Become a Maker

Explore your creativity with physical computing.

What is a Maker?

Makers invent, explore, innovate, and create using technology like development boards, robotics, 3D printing, programming, and more.

Maker education takes STEM (Science, Technology, Engineering, Mathematics) a step further by inviting hands-on experience and collaboration into the classroom to help teach problem solving and critical thinking.


Explore devices

We have curriculum options that support two different devices — see available options below. Need a device? Learn more about the devices below.

Why physical computing?

Learning about physical computing requires time on and off the computer. As a result of this different learning dynamic, there are some unique benefits of learning computer science through physical computing.

  • Real-world applications

    Using a physical device can help students engage and connect the actions on a screen to their impact in the real world.

  • Inclusion and engagement

    According to a BBC survey, female students described feeling more confident after exposure to physical computing.

  • Social and emotional learning

    Physical computing encourages students to work together, fostering collaboration, interpersonal skills, and active learning. (Source)

Curriculum using the Circuit Playground

Grades 6-12

Creating Apps with Devices

Explore the role of physical devices in computing. Using App Lab and Adafruit's Circuit Playground, students develop programs that utilize the same hardware inputs and outputs that you see in the smart devices.

Duration: 25 hours

Teachers

Teaching Creating Apps with Devices

Self-paced online professional learning experience designed to prepare educators to get started teaching the Creating Apps with Devices unit.

Note: A circuit playground device is required to engage with the activities in this professional learning experience


Curriculum using the micro:bit

Code.org has partnered with the Micro:bit Educational Foundation to offer teachers several resources on using the BBC micro:bit device.

Grades 6-12

Creating Apps with Devices

Explore the role of physical devices in computing. Using App Lab and the BBC micro:bit, students develop programs that utilize the same hardware inputs and outputs that you see in the smart devices.

Duration: 25 hours

Grades 2-5

CS Fundamentals Extension Lessons

Extension lessons using the micro:bit for classrooms that have completed CS Fundamentals Course C, D, E or F.

Teachers

Teaching Creating Apps with Devices

Self-paced online professional learning experience designed to prepare educators to get started teaching the Creating Apps with Devices unit.

Note: A micro:bit device is required to engage with the activities in this professional learning experience

Maker careers

Meet Jerome Morrison at Meow Wolf

Jerome is a design technologist at Meow Wolf who works on amazing interactive art installations. With technology, he helps create portals to imaginative worlds at Meow Wolf's location in Santa Fe, New Mexico.

Additional activities

Looking for more activity options?

There are many Maker activities available in the Hour of Code activities list.

Find an activity