30-60 min
Ages 8-13
What Will You Make?
Switches are a simple type of sensor. Sensors and microcontrollers power our world. But what is a sensor? And what is a microcontroller? And how do they work together? Let’s get started!
Note: This is a project for students who’ve finished the Beginner Level Makey Makey class or makers who already have basic knowledge about Makey Makey.
You may want to try these projects first:
What Will You Learn?
A switch is a simple type of sensor. A sensor is an input device that senses something (water, light, motion, sound) and then signals that information to an output device. When you connect a sensor to a Makey Makey, you can detect specific types of information and adjust what you want the output to be with the code that you create.
The best way to learn about switches to make a few different types.
Create a Momentary Switch with a Pencil Drawing!
Step 1
You can draw a switch very easily! You just need two separate drawings that will only touch when you close your paper together. Attach one drawing to EARTH and the other drawing to SPACE. When the two drawings touch, the SPACE light on your Makey Makey should light up!
Step 2
Make sure your drawings uses a lot of graphite (that’s the pencil lead)! Fill in your drawings completely with graphite as the drawing is actually the circuit! The graphite is the conductor that allows electrons to flow in your Makey Makey powered circuit.
Step 3
When the two drawings touch, you create a closed, conducting loop that allows the electrons to flow! This make your circuit a closed or complete circuit. When the drawings are apart, your circuit is open and no longer allowing electrons to flow through the loop.
Create a Maintained Switch with Binder Clips!
Step 1
You can make a simple maintained switch by clipping EARTH to one binder clip and SPACE to another. When the two binder clips touch, the circuit is closed and complete! When you separate the binder clips, the circuit is open once again.
Step 2
Get more cool ideas like this from Scrappy Circuits! You can use these same switches to light up LEDS. Plus, the folks at Scrappy Circuits have even more cool ideas for building switches out of scrappy everyday stuff!
Create a Push Button Switch with a Paperclip!
Step 1
A paper clip switch is similar to the drawn switch you made above, but acts more like a keyboard key. Put two brass fasteners through a small piece of cardboard. Place a paper clip on one fastener, and bend it so it doesn’t touch the other fastener. Clip SPACE to paper clip fastener and EARTH to the other. When you press the paper clip to the second fastener, you close the loop and complete the circuit. This switch most resembles a keyboard key or a morse code machine!
Create a Stomping Switch with Foil and Cardboard!
Step 1
You can even make a pressure sensitive switch with cardboard and foil. You can use multiple rubber bands as the insulator between the two conductive pads and this will allow you to adjust the pressure needed to close the circuit.
Step 2
If you want an even sturdier stomping switch, see this guide.
What Is Happening Here?
Let's start by making a few simple switches.
A switch is a simple type of sensor.
Vocabulary: A sensor is an input device that senses something (water, light, motion, sound) and then signals that information to an output device.
Example: Your drawing from this lesson was an input device, when Makey Makey sensed you touching each drawing, it sent a signal to your computer where Scratch or the piano app received the signal and played a piano note!
When you start designing your own sensors, it is good to think of the process as a conditional statement “If This> Then That.” A light sensor might sense, “if there is light, then turn off the night lamp.” It could also sense, “If there is darkness, then turn on the night lamp.”
Sensors combined with Makey Makey
When you connect a sensor to a Makey Makey, you can detect specific types of information and adjust what you want the output to be with the code that you create.
The Makey Makey board has 6 “inputs” on the front that function as your computer keys. When an Earth input detects a key press input, you complete a circuit.
This information travels through the red USB cable to tell your computer, “Hey! The space key was pressed!” Since Makey Makey allows you to tell your computer that everyday stuff is now your computer keyboard, you can “make” any conductive thing (like a banana) one of your computer “keys.” That’s why it’s called a MaKey MaKey!
