Classroom Efficacy Research
9 peer-reviewed studies. 700+ students across grade levels. Makey Makey drives measurable gains in reading, math, creative thinking, and more — research you can bring to your next budget meeting.
Independent researchers around the world have studied Makey Makey in real classrooms — reading, math, music, PE, computer science, and special education. Below, each study is translated out of academic language and into what it actually means for your teachers and students.
Pick a subject above, or keep scrolling — each study is broken down in plain English below.
A first grader picks up a leaf. She touches it, and a word appears on the screen — she isn't reading at a page, she's reading with her hands. Researchers in a rural Turkish school gave two first-grade classes the same literacy curriculum, but one group wired leaves, fruit, and stones to a Makey Makey and built their own reading games in Scratch. That group came out ahead on comprehension, spelling, and reading speed, made fewer spelling errors on every single assessment, and posted speed gains far too large to be chance. Nearly 9 out of 10 kids said the work was fun, and of about 20 parents surveyed, only one didn't think it helped their child.
Makey Makey doesn't replace phonics instruction — it gives reluctant readers a reason to keep practicing. Reading gains follow reading volume, and volume follows motivation. That's the mechanism this study is really documenting.
“87% of the students liked the process as they found it fun, exciting, happy and beautiful.”
— Yucedag & Turan, 2022The STEM gender gap doesn't open in high school — it opens around age nine, when girls quietly start deciding technology isn't really for them. The largest Makey Makey study ever conducted followed 318 students across 12 Barcelona schools for three years, running every cohort through the same five-session design workshop with Scratch and Makey Makey. Confidence rose for everyone, but girls gained about twice as much as boys in how capable they felt designing with technology. And it wasn't just a feeling: afterward, girls were far more likely to go looking for science and technology information on their own — a change in behavior, which is what actually predicts who stays in STEM.
If your district has an equity line item in its STEM plan, this is the study to bring to the table. It's longitudinal, it's large, it's peer-reviewed, and it shows the intervention working hardest for the students who need it most.
For a lot of students with autism or ADHD, the screen isn't the solution — it's part of the problem. So researchers built four games in Scratch and swapped the keyboard for a Makey Makey, letting sixty children navigate a memory maze by pressing physical objects instead of keys. Memory and concentration scores climbed by 23 points on average, and every ADHD profile in the study improved, not just one. But the finding we'd point to first has no number attached: teachers and therapists consistently observed that children were less anxious with the physical interface than with screen-only tools. Tactile, predictable, real — the same qualities good ASD supports are built on.
Makey Makey is one of the few tools that works in the general ed classroom and the resource room, using the same kit. For SPED coordinators, that's a rare combination: an inclusion tool that doesn't single anyone out.
“Across all three types of ADHD — Inattentive, Hyperactive–Impulsive, and Combined — participants showed substantial improvements in their cognitive abilities.”
— Adochiei et al., 2024Everyone's strategic plan says “creative problem solving.” Almost nobody can show a number proving they delivered it. Here, 249 secondary students in Hong Kong spent eight weeks designing musical instruments for someone other than themselves — young children, or older adults — researching real users before building working prototypes with Makey Makey and Scratch. Tested before and after on a validated creativity assessment, all four measures improved: originality, flexibility, fluency, and elaboration, and the result held up when the study was repeated with a second independent group. Because Makey Makey turns nearly any object into a trigger, the material choice was the design decision — exactly the open-endedness creativity research says you need.
When your board asks how you're actually developing 21st-century skills, this is a defensible answer with a measurement behind it — and a project format your teachers can run without specialized training.
Thirty second graders. Foam figures of body parts scattered across the floor, each one wired to a Makey Makey. A body part lights up on screen and the kids sprint, reach, and stomp to hit the match. Ten minutes a session, twice a week, for four months — and that duration is the point, because most classroom technology has a two-week honeymoon before the novelty burns off. Almost 94% of students stayed highly engaged across all 20 sessions, and how motivated a student was tracked almost perfectly with how much they learned. Kids who wanted to play, learned.
