Let’s do virtual sports with Digital Making at Home! – Raspberry Pi Foundation https://www.raspberrypi.org/blog/lets-do-virtual-sports-with-digital-making-at-home/
Take your best shot this week, digital makers: we invite you to have some virtual
Take your best shot this week, digital makers: we invite you to have some virtual
Download our new resource to help you identify areas of opportunity for making Computing engaging for all your learners.
education by investigating how the subject can be made more culturally relevant — we have
We partner with organisations that share our vision and values to grow the Code Club and CoderDojo networks worldwide. Meet our 7 new partners.
Seven new partners have joined us since August.
We are sending new, augmented Raspberry Pi computers up to the ISS for the European Astro Pi Challenge for young people!
Since then, 54000 young people from 26 countries have written code that has run on
Learn more about picamzero – a new library that makes it simple for beginners to use the Raspberry Pi Camera board.
Daniel Pope, who has a keen interest in education, noticed that beginners often have
Dan Shilling from Parent Zone shares insights from teacher training, exploring how Experience AI is making a difference.
“Educators have been struggling to find resources and support to teach young people
Our aim We are committed to making our websites more accessible and inclusive for everyone. This is an important part of our aim to ensure that everyone who visits a Raspberry Pi Foundation website feels welcome. What we are doing Our efforts to ensure that our websites are accessible and usable to the widest possible…
The guidelines have three levels: A, AA, and AAA.
Learners will take on a larger programming task. They will break the task into chunks and create algorithms for each chunk. This process is known as ‘decomposition’ and is covered further in key stage 2. Learners will also find and fix errors in their algorithms and programs. They will understand this process to be ‘debugging’.
Learning objectives To create and debug a program that I have written I can test
During this lesson learners will use their project designs from the previous lesson to create their projects on-screen in ScratchJr. They will use their project design, including algorithms created in the previous lesson, to make programs for each of their rocket sprites. They will test whether their algorithms are effective when their programs are run.
I can add programming blocks based on my algorithm I can test the programs I have
Learners begin to identify the shapes that are used to make vector drawings. They are able to explain that each element of a vector drawing is called an object. Learners create their own vector drawing by moving, resizing, rotating, and changing the colours of a selection of objects. They also learn how to duplicate the objects to save time.
added to a vector drawing is an object I can move, resize, and rotate objects I have