Interactive Maker Projects

Use curriculum-based physical models and poster board displays as the foundation of your makerspace. Enhance the learning with interactive videos and other digital media on Chromebooks (and Mac/Win devices) to explain the concepts.

Interactive Maker Projects

Many student projects in elementary, junior high and high school grades can be greatly enhanced by adding narrative videos and other web-based media. For example in the volcano project shown below, the student can explain their project, and even activate LED lights when the student is talking about each part of the project in the video.

Interactive Maker Projects bring physical projects that are unchanged from they way that they were done in the 1950s into today's world of digital interactivity. This approach can enhance learning while providing a great introduction to the maker movement and even a less abstract gateway to coding.

Interactive Maker Projects support STEM and STEAM, and can be correlated with Common Core Standards,  ISTE NETS, NGSS and many other curriculum standards.


Interactive maker projects are the simplest and best way to start establishing your makerspace by linking traditional physical school projects to existing and student-created digital content.

Teachers, parents, and even experienced makers will be delighted by just how easy the HyperDuino makes it to be successful in creating fun projects that are gratifying and motivating for further explorations and learning, and best of all, actually related to the school curriculum!

"The HyperDuino does for the maker movement what HyperStudio did for hypermedia: it makes it possible for everyone, regardless of age and experience, to create physical-digital interactive maker projects."

- Roger Wagner, designer of the HyperDuino

and creator of HyperStudio

The HyperDuino Media Linker uses a simple list to associate any Internet-based media to touch sensors and LEDs on a diorama or posterboard.

The HyperDuino and the Logic of Programming

The HyperDuino Media Linker doesn't require coded scripting to make something happen in the model, or to react to touch sensors, but students do learn the logic of programming by setting up the conditional actions of touch response, video playback, and even lights that turn on during specified parts of a video or other digital media displayed in the browser.

So you can interact and learn with this:

Compared to just looking

at this:

Above all, it's not actually about the HyperDuino, but rather what it makes possible: the interconnection of student-created media content with student-made physical models.  This enhances the learning as well as the project in a natural and motivating way.

The HyperDuino Media Linker

The HyperDuino Media Linker lets students connect videos and other media on their Chromebooks (or alternatively, Mac and Windows devices) to physical projects that they've made as part of their regular curriculum. The HyperDuino is the bridge between the digital and physical worlds.

Using the HyperDuino Media Linker, touching a sensor on your model can play a video that explains the parts of the model. You can also link any time frame within a YouTube video with lights (LEDs) on your model.

Here is a YouTube video and volcano project demonstrated on an Acer C720 Chromebook

With a familiarity with the logic of programming, students can then go further with programming and coding, (using 3rd party tools like iForge, mBlock, and others), learning more about electronics and robotics, all in a STEM/STEAM context!

Schools and libraries are embracing the idea of makerspaces, and the HyperDuino also provides the most meaningful and effective curriculum-supporting activities for any makerspace.