It’s tempting to look at a Make & Take event and see it as a simple, low-lift programming option. And in terms of logistics, it often is. But what’s happening in the room during one of these events is anything but simple.
There is a growing body of research on what hands-on creative activity does to the brain. When students engage in crafting or making, cortisol – the body’s primary stress hormone measurably drops. Dopamine, the neurochemical tied to reward, motivation, and sustained satisfaction, increases. Studies in psychology and occupational therapy research note that the rhythmic, repetitive movements common in crafting – mixing, wrapping, tying, arranging – can activate the parasympathetic nervous system, producing a calming effect similar to meditation. The focused attention required to complete even a small creative task creates what psychologists call a “flow state,” a period of deep present-moment engagement where stress and anxious thinking fade into the background.
Here’s the important part: none of those benefits depend on whether a student is talented, experienced, or even particularly interested in the craft. The research is consistent that the benefits come from the act of making itself, not the quality of what’s produced.
“Making something by hand is one of the best forms of practical mindfulness people can do. The focused, rhythmic nature of these activities gives busy minds one thing to focus on, quieting the part of the brain that tends to replay worries.” – Ivana Labuckas, Clinical Director, Build Bright Care Group
Now layer that on top of the mental health reality of today’s college students. Around two-thirds of students report feeling lonely at least some of the time. Financial stress, academic pressure, and uncertainty about the future are the leading reasons students consider leaving school. Against that backdrop, an event that is low-pressure, tactile, social, and ends with something a student made with their own hands isn’t just fun. It is exactly what many students need, and more often than not, they don’t even realize it until they’re already in the room.
There’s a broader cultural context worth understanding here. The generation that grew up most connected to digital technology is also experiencing a profound pull toward the physical and the tangible. The crafting renaissance that has taken hold across the country – visible in the explosion of pottery studios, candle bars, paint-and-sip nights, and DIY workshops s not incidental to Gen Z. It is largely driven by them.
Clinical researchers note that the current surge in hands-on creative activity is “a natural reaction to how much of people’s lives are spent on screens.” Unlike the short-lived dopamine hit of a social media notification, the satisfaction that comes from making something with your hands is sustained, genuine, and rooted in accomplishment. You did something. You have something to show for it.
For Gen Z students specifically, researchers and engagement experts consistently note that the events that perform best are ones that feel social, interactive, and authentic. Events that are easy to drop into and out of. Events where there’s no wrong way to participate. Events where the point isn’t to perform or compete, but to simply be present and make something.
A 2025 analysis of campus event trends put it plainly: events with hands-on elements consistently outperform passive programming when it comes to attendance, engagement, and the likelihood that students will come back for the next one. The data supports what experienced programmers already know from looking out at a room full of students hunched over a craft table, laughing, talking, and completely off their phones.
If you’ve attended an APCA or NACA conference in recent years, you’ve seen Make & Take showcases take on a central role in the programming marketplace. These aren’t afterthoughts or filler between showcases – they’re booked intentionally because programmers have seen firsthand what they do in a room.
Here are the categories of interactive experiences that are consistently generating the strongest student engagement right now, including several that live on the Degy roster and are available to book and route directly through our team:
•Candle making – one of the most broadly booked Make & Takes on campus, combining scent selection, personalization, and a tangible finished product students actually use in their dorm rooms
•Reed diffusers and room sprays – lower cost per unit than candle making, with the same sensory engagement and personalization payoff
•Spice blending – a perennial at both APCA and NACA showcases, letting students create custom spice mixes that connect food, culture, and creativity in a single station
•Plenty O’ Cookies – Cookie decorating has become one of the most popular Make & Take formats on campus, and Plenty O’ Cookies brings a next-level experience to it. Alex, the drag queen baker behind the program, turns a cookie decorating station into a high-energy, personality-driven event that students instantly connect with. The activity is approachable for everyone, the results are photogenic and shareable, and the performer’s presence transforms it from a craft table into a genuine campus moment.