People use sensors with Makey Makey and other microcontrollers like Raspberry Pi, Arduino, and micro:bit, but you can actually create your own sensors out of simple materials to use with any of these boards.
Switches
When you play the drawing piano you are the EARTH connection that closes the circuit as you press on each drawing to make each piano key sound.
Now let’s learn how to create your own switch that doesn’t require bare skin to complete the circuit.
Vocabulary: A switch is a component that requires a physical action to close a circuit. Just like the keys on your keyboard! A Switch can be momentary or maintained.
Let’s make a momentary switch first. This means the switch will only be “on” as long as the switch is actuated. Normally a switch is an open circuit until it is actuated. Meaning the circuit is open until you push the switch to activate it. Just like a keyboard button, or a calculator button. Did you know that you can draw a momentary switch?
You can also easily make a maintained switch with office supplies. A maintained switch remains on once you turn it on or off once you turn it off. Just like a light switch in your house.
The best way to learn about switches to make a few different types.
This craft along video will show you four different ways to craft your switches!
What Is Next?
Additional Resources
What kind of games and projects will you design to accompany these switch inventions? Check out this project example from Sam Yancey!
Makey Makey Classic Inventor's Kit
The original Makey Makey Classic – Named one of Consumer Reports’ “Best Tech Toys of 2014,” “Best of Toy Fair 2014” by Popular Science, and a finalist for Toy of the Year 2016.
Makes STEM Education fun! Start out easy with a banana piano. First setup takes seconds. Then make game controllers, musical instruments, and countless inventions. Advance to additional inputs and multi-key remapping up to 18 keys. Ages 8 to infinity.
- Turn everyday objects like bananas into touchpads! 
- Connect the world around you to your computer! Setup takes just seconds. 
- Just plug, clip, and play! No programing knowledge needed. No software to install. Works with Mac and Windows. 
- 1000s of possibilities! Draw your own game controller, sneak a cat selfie, and dance like never before. 
- Ages 8 to infinity. 
Visit the Makey Makey website for tons of projects, educator resources, apps and more.
Materials:
- Makey Makey Classic
- 6B Pencil
- Paper
- Cardboard
- Foil
- Rubber Bands
See More Projects in these topics:
Electronics Engineering Microcontrollers STEM or STEAMMaker Camp
Maker Camp Project Standards
Based on NGSS (Next Generation Science Standards)
NGSS (Next Generation Science Standards)
The Next Generation Science Standards (NGSS) are K–12 science content standards. Learn more.Forces and Motion
- 3-PS2-3. Ask questions to determine cause and effect relationships of electric or magnetic interactions between two objects not in contact with each other.
- HS-PS4-5. Communicate technical information about how some technological devices use the principles of wave behavior and wave interactions with matter to transmit and capture information and energy.
CCSS (Common Core State Standards)
The Common Core is a set of high-quality academic standards in mathematics and English language arts/literacy (ELA).Measurement & Data
- Grades K-2
- CCSS.MATH.CONTENT.K.MD.A.1 Describe measurable attributes of objects, such as length or weight. Describe several measurable attributes of a single object.
- CCSS.MATH.CONTENT.1.MD.A.1 Order three objects by length; compare the lengths of two objects indirectly by using a third object.
- CCSS.MATH.CONTENT.1.MD.A.2 Express the length of an object as a whole number of length units, by laying multiple copies of a shorter object (the length unit) end to end; understand that the length measurement of an object is the number of same-size length units that span it with no gaps or overlaps.
- CCSS.MATH.CONTENT.2.MD.A.1 Measure the length of an object by selecting and using appropriate tools such as rulers, yardsticks, meter sticks, and measuring tapes.
- CCSS.MATH.CONTENT.2.MD.A.2 Measure the length of an object twice, using length units of different lengths for the two measurements; describe how the two measurements relate to the size of the unit chosen.
- CCSS.MATH.CONTENT.2.MD.A.3 Estimate lengths using units of inches, feet, centimeters, and meters.
- CCSS.MATH.CONTENT.2.MD.A.4 Measure to determine how much longer one object is than another, expressing the length difference in terms of a standard length unit.
 
