Mehackit Maker Kit

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CertifiedEducation quality
08/2019
Mehackit Maker Kit

Mehackit Maker Kit

Mehackit
Robotics and electronics
Mehackit Maker Kit is an Arduino-compatible electronics kit

Mehackit Maker Kit is an Arduino-compatible electronics kit. It is the ideal assortment of fun and affordable components for learning electronics and programming. Mehackit Atelier learning platform offers courses on creative programming which can be done using the Maker Kit components.

Age groups 
Middle school
High School
Languages 
English
Platform 
Other
Desktop Mac
Desktop Windows
Browser-based
Registration 
Required
Offline play 
Internet required
Pictures
Videos
Pedagogy
Educational Quality
Learning Goals

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.

Passive
Active
In order to progress the user is required to acquire and use new information. Learning happens by electronics projects, which sets the students in quite an active role. The video material in Mehackit Atelier course is very clear and easy to use. The kit offers almost limitless possibilities for creation. It is very rewarding when something you've done actually works, especially if it didn't work the first time you tried.
Rehearse
Construct
Maker Kit supports learning new things through creative tasks and utilizing learned in open-ended problem-solving. The course material in Atelier teaches the basics of programming and electronics. The activating questions in learning units offer a very nice way to give students feedback on what they did.
Linear
Non-linear/Creative
Users who know more than basics can really create their own learning path since the contents of the Maker kit offers plenty of possibilities. However, the Atelier course teaches the basics in a linear manner, which is a justified approach.
Individual
Collaborative
The material in itself doesn't take a stance on whether the users are doing the tasks individually or in small groups. Platform in itself is practical and gives users the possibility to advance in their own time if so needed. The product can easily be adapted to both individual or collaborative ways of learning, although much of the facilitation is left to the teacher. The Atelier offers also a discussion board for asking questions.

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

The Maker Kit offers a nice selection of Arduino parts and a solid box for storing them
The course material is clear and professional, and divided to modules, which are easy to digest
There's plenty of practical examples which tie the learned topics to real life.

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

Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
Create and debug simple programs.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
1-PS4-3. Plan and conduct an investigation to determine the effect of placing objects made with different materials in the path of a beam of light.
Use and derive simple equations and carry out appropriate calculations.
Identify further questions arising from their results.
MS-ETS1-4. Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved.
HS-PS3-3. Design, build, and refine a device that works within given constraints to convert one form of energy into another form of energy.
Produce creative work, exploring their ideas and recording their experiences.
Write phrases from memory, and adapt these to create new sentences, to express ideas clearly.
Broaden their vocabulary and develop their ability to understand new words that are introduced into familiar written material, including through using a dictionary.
Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
Learn to analyse problems in computational terms
Make appropriate use of data structures.
Design and develop modular programs that use procedures or functions.
Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
Learn to evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Understand several key algorithms that reflect computational thinking.
Understand simple Boolean logic and some of its uses in circuits and programming.
Understand the hardware and software components that make up computer systems.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Develop their capability, creativity and knowledge in computer science, digital media and information technology.
Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
Build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users.
Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors].
Apply their understanding of computing to program, monitor and control their products.
Select from and use a wider, more complex range of materials, components and ingredients, taking into account their properties.
Understand and use the properties of materials and the performance of structural elements to achieve functioning solutions.
Understand how more advanced electrical and electronic systems can be powered and used in their products [for example, circuits with heat, light, sound and movement as inputs and outputs].
Apply computing and use electronics to embed intelligence in products that respond to inputs [for example, sensors], and control outputs [for example, actuators], using programmable components [for example, microcontrollers].
Select and use appropriate calculation strategies to solve increasingly complex problems.
Develop their mathematical knowledge, in part through solving problems and evaluating the outcomes, including multi-step problems.
Begin to model situations mathematically and express the results using a range of formal mathematical representations.
Select appropriate concepts, methods and techniques to apply to unfamiliar and nonroutine problems.
Use mathematical language and properties precisely.
Make and use connections between different parts of mathematics to solve problems.
Select appropriate concepts, methods and techniques to apply to unfamiliar and nonroutine problems; interpret their solution in the context of the given problem.
Develop understanding of the nature, processes and methods of science through different types of science enquiries that help them to answer scientific questions about the world around them
Make predictions using scientific knowledge and understanding.
Apply mathematical concepts and calculate results.
Are responsible, competent, confident and creative users of information and communication technology.
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Use logical reasoning to predict the behaviour of simple programs.
Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
Use a probability model to predict the outcomes of future experiments; understand that empirical unbiased samples tend towards theoretical probability distributions, with increasing sample size.

Soft skills learning goals

Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Practicing to look things from different perspectives
Learning to face failures and disappointments
Encouraging the growth of positive self-image
Practicing to notice causal connections
Learning to build information on top of previously learned
Encouraging to build new information and visions
Learning to combine information to find new innovations
Learning about different languages
Learning decision-making, influencing and accountability
Practicing to use foreign language as a communication tool
Practicing to express own thoughts and feelings
Enabling the growth of positive self-image
Learning to use foreign language in work context
Encouraging positive attitude towards working life
Practicing decision making
Connecting subjects learned at school to skills needed at working life
Using technology as a part of explorative and creative process
Practicing keyboard skills and touch typing
Using technology resources for problem solving
Using technological resources for finding and applying information
Using technology as a part of explorative process
Practicing fine motor skills
Learning to notice causal connections
Practicing persistent working
Practicing to find ways of working that are best for oneself
Learning to find the joy of learning and new challenges
Creating requirements for creative thinking
Practicing creative thinking
Practicing to improvise
Encouraging students to be innovative and express new ideas
Practicing to use imagination and to be innovative
Practicing to use imagination and to be innovative
Developing problem solving skills
Building common knowledge of technological solutions and their meaning in everyday life
Understanding and practicing safe and responsible uses of technology
Practicing categorization and classification
Practicing strategic thinking
Learning to listen other people’s opinions

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation