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The impact of education in 3D product design and printing to primary and high school students

机译:教育对3D产品设计和打印的影响对中小学生

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This research explores the impact of 3D product design and printing on child aged 10-16 years. The research was conducted after a 3D product design and print course and, as demonstrated by its results, the participants were thrilled by the content of the program, although initially they were relatively troubled because algorithmic reasoning was not so familiar with them and this caused distrust. Then their collaboration with the other members of the team proved flawless, although most of them were unaware of each other. This was because the participants' primary concern was successful cooperation to overcome the other groups they were competing. Trainees felt self-confidence, which came from the effective explanation of the interface for this, and they did not feel any fear and doubt that their mission would not be successful. Whenever a mistake was found, children were able to correct it immediately and effectively. It is therefore clear that through 3D product design and printing, basic concepts of computer science, mathematics, geometry, stereometry, design, engineering and mechatronics in general are made fully understandable from these ages in the form of play, escaping the narrow limits of conventional teaching. This gives rise to alternative approaches to learning. The satisfaction of the children was shown by their desire to set up the program and their friends.
机译:这项研究探讨了3D产品设计和打印对10-16岁儿童的影响。这项研究是在3D产品设计和打印课程之后进行的,结果证明,参与者对程序的内容感到很兴奋,尽管最初他们相对麻烦,因为算法推理对他们不那么熟悉,这导致了不信任。然后,他们与团队中其他成员的合作被证明是完美无瑕的,尽管他们中的大多数人并不相互了解。这是因为参与者的首要关注是成功的合作以克服他们正在竞争的其他群体。学员感到自信,这源于对界面的有效解释,他们对自己的任务不会成功没有任何恐惧和怀疑。一旦发现错误,孩子们便能够立即有效地纠正它。因此,很明显,通过3D产品设计和打印,这些年龄段的计算机科学,数学,几何,立体学,设计,工程学和机电一体化的基本概念在游戏形式中已被完全理解,从而摆脱了传统技术的局限性教学。这引起了学习的替代方法。孩子们对建立该计划和他们的朋友的渴望表明了他们的满​​足感。

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