3D Printing and Designing for the Classroom

An introductory workshop for primary and secondary teachers across all KLAs wishing to introduce 3D design and printing into their classrooms and coursework.

Great for
STEM learning!

3D printing can be a deeply satisfying experience for students raised as screen consumers, and the ultimate constructivist learning activity. It is a technology that inspires imaginative thinking, problem solving, and creativity.

However, becoming sufficiently proficient with 3D printing (and designing) involves the investment of considerable time and expense as well as the inevitable frustrations involved in experimentation. A further challenge is the steep learning curve associated with mastering professional CAD software – an unrealistic expectation for most teachers.

This workshop will utilise free, user-friendly tools which facilitate rapid design, and are 3D printer-friendly.

We cover everything teachers need (or want!) to know in order to establish 3D printing as part of their teaching programs. The hands-on activities we use are proven to be successful and adaptable for a wide range of students.

In this workshop, participants will:

  • learn to distinguish between three major 3D printing technologies
  • learn to embed relevant 3D printing experiences for students appropriately to deepen and enrich learning in a range of curricula
  • develop project-based teaching sequences using 3D printing
  • design learning experiences for students using 3D printing for problem solving
  • understand hardware and software requirements for FDM 3D filament printing
  • learn a number of suitable entry level 3D design software applications
  • understand the various file formats and their uses
  • learn to use slicing and 3D printer software
  • experience a number of different 3D printers
  • understand the strengths and weaknesses of a variety of printing filaments, including ABS, PLA and wood based polymers and 3D printer limitations
  • learn about 3D model online repositories
  • be introduced to applications of 3D technologies in tertiary undergraduate study and research
  • learn to use SketchUp to design a 3D object, and
  • print a 3D object designed during the workshop.

Audience: All teachers.

Keywords: STEM, STEAM, Creativity, Maker Ed, Cross-Curricular.

Feedback

Now I have a clear understanding of hardware and software requirements for FDM 3D filament printing.

This course helped me to understand the different types and specifications of the 3D printers as well as what type of classroom activities may be completed with them.

…the majority of the day had extremely useful information. However, learning to use Sketchup and where to find resources really has helped me.

3D Printing Excursions

We run 3D Printing Boot Camps during school terms. Bring your students to MacICT and see the possibilities in action!

Facilitator

David Grover

David Grover

Developer and Facilitator

David has established a reputation for expertise in interactive digital education. He has been recognised in the award a National Excellence in Teaching Award, a Regional Award for Excellence in Secondary Teaching and in 2012 was awarded a NSW Premier’s research scholarship in New and Emerging Technologies around the globe. He held the position of Head Teacher of Computing at Chatswood High School for ten years, is the author of a number of texts and lead author of the current Pearson text for Information and Software Technology. David is has been a long time workshop presenter for ICTENSW, the professional body for teachers of computing in NSW and has been a senior marker for High School Certificate computing courses.

He has many years experience in the training of pre service teachers of IT/computing in a number of tertiary institutions. His work in multimedia has involved working alongside Adobe as a presenter at their International Conferences. His students’ digital works have been frequently awarded and selected for post HSC exhibition. Many of David’s students have enjoyed successful careers in animation, games design, robotics and other creative digital media fields.

Enrol

Unfortunately there are no plans to run this course again. Apologies for any inconvenience.

FAQ

How do I enrol?
Enrolment is through the MyPL system. Click on the Event ID provided and it will take you to the enrolment page. NSW Department of Education (DoE) teachers can log in using their credentials. Non-DoE participants need to sign up for a MyPL account in order to enrol. Click here for instructions, and click here for more information about MyPL for non-DoE participants.
How is payment taken?
If you are from a NSW DoE school, payment will be via direct debit and appear on your school's Sundry Tax Invoice Statement. Non-DoE schools and individuals will be invoiced. Please contact us to confirm your billing details.
How do I get there and do I need to bring anything?
There are many transport options. See our Contact page for more information. We will send out an email to all participants with parking information two days before the event. Please look out for this email and read the instructions carefully. All equipment will be provided unless otherwise advised.
What if I cancel or don't show up?

You can delete your own enrolment through MyPL, however keep in mind any cancellations made within 2 days of the event or no-shows will incur the full cost, charged to your school. Please contact us if there are any issues with your attendance.

What's a follow-on component?

Some of our courses include a follow-on component to be completed by the participant in their school context with the aim of transferring the new practice to their teaching and learning repertoire. These deliverables are included as part of the course hours and are designed to engage teachers in real ‘learning through doing’ leading to improvement in the skills and capabilities of teachers. This is an opportunity for you to have some time to take what you learned during the workshop and apply it to your own context and your own students. Details of the follow-on will be emailed out to all participants. The deliverables must meet the following Criteria:

  1. Product (this may refer to lesson plan, unit of work or other digital product)
    1. evidence of creativity;
    2. planning and/or design;
    3. incorporation of key ideas in the course;
    4. integration of technology; and
    5. a published/shared product that is appropriate to audience, purpose and context.
  2. Online Interaction
    1. peer feedback; and
    2. community building.
  3. Personal Written Reflection (200 words):
    1. Reflect on the learning experience gained by participating in this course, including the deliverables, OR reflect on your classroom practice (including a description of the pedagogical approach, delivery and implications for the future); AND
    2. Reflect on how you achieved one or more of the specified professional learning standards.
More questions? Contact us.

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