This category is where some of the most powerful Make & Take programming lives—because students walk away with something that is genuinely, specifically theirs. Degy’s own NatterDoodle is one of the most versatile and high-impact performers in this space. Natalie brings a signature colorful, quirky energy to every format she offers, and she has multiple programs that work brilliantly as Make & Takes or facilitated workshops:
•Paint Your Pet – students submit a photo of their pet before the event and Natalie uses it to guide them through creating a custom portrait on the day. Few things connect with college students the way their pets do, and this experience taps directly into that emotional anchor with a piece of art they’ll genuinely display.
•Door Hangers – personalized, illustrated door hangers that students create for their dorm rooms. Simple concept, strong personalization payoff, and the finished product lives on the door for the rest of the semester as a living billboard for the event.
•Memorabilia Kits – custom-illustrated keepsakes that capture a campus moment, a season, or a theme. A genuinely distinctive take on the souvenir concept that works well tied to homecoming, welcome week, or milestone events.
•Custom lettering and doodling workshops – guided sessions where Natalie teaches students her signature style, blending self-expression and skill-building in a format that works equally well as a drop-in station or a full structured workshop.
Beyond NatterDoodle, caricature artists – where a skilled artist creates rapid, exaggerated, personalized portraits of students – consistently draw long lines and strong social sharing.
•Air plant and succulent terrariums – perennially popular across APCA and NACA showcases; air plants in particular require almost no maintenance, and the terrarium is immediately displayable in a dorm room
•Mini planters and living arrangements – lower cost, high visual appeal, and an easy entry point for students with no prior plant experience
•Patch bars – students choose from a curated selection of iron-on patches and apply them to trucker hats, denim jackets, tote bags, or whatever they bring. The personalization ceiling is high, the results are immediately wearable, and students leaving your event with something on their head or their back is walking advertising for your programming board for the rest of the semester
•Bracelet and jewelry making – especially formats that incorporate a mindfulness or intention-setting element, which resonate strongly with students and tie naturally to wellness programming themes
•Tie dye and textile dyeing – a classic that has never really gone away; works especially well as an outdoor or high-energy event component
•Fiber arts and embroidery – surprisingly popular as a slow, meditative counterpart to faster-paced programming; the drop-in format works well for longer events
•Stuffed animal building – one of the highest-energy Make & Take formats available; students build and name their own plush companions, creating something that is simultaneously silly, comforting, and deeply personal. Consistently one of the most memorable events on a campus calendar when executed well
•Fleece and fabric crafts – a lower-key version of the plush experience; extremely popular during finals week and wellness events where a quieter, tactile activity hits the right note
Make & Takes represent one end of the interactive programming spectrum. But the broader category of hands-on, participatory experiences has grown well beyond candles and terrariums. Some of the most talked-about campus activations right now put students inside the experience rather than just observing it.
•Mobile escape rooms – self-contained, portable experiences that bring teams of students together around problem-solving and collaboration; the competitive element and the shared victory create strong social bonds that outlast the event itself
•Interactive game show formats – experiences that put students on stage or in the room as active participants rather than audience members; the communal energy of a crowd cheering on their peers is genuinely different from anything passive programming can produce
•Wellness races and team challenges – formats that combine physical activity, team dynamics, and campus engagement in a structure that is competitive and fun without being intimidating or exclusionary
•Technology-driven activations – experiences that blend digital or AI-powered elements with in-person interaction, creating shareable, personalized moments students want to document and post
•Portrait and keepsake experiences – any format that gives students a personalized, one-of-a-kind result – whether illustrated, photographed, or crafted – tends to draw strong attendance and long lines. The takeaway is the point.
What connects all of these – the Make & Take at one end and the full-scale activation at the other – is the same core principle. Students are doing something, not just watching something. That shift from passive to active is the single biggest driver of whether an event feels meaningful or forgettable.
Here’s the honest tension that every programming board faces with Make & Take events: they are relatively easy to execute, and “easy” sometimes becomes the reason they get treated as low-priority filler rather than high-value programming.
A table with supplies, a sign, and a basic description is a floor, not a ceiling. And too often, that’s where the planning stops. A poorly executed Make & Take can feel like an afterthought even when the activity itself has strong bones. Students walk by a cluttered table with no energy in the room and keep walking. The event gets low attendance. The programming board decides Make & Takes “don’t work at our school.” That conclusion is almost always wrong. What didn’t work was the execution.
