  This paper analyses the feasibility of including emerging IT-topics into
secondary education (K9-12). We developed a class on Blockchain for K9-12
students which delivers relevant content but is also indented to motivate them
to further engage with the topic. Our course consists of theory material as
well as a hands-on application. Gamification techniques are utilised to
encourage students and improve the learning experience. The assessment,
consisting of 166 students, shows a significant knowledge gain of students
exposed to our materials especially when the theory and the hands-on materials
are combined. Both, i.e., teaching material and chat application, are freely
available.