Makey Makey is one of the only STEM tools that works in a gymnasium as easily as a computer lab. If you're trying to justify a kit purchase across more than one department budget, PE is an unexpected but well-evidenced ally.
“The practice of physical exercises in a systematic way through the use of exergames may be an effective and beneficial educational tool for the development of important cognitive skills for a good academic performance.”
— Coacci et al., 2023Eight teams at a German university were given the same ideation task — improve life on campus. Half got ten minutes with a Makey Makey first: no instructions, just fruit, Play-Doh, and a video game to control. Those teams produced two and a half times as many genuinely novel ideas and were far better at connecting ideas across unrelated fields. Every single one had to be interrupted when the ten minutes were up.
This is the one study here that was run on adults, not children — which makes it a staff-room finding. Put a Makey Makey on the table for the first ten minutes of your next PD day or curriculum planning session. It is the cheapest creativity intervention in this entire body of research.
Twenty-five fifth graders. Eight hours across four weeks. Every one of them walked out with a working musical instrument they had designed, coded, and built — sounds programmed in Scratch, keys made of fruit, foil, and pencil drawings wired to a Makey Makey. All 25 finished, all said coding with music beat coding on its own, and their interest in music rose alongside their interest in the technology. What researchers flagged as most significant: students began explaining on their own how music connects to math, physics, and engineering — and because the workshop ran on the familiar 5E model, a music teacher with no coding background can teach it.
For any school defending an arts budget, this reframes music as a STEM ally rather than a competitor for the same dollars. One kit, two departments, one shared line item.
“I never thought I could design a musical instrument, but now I can.”
— Fifth grade student · Ozer & Demirbatir, 2023Eighteen middle schoolers remixed Scratch games, built physical controllers out of aluminum foil and Play-Doh, then ran a public arcade and watched younger kids play what they'd made. All 18 mastered sequences, loops, conditionals, variables, and event handling — not exposure, mastery, documented across two separate workshops. Watching strangers play your game turns out to be a brutal, effective feedback loop: 70% of arcade players asked for harder games, and four designers rebuilt their controllers on the spot. Mid-arcade, one student invented a conductive bracelet to solve a wiring problem nobody had taught them how to fix.
If you need CS standards coverage without hiring a dedicated CS teacher, this is the format with evidence behind it. And the arcade doubles as a family engagement night — the kind of visible win that helps a program survive its second budget cycle.
Third graders learning addition. One class used the textbook. The other used walnuts, eggs, and beans — real objects wired to a Makey Makey, feeding into Scratch so the math they were physically arranging showed up on screen as they moved it. Four weeks later the Makey Makey group scored 13.74 out of 20 against the control group's 9.68 — 61% higher, one of the largest gaps you'll see in classroom research. Attitudes moved too, and in interviews not one student said anything negative. Manipulatives aren't new; third grade teachers have used counters for a century. What's new is manipulatives that respond.
This is the study to lead with in a budget conversation. Math achievement is the metric most districts are measured on, the effect size is large, and the materials cost almost nothing beyond the kit itself.
“I think these activities have increased my interest in math courses even more.”
— Third grade student · Can & Turan, 2021Students connect physical objects to digital outcomes, bridging concrete manipulation and abstract thinking.
No single “right answer” means students explore, invent, and iterate — the engine of deep learning.
Works across math, literacy, music, PE, and CS — one tool that earns its place in multiple classrooms.
Effective across gifted students, students with disabilities, and diverse learning styles.
Controlled studies with pre/post assessments show real, statistically significant gains.
Teachers see results in weeks, not semesters. Impact documented after as little as 10 minutes of use.
“I thought I was bad at music, but I’m not.”
Both are built for a full class of students. The difference is whether your teachers get trained too.
The hardware.
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