- Grades 3-5
- CCSS.MATH.CONTENT.3.MD.B.3 Draw a scaled picture graph and a scaled bar graph to represent a data set with several categories. Solve one- and two-step "how many more" and "how many less" problems using information presented in scaled bar graphs.
- CCSS.MATH.CONTENT.4.MD.A.1 Know relative sizes of measurement units within one system of units including km, m, cm; kg, g; lb, oz.; l, ml; hr, min, sec. Within a single system of measurement, express measurements in a larger unit in terms of a smaller unit.
- CCSS.MATH.CONTENT.4.MD.C.5 Recognize angles as geometric shapes that are formed wherever two rays share a common endpoint, and understand concepts of angle measurement.
- CCSS.MATH.CONTENT.5.MD.A.1 Convert among different-sized standard measurement units within a given measurement system (e.g., convert 5 cm to 0.05 m), and use these conversions in solving multi-step, real world problems.
- CCSS.MATH.CONTENT.5.MD.C.3 Recognize volume as an attribute of solid figures and understand concepts of volume measurement.
 
Ratios & Proportional Relationships
- Middle School
- CCSS.MATH.CONTENT.6.RP.A.1 Understand the concept of a ratio and use ratio language to describe a ratio relationship between two quantities.
- CCSS.MATH.CONTENT.6.RP.A.3 Use ratio and rate reasoning to solve real-world and mathematical problems, e.g., by reasoning about tables of equivalent ratios, tape diagrams, double number line diagrams, or equations.
- CCSS.MATH.CONTENT.7.RP.A.1 Compute unit rates associated with ratios of fractions, including ratios of lengths, areas and other quantities measured in like or different units.
- CCSS.MATH.CONTENT.7.RP.A.2 Recognize and represent proportional relationships between quantities.
 
K–12 Computer Science Framework
The K–12 Computer Science Framework is designed to guide computer science from a subject for the fortunate few to an opportunity for all. The guiding practices include:- Fostering an Inclusive Computing Culture
- Collaborating Around Computing
- Recognizing and Defining Computational Problems
- Developing and Using Abstractions
- Creating Computational Artifacts
- Testing and Refining Computational Artifacts
- Communicating About Computing
ISTE Standards (International Society for Technology in Education)
The ISTE Standards provide the competencies for learning, teaching and leading in the digital age, providing a comprehensive roadmap for the effective use of technology in schools worldwide.1.1 Empowered Learner
- Summary: Students leverage technology to take an active role in choosing, achieving, and demonstrating competency in their learning goals, informed by the learning sciences.
- 1.1.a Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
- 1.1.b Students build networks and customize their learning environments in ways that support the learning process.
- 1.1.c Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
- 1.1.d Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
1.2 Digital Citizen
- Summary: Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical.
- 1.2.a Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
- 1.2.b Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
- 1.2.c Students demonstrate an understanding of and respect for the rights and obligations of using and sharing intellectual property.
- 1.2.d Students manage their personal data to maintain digital privacy and security and are aware of data-collection technology used to track their navigation online.
1.3 Knowledge Constructor
- Summary: Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others.
- 1.3.a Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
- 1.3.b Students evaluate the accuracy, perspective, credibility and relevance of information, media, data or other resources.
- 1.3.c Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
- 1.3.d Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
1.4 Innovative Designer
- Summary: Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
- 1.4.a Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
- 1.4.b Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
- 1.4.c Students develop, test and refine prototypes as part of a cyclical design process.
- 1.4.d Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
1.5 Computational Thinker
- Summary: Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.
- 1.5.a Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
- 1.5.b Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
- 1.5.c Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
- 1.5.d Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
NGSS MS.Engineering Design
The Next Generation Science Standards (NGSS) are K–12 science content standards.- MS-ETS1-1. Define the criteria and constraints of a design problem with sufficient precision to ensure a successful solution, taking into account relevant scientific principles and potential impacts on people and the natural environment that may limit possible solutions.
- MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
- MS-ETS1-3. Analyze data from tests to determine similarities and differences among several design solutions to identify the best characteristics of each that can be combined into a new solution to better meet the criteria for success.
- MS-ETS1-4. Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved.
NGSS 3-5.Engineering Design
The Next Generation Science Standards (NGSS) are K–12 science content standards.- 3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
- 3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
- 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
 
         
         
         
         
         
             
             
               
								 
								 
								 
								 
								 
								 
                             
	