Remezcla in a Box is an innovative, student-centered educational proposal grounded in constructivist theory, with an emphasis on three key aspects: (a) active learning, which allows students to construct knowledge through concrete experiences; (b) social learning, which promotes teamwork and the exchange of ideas; and (c) meaningful learning, ensuring that each challenge is culturally relevant and motivating.
The instructional process is structured in four phases: (1) Explore, (2) Explain, (3) Elaborate, and (4) Evaluate. This structure is based on informal education, playful learning, and authentic assessment, promoting active participation, interest, and student engagement. It also incorporates a STEAM approach designed to develop computational thinking skills through artistic expression, as students create their own musical pieces using technology.
Remezcla in a Box places special emphasis on cultural identity, promoting persistence, a sense of belonging, and self-efficacy, all of which contribute to strengthening socioemotional development. It also focuses on the development of 21st-century skills, including collaboration, creativity, critical thinking, and communication. These competencies are essential for preparing students not only academically but also for success in their future professional and social lives.
1. EXPLORE
The process begins with an unplugged activity in which the students, either in pairs or in groups, perform an exercise that represents a computational thinking concept without using the computer. This experience strengthens communication, collaboration, critical thinking, and creativity, essential skills before beginning to work with code.
2. EXPLAIN
In this phase, the teacher transforms the unplugged activities into programming knowledge applied to EarSketch. Through presentations and interactive activities, the teacher introduces concepts such as functions, variables, and control structures, showing how they are used to create music on the platform. The goal is for students to strengthen what they have learned, understand the syntax, and see its effect on the music.
ENGAGE
Student motivation and active participation are the driving forces of the entire learning experience. The goal is to spark curiosity and establish a genuine connection with the content. In REMEZCLA, this is achieved by linking the learning of coding and computational thinking with music that is culturally relevant to the student.
3. ELABORATE
In this phase, students create their song in EarSketch, following the challenge requirements and applying the concepts and functions they have learned in a creative way. Those who finish early can complete the challenge extension (hacker card), designed to promote self-directed learning. The teacher can also offer a quiz to review what has been learned.
4. EVALUATE
The assessment is formative, collaborative, and celebratory. Students who wish can share their songs with the group or explain the code they used for their composition. The group reviews the code together and makes corrections if necessary to ensure that everyone understands the program's logic. At the end of the phase, as recognition of their skills and the completion of the challenge, each student receives the corresponding badge.
The Remezcla in a Box challenges are designed following the principles of the K–12 Computer Science Framework and the Culturally Responsive-Sustaining Computer Science Framework developed by the Kapor Center. This approach enables students to develop computational thinking skills while exploring music through the programming of musical pieces. At the same time, it promotes an inclusive and culturally relevant education that validates and celebrates students’ identities, cultures, and interests.