Makey Makey Wire Game
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Makey Makey Wire Game

Overview

Makey Makey Classic

Products

Grades 3–12

Grade Level

30 minutes

Time Required

Everyday Inventing

Category

Intermediate

Difficulty

CSTA Standards

2-AP-10

CCSS Standards

CCSS.MATH.PRACTICE.MP4

Build the classic 'don't touch the wire' steady hand game using Makey Makey! Bend wire into a challenging path and use Makey Makey to detect when the loop touches the wire.

Learning Goals

  • Understand how a circuit is completed by physical contact
  • Bend wire into creative and challenging paths
  • Use Makey Makey to detect circuit completion as a game trigger
  • Design difficulty levels through wire path complexity

Materials & Preparation

Materials Needed

  • Makey Makey kit
  • Alligator clips
  • Thick wire or coat hanger
  • Cardboard base
  • Small wire loop (bent paperclip)
  • Computer with Scratch or buzzer app

Preparation

Pre-bend sample wire paths. Have pliers available for bending wire. Open a Scratch project or buzzer sound app that responds to Makey Makey key presses.

Build Activity — Step by Step

1

Bend the Wire Path

Bend thick wire or a coat hanger into a twisting, turning path. Mount both ends into a cardboard base so the wire stands up.

2

Make the Loop Wand

Bend a paperclip or thin wire into a loop that fits around the thick wire path. Attach a handle (pencil, stick, or cardboard tube).

3

Connect to Makey Makey

Clip one alligator clip from the wire path to a Makey Makey input (SPACE). Clip another from the loop wand to EARTH.

4

Program the Buzzer

Open Scratch and create a program that plays a buzzer sound and keeps score when the SPACE key is triggered (meaning the wires touched!).

5

Play and Challenge Friends

Guide the loop along the wire path without touching it. Each touch triggers the buzzer! Who can complete the course with the fewest buzzes?

Assessment

Students demonstrate their wire game, explain the circuit, and show their Scratch scoring program. Evaluate game design creativity, wire path difficulty, and programming logic.