Tag: innovation (page 1 of 8)

Team 3D Design and Printing Challenges

Image source: https://3dprintingindustry.com/news/interview-dana-foster-3d-printing-education-18133/

3D printers have been the absolute rage in education and in maker spaces for a few years now.  While the printer itself is a magical and fascinating piece of science and technology, the price tag makes it imperative that we use the printers to engage students in activities that will help them grow more creative, adept at solving problems, and skilled at applying knowledge across the curriculum. In order to have a justifiable reason to pay $500, $900, $2000, or even more for a 3D printer, there needs to be a higher purpose, laser-focused on student learning. The following are just a few ideas that might stimulate your own, better plans to get kids engaged in design thinking and applying content knowledge as they work with design teams to create original 3D models.

  • All Together Now. Split class into teams who will design and print separate components of a single project. For example, teams might be producing the doors, roof, window, interior walls, or exterior walls of a model house. They might create components of a small toy, such as a car or action figure. The emphasis here is on effective communication between groups and precise calculations, as poorly planned or executed parts will not fit. This is very similar to actual manufacturing today, where components of the same object are often made on opposite sides of the globe.

    Not my favorite idea!!

  • A Better Mousetrap. Have students design a simple and effective humane mousetrap. Students will need to apply knowledge of biology and simple physics in order to lure, trap, and keep their quarry until it is relocated to a new home (Pro tip: Probably not a good idea to test by letting live mice loose in the classroom.)
  • Baby Shark Tank. Student teams design a simple, easily reproducible and customizable object to sell for a class fundraiser or to raise money for a charitable cause. Teams will pitch their idea to a committee of teachers, volunteers, or other students. Those chosen as best will be produced and sold for the designated cause. In addition to the technology and design skills being developed, through the planning and marketing of their idea, students will build math, speech, and writing skills.
  • Base-ic Math. Every math teacher has a set of base-10 blocks somewhere in their room. In this challenging activity, have students create blocks to represent different math systems, such as base-4, base-25, etc. This is a great way to really reinforce student understanding of a challenging math concept.
  • Even Better. Find an existing design and improve it. There are countless sites online where students can find and download free 3D designs. Have them use an existing design, such as a pencil holder, a drinking cup, or plastic toy, and work with their team to make it more practical, stronger, more aesthetically appealing, or just plain cooler. Daniel Pink’s chapter on Design in A Whole New Mind might be a good text to accompany this activity.
  • Now We’re Cookin’. Teams will design or re-engineer a utensil to perform a specific kitchen task. For example, students could create a stopper to keep opened canned soft drinks from losing their fizziness. They could create a chip bowl scoop that lets dining guests get chips without using their hands or without the frustration of using tongs (which just destroy the chips, am I right?). They could create a pepper corer that protects skin from jalapeño juice. Students could begin by interviewing parents, grandparents, or even professional cooks and asking what tasks frustrated them. They will get to practice effective communication, critical thinking, and creativity.
  • All Geared Up. Students will work together to create a machine that using no more than 4 gears to produce the highest gear ratio they can. In other words, turning 1 full turn of a gear produces as many turns as they can design of a final gear. This is the principle that makes one crank of a bicycle pedal spin  the back wheel several times. They could also try to turn their work into a useful object, such as an efficient fan, “motorized” toy, etc. This is a relatively easy to grasp challenge but has a lot of practical knowledge of simple machines and physics involved.

Hopefully, these are helpful as starting points for student design and will inspire you or your students to bigger and better applications. If you have ideas you would want to share, please include them in the comments, and I will put them into the post.

10 Big Student Goals For the New Year

The following are a few ideas intended to promote future-ready, critically- and creatively-thinking students during the coming school year. They have been rattling around my head as a result of several road and plane trips this summer where I’ve been able to pass the time studying computational thinking, design, innovative schools, etc. Some could feasibly tie easily into content standards in multiple subjects. Others are big-picture, broader actions that involve life skills beyond the scope of subject-area objectives.

In no particular order, every student will have the opportunity to:

  • help design the most effective learning space possible.
  • go through a process of creating something, testing it, failing, and doing it better the next time.
  • communicate with someone in another part of the world in real time.
  • share an accomplishment or work they are proud of with an audience beyond the walls of their home or school.
  • study something they choose and do something they want to do with it.
  • work with a team and, at least once, as a leader of a team.
  • teach something to the entire class.
  • ask lots of actionable, open-ended questions.
  • read books of their choosing from multiple genres, including non-fiction.
  • effectively defend a viewpoint on an issue of importance to them.

Technology Doesn’t Matter (Unless…)

Last week, I was reading a blog post written last fall by Tom Murray that popped up in my Twitter feed, “No. Your 3D Printer Does Not Make You Innovative.” I enjoyed the way Tom categorized the roles these exciting tools are playing in classrooms, ranging from “bandwagon” devices (which get purchased with great fanfare and excitement, only to go on to live sad, lonely lives gathering dust in a closet .somewhere) to “MVP” devices that powerfully transform learning.  I have personally witnessed the full range of these types of implementation over the past few years. Tom’s big point was that exciting technologies such as 3D printers aren’t worth the investment if schools do not evaluate what they are doing in the classroom to ensure they are leveraging the full potential of the devices. As he states in the post, “Innovation is not about tools. It’s about people, processes, and pedagogy.” 

