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Participatory coding

Updated: May 31

What is it?

Participatory coding is the idea of getting your students to code along at the same time as you.

Why would you use it?

It is sometimes useful for students to code without thinking too much to get started on a project or concept they might be studying. It is a bit like giving a child stabilisers on a bike. They get to experience the end result without needing to know everything that gets them there at that point in time. It also ensures that all students get to the same point at the same time.

Why is it a good thing?

Participatory coding takes the idea of modelling and makes it a live event. Rather than teacher do, student do, everyone goes at the same speed and does everything at the same time. This has the following benefits:

  • Everyone has to stay super focused or they get left behind

  • It removes the cognitive requirement of students having to remember what to do and how to do it whilst also managing environment and syntax

  • Everyone proceeds to a set point in the process at the same time. It removes the horror of any computing lesson where some students start to streak ahead whilst the rest of the class languishes.


How does it work?

Simply plan for students to implement a 'thing' and model it to them live, dictating what you are doing whilst also showing it on the screen. The following points should be considered:


  • Go slow - give plenty of time for students to follow and make sure no one gets left behind. Check in with weaker students frequently. Don't be afraid to pair students up with one driving and the other reading from the board.

  • If possible get students to run what they have coded frequently. You can either look around the class to see if they are succeeding or us the screen monitor to see if everyone is progressing as expected.

  • Stop the modelling at appropriate time to discuss what you are doing and why. Use diagrams on the board to illustrate what is going on. For example, you might draw data structures or variables on the screen so that students can see how they are relevant to the code being written.

  • Don't be afraid of making mistakes. Model your mistakes. Don't be embarrassed but instead use them as an opportunity to show students how to fix errors or correct mistakes

  • Do have a worksheet or online to-do sheet that students can also follow if they do get lost or stuck

  • Plan to model something and then pose challenges that are similar but effectively allow students to repeat what they have just done in their own time.


What does this look like in the classroom?

I did this recently when introducing students to Monogame. We all added the background together. Then students worked on their own to add a spaceship. I created a tutorial sheet which set out the steps but they had to remember how to do them based on the experience we had all had as a class.


You could also model basic coding constructs such as an if statement or for loop and then give students variations to implement on their own.


I informally asked a few students how they felt about this technique. They are very positive and complimentary certainly when compared to how I used to do it. I plan to use this more often for my Y12 / 13 groups. However, I can imagine for younger students who may struggle with basic elements of using a keyboard or mouse, this might not be appropriate.


Give it a go!

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