The craft doesn’t make the event. The environment, the energy, and the experience around the craft make the event.
When a Make & Take is treated as a true event – when it’s marketed with real intention, when the space is set up to feel inviting rather than institutional, when there’s energy and facilitation at the station rather than just a pile of supplies – student engagement changes dramatically. The exact same candle making activity can draw 20 students or 200 depending on how it’s framed and how the room feels when they walk in.
Here is where the opportunity lives. The experiences that generate the most student engagement – and the most social media content, and the most word-of-mouth to the next event – are the ones where the programming board went one layer deeper than the activity itself. Here’s how to get there.
A candle making event during the first week of school is nice. A “Scentiments of Home” candle event during the same week, framed around homesickness and making a dorm feel like yours, hits differently. A bracelet-making table is fun. An “Intention Setting” bracelet station during finals week, with prompts around what students want to focus on, becomes something students remember and talk about. The activity stays the same. The frame and the timing change everything.
A Make & Take in a reserved event room requires students to make a deliberate choice to attend. A Make & Take in a high-traffic hallway, outside the dining hall, in the student union common area, or on a quad path creates a different dynamic entirely. Students who weren’t planning to participate walk by, see other students doing something, get curious, and stop. The event grows itself. Place the activity where students already are, and let the experience pull them in.
The first impression of any Make & Take is the table before a student ever picks up a supply. A thoughtfully arranged, visually appealing station communicates that someone put care into this. Color-coordinated materials, a clean layout, branded signage, a few finished examples displayed attractively – these details take twenty minutes of setup and change the entire feel of the room. Students are drawn toward things that look worth their time. Make sure your station looks like it is.
Most students will not walk into an event alone if they can avoid it. The ones who come solo are often the ones who most need the connection. Build social hooks into the event structure: a “Make One, Give One” component where students make a second piece for a friend; a challenge or comparison element; partner stations where two people assemble one thing together. Lower the social friction of showing up alone and you will see broader attendance across a wider range of student populations.
Some of the most successful interactive programming on campus happens not as a standalone event but as a layer within a larger one. A Make & Take as a pre-show activation before a comedian. A craft station built into a late-night programming block. A wellness-themed bracelet table as part of a mental health awareness week. When the Make & Take serves a role in a bigger experience – as a conversation starter, as a stress-relief anchor, as something for students to do while they wait – it amplifies everything around it and gets more traffic than it would on its own.
The strongest Make & Take experiences give students real choices within a structure. Not just “choose a color” but “choose your scent combination” or “write an intention that goes inside your bracelet” or “name your plush and give it a story.” The more a student feels like what they made is genuinely theirs – not just a version of what everyone else made—the more they value it, the more they share it, and the more likely they are to come back to the next event. Personalization is what separates a craft project from a souvenir.
There is a meaningful difference between a self-serve craft table and an interactive program that comes with a trained facilitator or host. The hosted Make & Take experience – where a professional runs the room, engages students, tells the story of what they’re making, and keeps energy high throughout – is not the same event as the same supplies with a sign. Performers and facilitators on the Degy roster, like Plenty O’ Cookies and NatterDoodle, are specifically built around this model: the person running the room is as much a part of the experience as the craft itself. When the budget is available, the hosted format is almost always worth it.
The good news is that the campus entertainment industry has built an entire ecosystem around interactive programming, and accessing it is easier than most programming boards realize.
•APCA onsite regional conferences are some of the best places to discover and book Make & Take and interactive experiences. APCA’s conference model is built around cooperative buying, which means you’re seeing acts and experiences in a context where block booking with nearby schools is actively happening on the conference floor. If you see a Make & Take experience at an APCA conference that fits your campus, chances are good that several schools near you are already interested, and there may be a route and a reduced rate available.
•NACA’s 24/7 digital community gives programmers year-round access to associate member listings, including interactive experiences and Make & Take vendors. You don’t have to wait for a conference to browse what’s available, express interest, or connect with agents who are actively building routes in your region.
