Three years ago I was introduced to the Makey Makey invention kit that allows students to turn everyday objects into electrical circuits. Using Makey Makey to support an electricity unit involves hands-on learning, collaboration, problem-solving through technology, and design thinking. With Makey Makey, you can create interfaces to the computer out of any object that conducts electricity (Honey & Kanter, 2013). What I like most about Makey Makey is that students use their imagination to design electrical circuits either independently or in small groups, and then test their ideas. Makey Makey provides immediate feedback as the circuit board lights up when objects are touched, helping solidify students understanding of what conducts electricity (Honey & Kanter, 2013). Through formative assessments, I have noticed that students have a stronger understanding of electrical circuits after using a hands-on approach rather than solely learning through text. Research shows that students who use computer simulations in lieu of real equipment performed better on conceptual questions related to simple circuits, and developed a greater understanding when manipulating real components (Finkelstein, et.al, 2005). Teachers can use a T-GEM Model to incorporate Makey Makey into a STEM activity.
Step 1: Access prior knowledge by discussing the components of simple circuits. Use Brain Pop to watch ‘Electric Circuits’ to scaffold learners prior to experiment.
Step 2: Generate: Have students brainstorm example of everyday objects that conduct electricity. Students can test these ideas in partnerships using Makey Makey, which will address any misconceptions.
Step 3: Evaluate: Students will test their ideas and document which objects conducted electricity. Students can record their ideas to create an iMovie to share with the class. Students can reflect on what they noticed, learned, and what they would like to test in the future.
Step 4: Modify: Students will modify their thinking after the experiment. Students can brainstorm which everyday objects they would like to bring in the next day to test. Students will desig
n a way to use everyday objects to conduct electrical circuits that will allow them to play an online game. Students will use design thinking and then share their ideas with the class, further developing communication skills, creative, and critical thinking skills.
Step 5: Extend: Students can extend their knowledge by using Scratch to program a game that can be played using the Makey Makey.
References:
Finkelstein, N.D., Perkins, K.K., Adams, W., Kohl, P., & Podolefsky, N. (2005). When learning about the real world is better done virtually: A study of substituting computer simulations for laboratory equipment. Physics Education Research,1(1), 1-8. Retrieved from https://journals-aps-org.ezproxy.library.ubc.ca/prper/abstract/10.1103/PhysRevSTPER.1.010103
Honey, M., & Kanter, D. E. (2013). Design, Make, Play: Growing the Next Generation of STEM Innovators. Routledge.