MindHub Curriculum

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MindHub Curriculum

MindHub Curriculum

MindHub is an innovative school for programming for kids and teens.

MindHub is a network of innovative programming academies for children and teenagers aged 6 to 15. They offer classroom-based and online courses, coding summer camps camps, and workshops.

Their self-developed curriculum is divided into segments based on students’ ages. Through their gamified and experiential learning approach, students work collaboratively in teams on various projects, fostering creativity, problem-solving skills, and teamwork.

Age groups 
Middle school
High School
Offline play 
Internet required
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.

MindHub Curriculum provides a solid framework of pre-curated material for programming. Learning happens through demonstrations and projects, where students execute their own code and then can experiment with it. MindHub offers options for tasks, so the teacher can adjust the course and content to users needs.
e curriculum doesn't assume learning to happen through observation only, more by doing and experimenting. The product is suitable for a wide range of users and offers comprehensive basic information on programming to get started and build further knowledge. You can succeed in the tasks and learn by following the demonstration , and the tasks build a clear progression. There is a mix of introductory games and discussions, and a choice of programming projects with browser based tools or robots.
The course progress can be scheduled accurately. All task are timed in a professional manner that leaves enough time for surprises, questions and experimentation. The main concepts are slowly built on top of the previously learned contents, even if there are multiple different project options for each topic. Some tasks start with an introductory game/activity, but some go straight to demonstrating code.
As most of the lessons are build for classroom learning, there is a chance for face-to-face interaction to be part of the learning experience. The kids are programming in pairs, helping and supporting each other. At the end of the final project, the kids are presenting their findings and discussing their solutions, as well as getting feedback from their peers. Programming itself is best practiced individually, where everyone can learn by doing, so this approach is justified.

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

MindHub curriculum is broad, versatile and it progresses logically to cover the essentials of computational thinking.
The teacher has plenty of choice for projects, and they can adjust the content according to the group.
The curriculum offers lots of challenges, which meet also the needs of more advanced students.

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

Discuss real-world cybersecurity problems and how personal information can be protected.
Model how information is broken down into smaller pieces, transmitted as packets through multiple devices over networks and the Internet, and reassembled at the destination.
Use public domain or creative commons media, and refrain from copying or using material created by others without permission.
Seek diverse perspectives for the purpose of improving computational artifacts.
Brainstorm ways to improve the accessibility and usability of technology products for the diverse needs and wants of users.
Discuss computing technologies that have changed the world, and express how those technologies influence, and are influenced by, cultural practices.
Use data to highlight or propose cause-and-effect relationships, predict outcomes, or communicate an idea.
Organize and present collected data visually to highlight relationships and support a claim.
Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies.
Model how computer hardware and software work together as a system to accomplish tasks.
Describe how internal and external parts of computing devices function to form a system.
Describe choices made during program development using code comments, presentations, and demonstrations.
Take on varying roles, with teacher guidance, when collaborating with peers during the design, implementation, and review stages of program development.
Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Observe intellectual property rights and give appropriate attribution when creating or remixing programs.
Use an iterative process to plan the development of a program by including others' perspectives and considering user preferences.
Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features.
Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
Create programs that include sequences, events, loops, and conditionals.
Create programs that use variables to store and modify data.
Compare and refine multiple algorithms for the same task and determine which is the most appropriate.

Soft skills learning goals

Practicing strategic thinking
Practicing fine motor skills
Practicing logical reasoning, algorithms and programming through making
Understanding and practicing safe and responsible uses of technology
Using technological resources for finding and applying information
Using technology as a part of explorative and creative process
Understanding technological system operations through making
Building common knowledge of technological solutions and their meaning in everyday life
Practicing keyboard skills and touch typing
Practicing to use information independently and interactively
Learning to acquire, modify and produce information in different forms
Practicing logical reasoning to understand and interpret information in different forms
Realizing the connection between subjects learned in free time and their impact to skills needed at worklife
Practicing versatile ways of working
Practicing decision making
Encouraging positive attitude towards working life
Enabling the growth of positive self-image
Learning to understand the meaning of rules, contracts and trust
Learning decision-making, influencing and accountability
Encouraging to build new information and visions
Practicing to notice links between subjects learned
Learning to combine information to find new innovations
Learning to build information on top of previously learned
Practicing to notice causal connections
Encouraging the growth of positive self-image
Learning to face failures and disappointments
Developing problem solving skills
Practicing to use arts as a way to express
Practicing to use imagination and to be innovative
Encouraging students to be innovative and express new ideas
Practicing to improvise
Practicing creative thinking
Creating requirements for creative thinking
Learning to find the joy of learning and new challenges
Practicing to evaluate one's own learning
Practicing to set one's own learning goals
Practicing to take responsibility of one's own learning
Practicing to find ways of working that are best for oneself
Practicing persistent working
Learning to notice causal connections
Practising visual recognition
Practicing categorization and classification
Using technology resources for problem solving
Practicing to find, evaluate and share information
Practising to understand visual concepts and shapes and observe their qualities
Understanding and interpreting of matrices and diagrams
Experiencing and exploring sounds and music from different sources
Connecting subjects learned at school to skills needed at working life
Learning to plan and organize work processes
Practicing time management
Practicing to work with others
Learning about different languages
Learning to understand people, surroundings and phenomenons around us
Practicing to observe spoken and written language
Using technology as a part of explorative process
Using technology for interaction and collaboration
Learning to recognise and evaluate arguments and their reasonings

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