The document discusses the integration of technology-enhanced learning within making and hacking communities, particularly focusing on utilizing programmable object technologies to support embodied learning in secondary mathematics education. It outlines a two-month exploratory project examining the use of hardware and software prototypes to engage students with difficult mathematical concepts, such as non-Euclidean geometry. The project results indicate that students can create their own tests and activities while showing enthusiasm for engaging in hands-on, kinaesthetic learning experiences.