Laura Kirsop, Author at Raspberry Pi Foundation https://www.raspberrypi.org/blog/author/laura-kirsop/ Teach, learn and make with Raspberry Pi Fri, 30 May 2025 07:07:27 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.raspberrypi.org/app/uploads/2020/06/cropped-raspberrry_pi_logo-100x100.png Laura Kirsop, Author at Raspberry Pi Foundation https://www.raspberrypi.org/blog/author/laura-kirsop/ 32 32 Beyond phone bans: Empowering students to critically navigate and reimagine technology https://www.raspberrypi.org/blog/beyond-phone-bans-empowering-students-to-critically-navigate-and-reimagine-technology/ https://www.raspberrypi.org/blog/beyond-phone-bans-empowering-students-to-critically-navigate-and-reimagine-technology/#comments Tue, 27 May 2025 10:45:27 +0000 https://www.raspberrypi.org/?p=90250 Amidst heated discussion of smartphones and their impacts on young people’s lives, it’s become a frequent recommendation to ban phones in schools. Below I summarise the research evidence on smartphone bans (it’s mixed) and share tips for computing educators on how to constructively address the topic with their learners and empower them to think critically…

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Amidst heated discussion of smartphones and their impacts on young people’s lives, it’s become a frequent recommendation to ban phones in schools. Below I summarise the research evidence on smartphone bans (it’s mixed) and share tips for computing educators on how to constructively address the topic with their learners and empower them to think critically about technology design.

Photo of a young person showing their mobile phone to a peer.

A turning tide

2024 was the year the tide turned against smartphones. Across the world, parents, teachers, and governments highlighted the risks of excessive phone use among young people. In the UK, the ‘Smartphone Free Childhood’ movement emerged, quickly growing to 100,000 members who advocate for keeping smartphones away from children due to concerns about addiction, harmful content, and mental health. Jonathan Haidt’s global bestseller The Anxious Generation has further fuelled the movement, linking smartphone use to adolescent mental health issues and recommending phonefree schools. Meanwhile, countries including England, France, and Finland have urged schools to adopt strict phone bans, hoping to reduce classroom distractions and enhance student safety.

Photo of a young person in a classroom showing their phone screen to their friends.

Despite widespread support, academic research on phone bans remains limited and inconclusive. Given this situation, computing educators are uniquely positioned to offer an alternative approach.

Evaluating evidence on phone bans 

The rapid spread of school smartphone bans is a straightforward response to complex issues around personal technology use in education. Teachers and parents frequently view phones as inherently disruptive, a perspective supported by studies that show phones can impair students’ focus and engagement in lessons. Concerns about cyberbullying and addiction contribute to this view, with many educators seeing bans as a practical solution to mitigate risks. Surveys in England reveal that nearly half of all secondary schools now enforce all-day bans. This trend was supported by teachers participating in my master’s degree research, who see these policies as necessary to reduce distractions and maintain control in the classroom. 

“Calls for outright bans may oversimplify the conversation.”

Yet calls for outright bans may oversimplify the conversation, limiting opportunities to examine both the benefits and the risks of smartphone use in schools. Evidence on the impact of phone restrictions is mixed: while some studies suggest restrictions may benefit learning, especially for students who struggle the most, others indicate no significant impact on academic outcomes. Additionally, recent findings show that cyberbullying is not directly linked to time spent online, with traditional bullying still more prevalent in schools. Even the narrative around smartphone addiction is contested, with some researchers suggesting that concerns about addiction may be overstated. And some schools do not have access to digital devices for learners and then smartphones may play a crucial role in teaching and learning digital literacy skills.

Photo of four young people sitting at their desks, on their mobile phones.

As the debate over smartphone bans continues, educators have an opportunity to move beyond restrictions and engage students in understanding the technology that shapes their lives. This is where computing educators can really make a difference. How can they guide students to understand why technology is designed to capture attention and what lies behind these design choices?

Understanding and questioning the design of technology 

School smartphone bans can feel like a hopeless act that suggests phones and social media are inherently incompatible with learning and student well-being. This approach assumes the only solution is to remove them, rather than considering how these technologies might be better managed or reimagined to support young people. What if, instead of banning phones, educators worked with students to explore why they are so captivating and how they could be designed differently? Computing educators can lead this exploration. With digital literacy as part of their curriculum, computing teachers can help students question the motives behind their devices, fostering a critical understanding of the forces shaping their digital world.

“With digital literacy as part of their curriculum, computing teachers can help students question the motives behind their devices, fostering a critical understanding of the forces shaping their digital world.”

