This age group is going to be deep into concrete thinking. They are going to spend most of their time challenging rules rather than working with them to develop a functional product. They want to see how rules can be broken and if the framework is still functional with broken rules. They are looking for a minimum set of constraints that will lead to maximizing the freedoms they are looking for, without additional responsibilities.
These are all useful things if channeled properly.
For instance, while I don't see robots as useful for higher grade levels, I think they are useful for the 10-14 year old. Robots can provide instant feedback that forces kids to follow rules, and allows the give and take that lets kids discover principles, like how to make a right turn. Robots can also easily be tailored for individual abilities.
What is missing in many courses is that kids learn differently for older teens and adults. The assumptions they make are different, and they are more likely to spend time 'gaming the system' to look for vagaries.
What kids don't have is the abstract ability to understand how something as abstract as a physical computer interface works. Even though it looks like a concrete representation, it is not. Just try to teach a kid to work a breadboard. Yes, you can teach them rote but are they going to understand what is really happening. My experience is not until they are in high school.
So teach cause and effect. If they are old enough teach them how to solder. Get simple robots and let them play. For older students, get Inventor and 3D printer. If a kid seems to want to program, let them make a tic tac toe web page.
What will happen is that some kids will try spend more time on the internet looking at porn than learning. That is the testing of rules thing.