•Degy Entertainment’s roster includes interactive experiences and activations that are routable – including Plenty O’ Cookies, NatterDoodle, and many more. Our Monthly Routing Sheets, Booking Alerts, and agent team are specifically set up to help you find what’s moving through your region and get on a route at a reduced rate. Whether you’re looking for a standalone Make & Take or a more complex activation, reach out to the team directly.
The most effective interactive programming budgets aren’t the biggest ones – they’re the ones managed by programmers who know what’s available, how to route it, and how to execute it in a way that turns a simple activity into a moment students remember.
A Make & Take event is easy to underestimate and even easier to underexecute. That’s exactly why the ones that are done well stand out so sharply. When a programming board treats an interactive experience with the same intentionality they’d bring to a concert thoughtful promotion, a well-designed space, energy and facilitation in the room, and a genuine understanding of what it gives students – it becomes one of the most cost-effective, high-engagement events on the calendar.
It also fills a role that no headline act can: the low-barrier, come-as-you-are, stay-as-long-as-you-want experience that meets students exactly where they are, gives them a reason to talk to someone new, and sends them home with something they made themselves. In a campus environment where loneliness, stress, and disconnection are measurably real, that’s not a small thing. That’s programming that works at a human level.
The craft doesn’t have to be complicated. The commitment to doing it well does.
Degy’s College Team can help you find, route, and book the right interactive experiences and Make & Take programs for your calendar – whether you’re looking for something to anchor a late-night event, complement a major show, or stand on its own as high-engagement programming. Let’s talk about what’s available in your region.
Reach out to the Degy College Team:
• Jeff Hyman, Senior Agent – jeff@degy.com
• Sophie Low, College Agent – sophie@degy.com
• Sean Sullivan, College Agent – sean@degy.com
• Nick DiRoma, Senior Agent – nick@degy.com
• Ari Nisman, President & CEO – ari@degy.com
Or visit us at www.degy.com
What makes Make & Take events so popular with college students?
Make & Take events combine several engagement drivers: hands-on participation (not passive consumption), tangible takeaway (students leave with something they created), social element (doing activity with peers), low-pressure environment (no performance anxiety), and Instagram-worthy content. Students consistently report higher satisfaction with participatory events than concert-only programming.
Why do Make & Take events outperform concerts in consistent attendance?
Several factors contribute: Make & Take events don't require advance planning or ticket purchase (lower barrier to entry), appeal to broader student demographics (not just music fans), work well during high-stress periods (finals week), generate natural peer-to-peer promotion (students show friends what they made), and create memorable moments students retain long-term.
What types of Make & Take activities work best for college programming?
Successful activities include: art and craft projects (tie dye, paint nights, terrariums), food-related activities (cookie decorating, spice blending), personalization projects (graduation cap stencils, patch bars), wellness activities (intention bracelets, plant arrangements), and skill-building workshops. Best activities balance ease-of-execution with perceived value and are completable in 30-60 minutes.
How should campus programmers budget for Make & Take events?
Budget typically includes: supplies and materials (largest line item, varies by activity), staff or facilitator costs, space rental (if needed), marketing, and contingency. Successful Make & Take events cost significantly less than live entertainment booking but often generate higher attendance. Many events operate with modest budgets ($500-$2,000) while achieving strong participation.
Can Make & Take programming work year-round or only certain times?
Make & Take programming works effectively year-round with strategic timing. Spring and fall see consistent attendance; finals week historically shows peak demand as students seek stress relief. Summer programs work well for orientation and retention activities. Year-round programming keeps campus engagement consistent without requiring expensive touring talent.
What's the difference between casual Make & Take and truly memorable interactive experiences?
Casual: basic craft supplies on a table, minimal facilitation, generic activity. Memorable: clear instruction, skilled facilitators, curated supplies, Instagram-friendly aesthetics, peer engagement elements, theme connection to campus calendar and culture, follow-up engagement opportunity. Investment in experience design transforms basic programming into standout events.
How do Make & Take events support student retention and sense of belonging?
Interactive, social programming signals that campus values community connection beyond academics. Students who participate in hands-on programming report stronger campus belonging, increased friend groups, and better retention rates. Belonging-focused programming is retention programming.
Should campus programmers combine Make & Take events with other programming like food and music?
