AI projects are designed to support young people to get hands-on with AI technologies in Code Clubs and other non-formal learning environments. Creators can also enter one of their projects into Coolest Projects by taking a short video showing their project and any code used to make it. Their creation will then be showcased in the online gallery for people all over the world to see.

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Get young people making interactive websites with JavaScript and our ‘More web’ path https://www.raspberrypi.org/blog/more-web-learn-javascript/ Thu, 25 Apr 2024 11:59:54 +0000 https://www.raspberrypi.org/?p=87120 Modern web design has turned websites from static and boring walls of information into ways of providing fun and engaging experiences to the user. Our new ‘More web’ project path shows young creators how to add interaction and animation to a webpage through JavaScript code. Why learn JavaScript? As of 2024, JavaScript is the most…

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Modern web design has turned websites from static and boring walls of information into ways of providing fun and engaging experiences to the user. Our new ‘More web’ project path shows young creators how to add interaction and animation to a webpage through JavaScript code.

A colorful illustration of a snail, a penguin, and a person with short dark hair against a blue background. There is a large question mark in the middle.

Why learn JavaScript?

As of 2024, JavaScript is the most popular programming language in the world. And it’s easy to see why when you look at its versatility and how it can be used to create dynamic and interactive content on websites. JavaScript lets you handle events and manipulate HTML and CSS so that you can build everything from simple animations, to forms that can be checked for missing or nonsensical answers. If you’ve ever seen a webpage continuously load more content when you reach the end, that’s JavaScript.

Two girls code together at a computer.

The six new projects in the ‘More web’ path move learners beyond the basics of HTML and CSS encountered in our ‘Introduction to web’ path. Young people will explore what JavaScript makes possible in web development, with plenty of support along the way. 

By the end of the ‘More web’ path, learners will have covered the following key programming concepts: 

HTML and CSSJavaScript 
Navbars, grid layouts, hero images and image sliders

Form design and handling user input

Accessibility and responsive design

Sizing elements relative to the viewport or container

Creating parallax scrolling effects using background-attachment

Fixing the position of elements and using z-index to layer elements
Local and global variables, and constants

Selection (if, else if, and else)

Repetition (for loops)

Using Console log

Concatenation using template literals

Event listeners

Use of the intersection observer API to animate elements and lazy-load images

Use of the localStorage object to retain user preferences

Writing and calling functions to take advantage of the Document Object Model (DOM)

Use setTimeout() to create time delays

Work with Date() functions

We’ve designed the path to be completed in six one-hour sessions, with one hour per project. However, learners can work at their own speed and the project instructions invite them to take additional time to upgrade their projects if they wish.

Built for our Code Editor and with support in mind

All six projects use our Code Editor, which has been tailored specifically to young people’s needs. This integrated development environment (IDE) helps make learning text-based programming simple, safe, and accessible. The projects include starter code, handy code snippets, and images to help young people build their websites. 

A screenshot of the code editor interface showing a garden with colorful flowers, an umbrella and a watering can.

Meet the projects

The path follows our Digital Making Framework, with its deliberate format of six projects that become less structured as learners progress. The Explore projects at the start of the path are where the initial learning takes place. Learners then develop their new skills by putting them into practice in the Design and Invent projects, which encourage them to use their imagination and make projects that matter to them. 

Welcome to Antarctica (Explore project 1)

An animated image of a penguin and a seal on a snowy surface.

Learners use HTML and CSS to design a website that lets people discover a place they may never get a chance to visit — Antarctica. They discover how to create a navigation bar (or navbar), set accessible colours and fonts, and add a responsive grid layout to hold beautiful images and interesting facts about this fascinating continent. 

Comic character (Explore project 2)

An animated illustration of a man with short red hair on the left, a woman with short dark hair on the right, and a yellow lightning bolt in the center.

In the second Explore project, young people build an interactive website where the user can design a superhero character. Learners use JavaScript to let the user change the text on their website, show and hide elements, and create a hero image slider. They also learn how to let the user set the colour theme for the site and keep their preferences, even if they reload the page. 

Animated story (Explore project 3)

An animated image of a snail reading a book.

Young people create an interactive story with animated text and characters that are triggered when the user scrolls. They will learn how to design for accessibility and improve browser performance by only loading images when they’re needed.

Pick your favourite (Design project 1)

An animated checklist with numbered boxes. A cursor hovers over the middle box. Various icons surround the checklist, including a video game controller, a guitar, a basketball, and a book.

This is where learners can practise their skills and bring in their own interests to make a fan website, which lets a user make choices that change the webpage content. 

Quiz time (Design project 2)

A white question mark in the center of a purple background. Animated icons of various shapes surround the question mark, including a television, musical notes, an X, and two cards with numbers "12" and “9”.

The final Design project invites young people to build a personalised web app that lets users test what they know about a topic. Learners choose a topic for their quiz, create and animate their questions, and then show the user their final score. They could make a quiz about history, nature, world records, science, sports, fashion, TV, movies… or anything else they’re an expert in!

Share your world (Invent project)

An illustration of a computer screen displaying a web page. The web page has a blue background and a white arrow cursor hovers over a blue section. A globe icon is located below the cursor.

In this final project, young people bring everything they’ve learnt together and use their new coding powers and modern design skills to create an interactive website to share a part of their world with others. They could provide information about their culture, interests, hobbies or expertise, share fun facts, create quizzes, or write reviews. Learners consider what makes a website useful and informative, as well as fun and accessible. 

Next steps in web development

Encourage your young learners to take their next steps in web design, learn JavaScript, and try out this new path of coding projects to create interactive websites that excite and engage users. 

Four young people and the tech project they have created.

Young people can also enter one of their Design or Invent projects into the Web category of the yearly Coolest Projects showcase by taking a short video showing the project and the code used to make it. Their creation will become part of the Coolest Projects online gallery for people all over the world to see! 

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