At the heart of how social media platforms are designed is their business models. Tech companies rely on features such as notifications, autoplay, and infinite scrolling to maximise user engagement and revenue. This is part of what the writer Shoshana Zuboff calls “surveillance capitalism”, where companies gather vast amounts of behavioural data by keeping users engaged on their platforms for as long as possible.

In the classroom, educators can open discussions with students on the motives behind technology design, exploring questions such as why platforms want users to stay engaged, and what data they are collecting. Activities might include analysing popular apps to identify which features encourage prolonged use, or debating how social media could be designed to prioritise user wellbeing. By critically examining these design choices, students can better understand the forces driving their digital interactions and consider ways in which technology could be reimagined to serve them, rather than just profiting from them. 

Collaborative policymaking 

Once young people understand why phones and social media are designed the way they are, educators can work with students to create phone policies that reflect shared values and goals. This collaborative approach encourages students to take ownership of their technology use, and computing teachers, drawing on their knowledge of technology design and digital literacy, are ideally positioned to facilitate these discussions.

Photo of three school pupils together looking at a mobile phone.

Research suggests that policies developed with student input are more effective, as they foster responsibility and engagement. By involving students in policymaking, educators can encourage them to consider how phones could support rather than hinder learning. For example, students might agree that phones should stay off during certain times, or in certain spaces, but that they might be useful in other scenarios where access benefits learning. This kind of flexibility ensures that phones are used thoughtfully, allowing for both practical boundaries and opportunities for educational use.

Critical skills for navigating the digital world

As debate around smartphone use in schools continues, academic research remains inconclusive on the effectiveness of phone bans. This uncertainty presents computing educators with an opportunity to move beyond restrictive policies and foster deeper understanding. By guiding students to explore why phones and social media are designed to capture attention, we can help to equip them with the critical skills needed to navigate their digital world thoughtfully. Involving students in crafting flexible, meaningful phone policies reinforces this understanding, giving them a sense of agency in shaping technology’s role in their lives.

Close up photo of a desk with school books, various coloured pens and a mobile phone in shot.

Computing educators are uniquely positioned to empower students, not just as users, but as active challengers of technology design norms. Embracing a collaborative approach allows computing educators to inspire students to envision a future where technology genuinely serves their growth and their learning, rather than commercial interests.

More on digital literacy for young people

A version of this article appears in the newest issue of Hello World magazine, which is all about teaching digital literacy. Explore issue 26 and download your free PDF copy today.

You can also listen to our recent Hello World podcast episode discussing the myth of the ‘digital native’ and whether today’s young people are tech-savvy or tech-dependent.

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Experience CS: A safe, creative way to teach computing https://www.raspberrypi.org/blog/experience-cs-a-safe-creative-way-to-teach-computing/ https://www.raspberrypi.org/blog/experience-cs-a-safe-creative-way-to-teach-computing/#respond Tue, 20 May 2025 13:05:30 +0000 https://www.raspberrypi.org/?p=90201 Experience CS is our new free curriculum that helps elementary and middle school educators (working with students aged 8 to 14) teach computer science with confidence through creative, cross-curricular lessons and projects. Designed for teachers, by teachers, Experience CS is built to be easy to use in classrooms, with everything you need integrated into one…

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Experience CS is our new free curriculum that helps elementary and middle school educators (working with students aged 8 to 14) teach computer science with confidence through creative, cross-curricular lessons and projects. Designed for teachers, by teachers, Experience CS is built to be easy to use in classrooms, with everything you need integrated into one safe, school-friendly platform.

A group of young people and educators smiling while engaging with a computer

In this blog post, we will share more about the safety features of Experience CS, and the steps we’ve taken to make the platform a great fit for your school.

A safe, teacher-managed environment

Experience CS supports young people to develop their understanding of computer science through engaging, interactive projects using the programming language Scratch. Scratch is a popular block-based language that helps young people get started with coding, and Experience CS includes a version of Scratch that we have built especially for schools. With our version, which is fully integrated into the Experience CS platform, students can explore coding in a teacher-managed, closed environment that aligns with schools’ safeguarding policies and gives you full control over what your students see and do.

Scratch coding within Experience CS. If you've used our Code Editor, you'll recognise this interface.
Scratch coding within Experience CS. If you’ve used our Code Editor, you’ll recognise this interface.

Student safety and privacy are at the forefront in Experience CS, which means:

  • A private, closed environment. Projects are kept within the classroom and cannot be published to a public gallery.
  • Teacher-controlled access. Students don’t need to create or manage their own accounts. Teachers manage their students’ access, with no student email addresses required.
  • No social features. Students don’t create public profiles or follow other users, and there are no chat or comment features for young people.
  • Curated content. Students can only access the projects and materials you share with them, not content from other users.

