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Fourteen incredible 3D printing projects for kids to design and print their own toys, gadgets, models, and ornaments without the need for a 3D printer at home.
Using freely available online 3D modelling/CAD programmes, 3D Printing Projects has inspiration and instructions for a wide range of thrilling projects, from simple models you can print and assemble at home to more elaborate builds you can design on screen and then order online. Taking children 9 years old+ through how a 3D printer works and what type of 3D printers there are to 3D scanning and preparing files, this is the perfect introduction to this exciting and ever-expanding technology.
Each project has a print time, details of filament needed and a difficulty rating from easy for beginners to difficult for those looking for a new challenge. Step-by-step instructions walk you through the 3D design process, from digital modelling and sculpting to slicing, printing, and painting so that children can make their own shark-shaped phone stand or chess set!
Join the 3D printing revolution today with DK's 3D Printing Projects book.
Projects in the book: desk tidy, impossible box, dinosaur stamp, coat hook, photo frame, treasure box, phone stands, star lantern, plant pot, fridge magnet, racing car, troll family, chess set and castle.
Work integrated learning manifests itself in many guises, including Work Based Learning, Workplace Learning or Practice Based Learning and occurs within work-like contexts, simulated work conditions, an actual workplace or a combination of these. Work-Integrated Learning in Engineering, Built Environment and Technology: Diversity of Practice in Practice provides a snap shot of a global perspective of the diversity of practices adopted to successfully develop, implement, deliver and re-invigorate undergraduate and postgraduate Work Integrated Learning (WIL) focused programs in engineering, the built environment and information technology. The authors who contributed to this text provide a diverse perspective on the manner in which the WIL philosophy can be adopted and adapted and emphasize a learning environment that creates and supports meaningful learning through a contextual lens.
Each informative book contains four major parts:
This practical guide will help busy teachers and learning support staff present the design technology curriculum in a way that will make it accessible to dyslexic pupils and create a more flexible and positive learning environment. Drawing upon her experience as a designer, teacher and mother of two dyslexic children, and also as a dyslexic learner herself, the author: dispels myths about the difficulties faced by dyslexic learners explains the variety of learning difficulties that they experience highlights the help that they need to access their potential gives an insight into issues relating to craft and design offers flexible strategies and solutions that can be used in the classroom or workshop.
Introduce students to the principles and processes of advertising and communication. Hands-on activities with step-by-step instructions and reproducibles teach advertising layout, design, illustration, methods of collecting information about products and consumers, terminology, and copywriting. Suggestions for integrating the lessons with other subject areas are included. Grades 1-4 (adaptable to other levels).
Motivate students and add excitement to learning with these 75 teacher-designed, classroom-tested, and ready-to-use activities. Focusing on curriculum application and integration, the authors provide simple instructions and reproducible activity sheets for video, audio, and multimedia production; computer projects; and photographic/transparency activities. These projects are designed to encourage and involve students in creative, cooperative, integrated, authentic, student-centered learning. For each activity there are objectives, an overview, a definition of skill areas covered, a materials checklist, adaptive ideas, procedure guidelines, and evaluation techniques. Whether your technology setup is basic or sophisticated, this book is for you. Grades 1-12.
This book allows you to present scientific principles and simple mechanics through hands-on cooperative learning activities. Using inexpensive materials (e.g., tape, paper clips), students build simple machines-such as levers, pulleys, spring scales, gears, wheels and axles, windmills, and wedges-that demonstrate how things work. Activities have easy-to-locate materials lists, time requirements, and step-by-step directions (usually illustrated) on presentation. Ideas for bulletin boards, learning centers, and computer-assisted instruction are an added bonus.
Part of the hugely successful "Continuum One Hundred Ideas" series this book provides innovative ideas for teaching design and technology (D&T) at secondary school level. The ideas range from practical classroom activities to ideas for different D&T subject topics.This book, which is ideal for trainees, NQTs and experienced teachers alike, contains 100 inspirational ideas on teaching design and technology in the classroom. Each one has been successfully tried and tested. The ideas range from practical activities in the classroom to ideas for different topics.The "Continuum One Hundreds" series offers 100 invaluable and practical ideas for teachers of all levels.
