RaspberryPiFoundation: Programming Pedagogy in Secondary Schools: Inspiring Computing Teaching

RaspberryPiFoundation: Programming Pedagogy in Secondary Schools: Inspiring Computing Teaching

by Raspberry Pi Foundation

Teaching Programming to 11- to 14-year-olds

An intermediate-level course by the Raspberry Pi Foundation

Course Description

Welcome to this exciting intermediate-level course on teaching programming to 11- to 14-year-olds! Offered by the prestigious Raspberry Pi Foundation, this comprehensive three-week program is designed to equip educators with a diverse range of pedagogical approaches suitable for Key Stage 3 students. You'll dive deep into various teaching methodologies that foster computational thinking skills, from unplugged techniques to more advanced strategies like PRIMM. This course not only introduces you to these approaches but also demonstrates how to implement them effectively in your classroom, culminating in a hands-on project where you'll apply your newfound knowledge to create a rock-paper-scissors game.

What You'll Learn

  • A comprehensive understanding of various pedagogical approaches for teaching programming to 11- to 14-year-olds
  • The ability to describe and demonstrate these approaches in a classroom setting
  • Skills to evaluate the suitability of different teaching methods for specific audiences and objectives
  • Practical experience in creating lesson plans using the pedagogical techniques covered in the course
  • Hands-on application of programming concepts through the development of a rock-paper-scissors game

Prerequisites

While this is an intermediate-level course, there are no specific prerequisites listed. However, a basic understanding of programming concepts and some teaching experience would be beneficial.

Course Content

  • Computational thinking
  • The unplugged approach to teaching programming
  • Use-Modify-Create and PRIMM methodologies
  • Worked examples and live coding techniques
  • Pair programming strategies
  • Parson's Problems as a teaching tool
  • Practical application of functions, loops, variables, and selection in game development

Who This Course Is For

This course is ideal for educators, particularly those teaching computer science or programming to students aged 11-14 (Key Stage 3). It's suitable for teachers looking to enhance their pedagogical skills, diversify their teaching methods, and engage students more effectively in learning programming concepts.

Real-World Applications

  • Educators can immediately implement these techniques in their classrooms, leading to more engaging and effective programming lessons
  • The ability to evaluate and select appropriate teaching methods will help teachers tailor their approach to different learning styles and abilities
  • Understanding various pedagogical approaches allows for more creative and diverse lesson planning
  • The practical skills gained in game development can be used to create engaging, interactive learning experiences for students
  • These methods can be adapted for teaching other STEM subjects, promoting critical thinking and problem-solving skills across the curriculum

Syllabus

Week 1-2:

  • Introduction to computational thinking
  • The unplugged approach
  • Use-Modify-Create and PRIMM methodologies
  • Worked examples and live coding
  • Pair programming
  • Parson's Problems

Week 3:

  • Practical application: Creating a rock-paper-scissors game
  • Using functions, loops, variables, and selection in game development
  • Adapting teaching methods for individual student needs
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