Tailor-made for schools

We have designed every part of the Experience CS platform with school environments in mind, making it easier for teachers to manage and for students to use.

Here’s how:

  • Fully integrated platform. Everything students need is built into the Experience CS platform, including Scratch, lesson resources, student materials, and project templates. There is no need to visit other websites.
  • Simple access. Teachers generate class codes so learners can jump straight into activities, with no student email address required.
  • Automatic progress saving. Students’ projects are saved in the platform and linked to their class. Teachers can see students’ progress at a glance.
  • Teacher control. Teachers have full visibility of students’ activity, and what students see and do stays within the classroom environment.

Experience CS gives you the tools and peace of mind to deliver creative, engaging computer science lessons and activities in a way that works for your school. You will be able to effortlessly manage students’ work, with everything you and your students need provided within a simple, intuitive interface.

A computing educator with three students at laptops in a classroom.

Be the first to try Experience CS

Experience CS is launching soon, and we can’t wait to see what you and your students create with it.

If you would like early access, want to stay up to date, or are interested in trying Experience CS out in your classroom, sign up for updates and we’ll keep you in the loop.

We’re also planning ahead: in the coming months, we’ll make our version of Scratch available to all schools and clubs via our Code Editor. That means whether or not you use the Experience CS curriculum, you’ll be able to run safe, creative coding sessions using Scratch in a school-friendly environment.

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Introducing Code Club World: a new way for young people to learn to code at home https://www.raspberrypi.org/blog/code-club-world-free-online-platform-young-people-children-learn-to-code-at-home/ https://www.raspberrypi.org/blog/code-club-world-free-online-platform-young-people-children-learn-to-code-at-home/#comments Tue, 09 Nov 2021 10:32:59 +0000 https://www.raspberrypi.org/?p=77046 Today we are introducing you to Code Club World — a free online platform where young people aged 9 to 13 can learn to make stuff with code. In Code Club World, young people can: Start out by creating their personal robot avatar Make music, design a t-shirt, and teach their robot avatar to dance!…

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Today we are introducing you to Code Club World — a free online platform where young people aged 9 to 13 can learn to make stuff with code.

Images from Code Club World, a free online platform for children who want to learn to code

In Code Club World, young people can:

  • Start out by creating their personal robot avatar
  • Make music, design a t-shirt, and teach their robot avatar to dance!
  • Learn to code on islands with structured activities
  • Discover block-based and text-based coding in Scratch and Python
  • Earn badges for their progress 
  • Share their coding creations with family, friends, and the Code Club World community

Learning to code at home with Code Club World: meaningful, fun, flexible

When we spoke to parents and children about learning at home during the pandemic, it became clear to us that they were looking for educational tools that the children can enjoy and master independently, and that are as fun and social as the computer games and other apps the children love.

A girl has fun learning to code at home, sitting with a laptop on a sofa, with a dog sleeping next to her and her father writing code too.
Code Club World is educational, and as fun as the games and apps young people love.

What’s more, a free tool for learning to code at home is particularly important for young people who are unable to attend coding clubs in person. We believe every child should have access to a high-quality coding and digital making education. And with this in mind, we set out to create Code Club World, an online environment as rich and engaging as a face-to-face extracurricular learning experience, where all young people can learn to code.

The Code Club World activities are mapped to our research-informed Digital Making Framework — a coding and digital making curriculum for non-formal settings. That means when children are in the Code Club World environment, they are learning to code and use digital making to independently create their ideas and address challenges that matter to them.

Islands in the Code Club World online platform for children who want to learn to code for free.
Welcome to Code Club World — so many islands to explore!

By providing a structured pathway through the coding activities, a reward system of badges to engage and motivate learners, and a broad range of projects covering different topics, Code Club World supports learners at every stage, while making the activities meaningful, fun, and flexible.

A girl has fun learning to code at home on a tablet sitting on a sofa.
Code Club World’s home island works as well on mobile phones and tablets as on computers.

We’ve also designed Code Club World to be mobile-friendly, so if a young person uses a phone or tablet to visit the platform, they can still code cool things they will be proud of.

Created with the community

Since we started developing Code Club World, we have been working with a community of more than 1000 parents, educators, and children who are giving us valuable input to shape the direction of the platform. We’ve had some fantastic feedback from them:

“I’ve not coded before, but found this really fun! … I LOVED making the dance. It was so much fun and made me laugh!”

Learner, aged 11

“I love the concept of having islands to explore in making the journey through learning coding, it is fabulous and eye-catching.”

Parent

The platform is still in beta status — this means we’d love you to share it with young people in your family, school, or community so they can give their feedback and help make Code Club World even better.

Together, we will ensure every child has an equal opportunity to learn to code and make things that change their world.

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