Makey Makey is an invention kit by the MIT media lab. With Makey Makey, everyday objects are transformed into touchpads empowering students to interact with computers as creative tools. The computer becomes an extension of their creativity, fostering imaginative play and discovery.

“Makey Makey” is a play on words – students having the ability to Make their Keyboards (“Ma-Key”). The mundane and boring keyboard is replaced by any object that conducts electricity – pie pans, Play-Doh, bananas, and even potted plants – the list goes on.

The heart of Makey Makey is its circuit board that connects to a computer via a USB cable. Building circuits that can be used like a joystick or a keyboard key allows users with no coding experience to use Makey Makey to learn, experiment, and invent.

Makey Makey paves the way for “Integrative STEM Education”. “Integrative STEM education” refers very specifically to instructional approaches that intentionally situate the teaching and learning of science, technology, engineering, and /or mathematics concepts and practices in the context of hands-on engineering, designing, and making.

The Makey Makey kit includes the Makey Makey board, a USB cable, seven alligator clips, six connector wires, and an instruction sheet.

Working of Makey-Makey:

  • Plug in the USB of Makey Makey to the computer.
  • Connect to Earth-Connect one end of an alligator clip to “Earth” on the bottom of the front side of Makey Makey.
  • Hold the metal part of the other end of the alligator clip between your fingers.
  • While you are still grounded, touch the round “Space” pad on the Makey Makey. A green light should appear on the Makey Makey, and the computer will “think” the spacebar was pressed. Also, complete the circuit by connecting another alligator clip to “Space.
  • Experiment by turning various items, objects, or substances into a computer key.

Using Makey Makey with scratch:

Scratch is a programming language where interactive stories, games, and animations can be created. The Chase game is an example of a program made using the Makey Makey. The game is played with the arrow keys and the notes can be remixed for an array of versions.

This chasing game was coded from scratch and used the Makey Makey kit as a joystick controller.

Reflection from Sri Bhavani:
From the Makey Makey hands-on projects with children, they have learned about conducting and non-conducting materials. Current doesn’t flow in an open loop. They learned the open-loop and closed-loop of a circuit. x,y coordinates while moving the sprite.

Piano using Makey Makey.


~Kalai & Sundar

In this project a big challenge for me was handling the objects between two backdrops. Initially I set the flag event for twenty-seven objects. It became an issue with debugging. After that I was aware that to use minimal amount of flag event. The second issue was, to hide the object using the broadcast event, it hid all the other objects and I was not able to proceed further. Then I learnt how to show and hide the object using the local variable between two backdrops. The next issue was while moving the object from one page to another it went behind the circle, from this I had learnt about the usage of (go to front and back layer) block in Looks. After fixing these issues I felt happy. Sanjeev helped me whenever I was struck.

From this project I have learnt about
how and when to use conditional blocks like if, repeat, forever, and wait.
how to apply local and global variable.
how to make a list and assign the list values to the variable.
how to set the mouse position.
how scratch compares the variable and gives the result.
how to use the flag event.
Show and hide the sprite between two background using the variable.
how to avoid repetitions of the code and make it simple

This game works based on the set theory.
It contains three different sets represented as Venn circles (shape, Inside color, outside color) and twenty-seven objects.
You select the object based on their inside color, border color and shape and place it on the Venn diagram.
The object moves to the mouse track.
Press space key for positioning the object on the circle.
If you place the object in the correct position it tells correct and stay in the circle, if it is wrong, it back to its position.
If you win this game, it will switch to home page.

Unit digit of a cube number


8th graders in Udavi School were learning about the squares and cubes. This is a simple scratch project to show the unit digit of cube of a number.

Fraction multiplication V2

Link to V1 : 

From the STEMland scaling session with Swathi on Friday, the input received was to make the multiplication to be a perfect square to show that 1/4 is smaller than 1/3.

Murali from 9th grade implemented the change:


Scratch Madala at Aikiyam school


This week me and Murali went to Aikiyam to teach shapes using scratch. We started with the drawing a straight line. Then asked children to draw a triangle . Children took some time and then figured out the angle to draw a triangle. Then we asked them to draw the following shapes like square, pentagon, hexagon, heptagon , octagon. Then using this shapes we asked then to draw mandala. Children were interested to  draw their own mandalas . Children understood the concept of repeat loop. They were familiar with the  pen function in the scratch. Children were able to connect the angles for different shapes.

Graph with Abinash

Abinash a student from the 8th grade at Udavi school started his work on graph and initially had a little difficulty plotting points. He wanted to create a game for others to understand the concept and so together we started to mind storm on how and what the game should do.

Then he saw a picture on his mathematics text book and decided to create a point follower game at the end of which the user will get an image.

The program was coded in Scratch.



Number line scratch project.


Children in 8th were doing rational numbers and they wanted to build a project to demonstrate their learning . They have build a project in number line. This scratch program shows how to find the fraction in a number line. The  numerator is ( a  random number is asked from the user. The program chooses a number 0 to  3 x the user  number ) and the numerator is also generated  randomly (2 – 10).  The user needs to find the answer for the question. The user needs to give to a value for numerator and a value for the denominator.