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A workshop for learning creative programming and music production. The workshop includes online materials for using an open-sourced music programming tool (Sonic Pi).

The Sonic Pi music programming workshop is intended for upper elementary and high schools students as an introduction to programming and computer music. During the workshop students get to create their own songs by writing code with Sonic Pi, which is based on the popular Ruby programming language.

The Creative Electronics and Programming course is a 38-hour course for secondary schools and self-studying. The course combines students' interests and creative ambitions with programmable electronics and prototyping. Design and project work together with working in the Arduino environment aim to provide an empowering learning experience.

The workshops are available in English and Finnish.

Age groups 
Middle school
High School
One time purchase
Desktop Windows
Desktop Mac
Not required
Offline play 
Internet required
Educational Quality
Learning Goals

The following are the high educational quality aspects in this product.

Mehackit courses give an interesting, low-threshold introduction to programming, electronics and computational thinking.
In the workshops the students are actively and creatively solving problems. They can work alone or collaborate on a project.
The workshop materials are straightforward, so it is easy to execute the workshop even if the teacher is not familiar with Sonic Pi or Arduino electronics.
The broad music sample library of Sonic Pi and the variety of Arduino activities allow the students to approach the course from their own points of interest.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Understanding what algorithms are and how they can be used
Understanding the meaning of conditionals in programming
Practicing computational thinking
Using programming to solve problems
Understanding the concept of loops
Practicing creative computing
Select from and use a wider range of tools and equipment to perform practical tasks accurately
Understand and use electrical systems in their products
Understand and use mechanical systems in their products
Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components

Soft skills learning goals

Practicing logical reasoning, algorithms and programming through making
Using technology as a part of explorative and creative process
Practicing creative thinking
Practicing to use imagination and to be innovative
Practicing to use arts as a way to express
Learning to plan and organize work processes
Practicing to evaluate one's own learning
Learning to find the joy of learning and new challenges
Practicing to notice causal connections
Practicing to look things from different perspectives
Experiencing and exploring sounds and music from different sources
Using technology resources for problem solving

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Users are active creators while learning with Mehackit. The aim of the courses is to create a song by programming and to do design projects with Arduino, so students can "learn by doing" with the support of an instructor.
Challenges are optimized as every user can create solutions according to their own difficulty level. Using technology for creative purposes creates an engaging environment to learn about programming.
Sonic Pi and Arduino courses facilitate open problem solving with unlimited learning possibilities. Mehackit's course gives a structure for learning.
It's ideal if every student has a device. Students can work independently. An important part of the creative process is that students can share their creative pieces with others during a course.

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