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.
Getting started with physical computing
We have curriculum options that support two different devices — see available options below.
Why physical computing?
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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.
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Inclusion and engagement
Surveys show female students described feeling more confident after exposure to physical computing.
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Social + emotional learning
Physical computing encourages students to work together, fostering collaboration, interpersonal skills, and active learning.
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
Grade 2
New
micro:bit Maker Module
Learn events, sequencing, loops, data and variables while creating an emotion badge, calming LEDs, and a counter with the micro:bit.
Duration: 9 hours
Grade 3
New
micro:bit Maker Module
Learn conditionals, events, and text inputs while saving sea turtles, creating a rock paper scissors game, and making an activity picker with the micro:bit.
Duration: 7 hours
Grade 4
New
micro:bit Maker Module
Learn events, designing for accessibility, conditionals, and functions creating a sensory toy, simple door alarm, and tilt alarm with the micro:bit.
Duration: 9 hours
Grade 5
New
micro:bit Maker Module
Learn events, variables, conditionals, and sounds while creating a step counter, pet, and thermometer with the micro:bit.
Duration: 9 hours
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
6-12 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.
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.
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Additional resources
Beyond curriculum and professional learning, we have many materials to support your classroom.
Curriculum Catalog
Comprehensive curriculum offerings for every grade and experience level featuring robust structured and self-paced learning options.
Professional Learning
Help today's students become tomorrow's superheroes with professional learning that meets your needs.
Hour of Code Activities
One-hour tutorials in over 45 languages. No experience needed. Hour of Code activities are available for free year-round.