The inclusion of technology in subjects taught to primary school
students presents teachers with an exciting and somewhat daunting
challenge. "Design and Technology in the Primary School" aims to
provide teachers with a definition and exploration of design and
technology activities through a project approach. The book includes
case studies which illustrate how teachers with little or no
previous experience can draw on their existing knowledge of
materials, processes, and local authority support, to develop
successful projects linking areas of the curriculum with design and
This series documents the fascinating history of the automobile between 1930 and the present day. Abundant photographs and superb drawings show the most beautiful and those that are long since forgotten--a grand tour ranging from brilliant fiasco to worldwide success. Here you can read of elegant limousines from the Thirties, discrete vehicles from the postwar period, minicars of the Fifties, and the onset of the horsepower mania. The Sixties gave us both big and small cars, wonderful sports cars, ugly and practical cars, and the ones with fins. Then came Japanese cars and, in the early Seventies, the oil crisis. This was the end for American muscle-cars, but the Eighties brought supercars that outdid anything the world had yet seen. During the Nineties, cars became ever safer, more economical, and faster. We began to navigate with the help of satellites, while the market for Multi Purpose and Sport Utility Vehicles simply exploded. All these and more developments are highlighted in this exciting volume, making it a must for every library.
This book is written to draw attention to some of the concerns and problems that teachers have in dealing with technology issues. The chapters of the book are designed with a practical approach. Professionals and educators have the opportunity to respond to prompts on what technology means in the school setting. There is an excellent chapter in the book designed to help education professionals plan teacher technology inservice training. The book also contains technological phrases that will help teachers in writing reports and developing grant proposals in the technology area. A highlight of the book is in the final chapter where there are two hundred questions of things teachers would like to know about technology in the educational setting.
The different careers that lead on from an interest or aptitude in design and technology are explored. Many occupations are examined, including being an interior designer, carpenter, jewellery designer, structural engineer and electrician, among many others. It provides an inside glimpse into what the job involves and the special skills that are needed.
Exam Board: AQA Level: GCSE Grade 9-1 Subject: Design & Technology First Teaching: September 2017, First Exams: June 2019 Suitable for the 2020 autumn and 2021 summer exams What can you remember? Test your AQA GCSE 9-1 Design & Technology knowledge! Revise, practise and test yourself on every topic. Mix them up to revise and test yourself on the go. * 100 topic-based GCSE revision cards * How to Use cards include revision tips and games * Revise cards: recap key facts * Memorise cards: learn important terms and definitions * Test cards: quick-fire questions
Building on the foundations set by Cambridge Senior Design and Technology 2nd edition, the Cambridge Senior Design and Technology Toolkit is your go-to resource for course assessment, ideal for further study in and beyond the classroom. Both a workbook and study companion, the toolkit offers a range of activities and guidance, including: * essential advice as you prepare for assessment * practice exams, at both a preliminary and HSC level * a comprehensive guide to folio development and the Major Design Project * an extensive range of written and practical activities for extended study. Written by passionate teachers, with years of knowledge and experience in the marking process, the toolkit will help you prepare to meet the requirements of this demanding and exciting course.
Features a wide range of exciting step-by-step projects to make your own toy, including techniques from simple sticking and pasting to more difficult techniques such as papier-mache and sewing. Supports the design and technology curriculum for KS2. Crafts include making a yo-yo, a beanbag frog, a racing car and a kaleidoscope.
Features a wide range of exciting step-by-step projects from simple sticking and pasting to more difficult techniques such as papier-mache and sewing. Supports the design and technology curriculum for KS2. The cultural significance, science and history behind each project is explained, making the series an excellent cross-curricula resource.
A look at how wooden chairs are made, following the process with simple text and photographs stage by stage from raw materials to finished goods. The book considers issues of recycling and preventing waste.
Written by award-winning author Richard Platt, How They Made Things Work: Romans examines aspects of technology in ancient Rome, including concrete, road building, weapons, domes and arches. Suitable for Key Stages 2-3, How They Made Things Work looks at how people in history advanced their societies by pushing the boundaries of technology.
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