Yes. Best practice combines core Make & Take activity with: light music or DJ background, food and refreshments, seating and social areas, photo ops, and follow-up activities. Hybrid programming maximizes engagement, extends event duration, and appeals to broader student demographics.
What's the ideal size or capacity for Make & Take events?
Optimal capacity depends on activity but typically ranges from 50-300 students. Smaller events (under 50) feel exclusive; larger events (300+) require multiple stations and excellent facilitation. Sweet spot for most activities: 100-150 students with 3-4 well-staffed stations ensures quality experience without overwhelming logistics.
How do campus programmers create Instagram-worthy Make & Take moments?
Design for shareability: curate aesthetically coordinated supplies and colors, create branded photo backdrop, use good lighting, encourage decorated finished products, tag social media handles in promotional graphics, repost student photos, incentivize tagging (@yourschool, #yourevent). The better the visual product, the more organic social reach events generate.
Can Make & Take events generate revenue or should they be free?
Most effective campus Make & Take events are free or low-cost ($2-5) to maximize accessibility. However, premium or special versions (with guest instructors, premium supplies, exclusive designs) can charge $10-25. Free events maximize participation; paid options work for specialized or advanced activities.
What's the connection between Make & Take programming and mental health support?
Hands-on, creative activities provide: stress relief during high-pressure periods (midterms and finals), engagement with peers (combats isolation), sense of accomplishment (boosts mood), and mindfulness element (focus on creative task). Wellness-focused Make & Take events (intention bracelets, plant care, guided decoration) directly support student mental health.
How should campus programmers evaluate Make & Take event success?
Measure: attendance numbers, cost-per-attendee, social media engagement, post-event surveys (satisfaction, likelihood to attend future events), peer referral rates, and retention metrics for participating students. Qualitative feedback from attendees often reveals why events resonated beyond attendance numbers alone.
Can campus programs partner with local businesses for Make & Take programming?
Yes. Partnerships with local artists, craft studios, restaurants, florists, or boutiques can enhance programming: reduce supply costs, add authenticity and expertise, create local community connection, generate business marketing value (they promote to their audiences), and provide employment and mentorship opportunities for students.
What staffing is required to run effective Make & Take programming?
Minimum: 1-2 facilitators per 30-50 students, plus setup and breakdown crew. Ideal: skilled instructors or artists who can provide guidance, troubleshoot problems, and create engaging environment. Higher facilitator-to-student ratios improve experience quality significantly. Consider hiring student staff or peer educators to reduce costs while providing student employment.
How do campus programmers avoid Make & Take events feeling juvenile or gimmicky?
Focus on: quality over gimmick, adult-level design and aesthetics, skill-building element (participants learn something), curated experience design, intentional theming, professional facilitation, and peer engagement emphasis. Well-executed Make & Take events attract students across age ranges and demographics when approached as genuine programming, not afterthoughts.
Should campus programs book established Make & Take facilitators or develop in-house capability?
Both models work. Booking established facilitators and companies brings expertise, polish, and variety; developing in-house capability builds institutional knowledge and reduces per-event costs long-term. Hybrid approach: mix of booked facilitators (new experiences, professional production) and in-house programs (cost-effective, regularly scheduled).
How do Make & Take events support campus inclusion and belonging for underrepresented students?
Interactive, non-performance-based programming removes barriers for students uncomfortable with large concert crowds or who lack cultural touchstones with specific music. Make & Take events' accessibility, social element, and broad appeal help underrepresented students feel welcome and included. Culturally-themed Make & Take events (henna application, traditional cooking, cultural craft projects) explicitly center underrepresented communities.
What's the relationship between Make & Take programming and student leadership development?
Using student staff as facilitators builds: event planning experience, peer leadership skills, facilitation confidence, and career readiness. Students who facilitate programming often transition to broader leadership roles. Make & Take events provide lower-stakes training grounds for developing student leader capability.
Can Make & Take programming scale to large campus populations without losing quality?
Yes, with strategic design: multiple simultaneous stations (different activities or rotating cohorts), extended hours (noon-8pm), weekly recurring programs, or festival-format events. Scaling requires: excellent facilitation planning, clear workflow design, and often digital signup systems. Scaled well, Make & Take programs become campus institutions students anticipate.