Taking this idea one step further, let me say that the same principle applies to all educational technology resource we decide to invest in for our classrooms. Technology resources are significant investments for schools, and they are at times purchased with inadequate focus and vision for what they will be used to accomplish. This goes for 3D printers, laptops, Chromebooks, iPads, VR/AR systems, interactive white boards, desktop computers, robot systems, document cameras, LED projectors, software tools, etc. These technologies may well have the potential to transform learning by increasing student engagement, involving students in real problem-solving, facilitating innovation and invention, building curiosity and creativity, etc. However, this is much more likely when implementation follows planning to evolve instruction and create new, powerful kinds of learning experiences. On the other hand, each has the very real possibility to go down in flames as huge wastes of precious school dollars.

How do we ensure, then, that we are getting the most from our exciting, new investments?  Here are a few questions that might be helpful for schools to consider before investing in the latest, hottest technologies:

  1. What student need or learning outcomes will be met by this technology?  Does it fit our overarching “why?”
  2. Are there existing resources or less  costly alternatives that meet the same goals as effectively?
  3. Are current classroom structures well suited to make the most of this tool–furnishings, arrangement, schedule, grouping, management, etc.?
  4. What training will teachers and students need to effectively and powerfully  use this technology?
  5. How should instructional time look when this technology is in use by students?
  6. Could students adapt the tool to new applications that go beyond the curriculum? Beyond the classroom?
  7. How will success be measured?

In summation, for me it goes back to something I heard more than a decade ago in a workshop led by Dr. Bernajean Porter. Dr. Porter proposed that the highest use of technology was “transformative”, allowing students to do and experience things otherwise not possible. If an education technology is truly an advancement in student learning, this should be obvious in what is happening in the classroom. Even the most amazing and powerful tools, however, can be significantly handicapped by a lack of planning, training, or vision. The priority for successful and impactful implementation should be planning to ensure opportunities for students to successfully use the technologies they are provided to solve problems, create, invent, design, connect, communicate, and engage in ways they could not imagine doing without them.

5 Things Schools Never Question But Should

Presented in no particular order, here are 5 deeply engrained ideas or practices in education that we follow, zombie-like, without asking if they are the best ways to promote student learning:

  • Number grades
  • Subject areas (science, English, reading, math, history, etc.)
  • Daily (and yearly) schedules
  • Report cards
  • Age-based grade levels

I think we could have some REALLY interesting faculty meetings just based on these pillars of education. What else should we question more? Could we do better, or are our current conceptions and applications of these things sound?

3D Printing on a Budget–RXS 3D Pen Review

Ever since I first saw the 3Doodler show up on Kickstarter, I have been fascinated with 3D pens. These devices promised to open up a new world of creative possibilities to our students. Demo pictures and videos showed 3D bicycles, Eiffel Towers, unicorns, and more, all created with ease by simply drawing…up.  Well, fast-forward a few years and I will testify that either professional artists were at work making everything look so magically simple, or else I am just very inept. Even so, they continue to amaze and inspire my curiosity and creativity, and I am placing them in all of our elementary campuses,

Today, you can find literally hundreds of different sizes and shapes of 3D pens. While the earliest models ran well over $100, the newest are as inexpensive as $8.  After looking at several review sites and customer reviews, I decided upon the RXS 3D Pen for our elementary maker spaces. The RXS runs around $30, and is one of a big family of clone devices, as one manufacturer apparently supplies a few dozen companies. The large number of reviews and low price would seem to indicate that this is a popular model for the casual hobbyist.

The RXS has some nice features worth noting:

  • Because it can run at multiple temperatures, it supports either PLA or ABS filament. PLA is a low-temp filament made from organicmaterials. It prints shinier and with generally fewer flaws, but it is not as strong as ABS. ABS is oil-based and stronger, but prone to warping and gives off significant odor when melted.
  • Filament speed is easily controlled with a sliding bar on the side of the pen. Slower speeds allow greater control and precision. I think students will be more successful with the pen set to the slower speeds, particularly as they get used to the techniques involved in its use. Higher speeds, at least for me, tend to result in sculptures of spaghetti.
  • Loading and unloading are easily accomplished with buttons on the side of the pen, with the loading button also being the control to dispense the melted filament. It feels very natural and comfortable.

I have honestly not encountered any major issues with the pen, which is a very pleasant surprise given the low price point. The only cautions are the strong fumes given off by the included ABS filaments do require ventilation or an outside workspace, and the tip does get very, very hot, meaning students might be wise to wear gloves.

Overall, while my skills are still questionable (as evidenced to the right), I really like this pen. It is a bargain investment that promises to inspire some very exciting creations!

New Podcast: #30: What’s On the Horizon?

This (long-delayed) episode of the Moss Free Show discusses the six educational technology tools identified by the authors of the 2017 Horizon Report K12 edition as having immediate or imminent 2-5 years) impact on teaching and learning. What are your thoughts? Do you agree with the identified technologies, or did they miss something more significant?

Listen to “#30: What’s On the Horizon?” on Spreaker.

Matador Makerspaces Supplies

I wanted to share the shopping list for the new elementary makerspace carts, going into all of our elementary campuses in the next few weeks. After soliciting feedback from campus librarians (who will manage the carts as a part of the library inventory) and campus technology teachers, the list evolved from its original form to include more low- or no-tech tools, such as pipe cleaners and craft sticks, and less of the techie stuff I admittedly favor. I did manage to include a few, like MakeyMakeys, 3D pens, etc. You can view the entire list here.

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