I’m enormously pleased that our publishing company, Constructing Modern Knowledge Press, has just released The Invent To Learn Guide to 3D Printing in the Classroom – Recipes for Success. The book is currently available in print and Kindle formats from Amazon.com.
The following is the text of the Foreword I wrote for the book. I hope you enjoy it.
3D printers are hot. They’re so hot that even schools are buying them. Although, schools are thought to be late adopters of emerging technology, I’ve been pleasantly surprised by how many already own 3D printers.
Investing in a school’s first 3D printer may be a down payment on the future of education; a future in which learning to learn with one’s head, heart, and hands will be equally critical. Making things is a great way to learn and an ability to make the things you need is an important 21st Century skill. The confidence and competence required to solve problems that the school curriculum or your teachers never anticipated will be the mark of a life well lived.
That said, once a school gets their 3D printer working reliably enough for each seventh grader to print an identical Yoda keychain, many educators are at a loss for next steps. That’s where this book comes in. David, Norma, and Sara share 18 projects designed to help teachers teach 3D design and enrich multiple curricular subjects.
Once you get the hang of 3D printing, you will realize how simple the hardware is. The real revolution may not be the printer as much as it is the democratization of design and the Z-axis.
For decades, CAD/CAM (computer-aided design/computer-aided manufacturing) software was too complicated and expensive for more than a few students to use. It was relegated to drafting classes and vocational settings. Now affordable and accessible software like Tinkercad make design child’s play. The ease of use associated with this new generation software does not mean that the design process has become any less rigorous. Design is where the mathematical reasoning, artistic sensibility, and engineering processes come to the fore.
We were all taught about the X- and Y-axes in school math class. Some of us may even use that coordinate system from time-to-time. However, with the exception of the occasional SAT question about the volume of a cylinder, you might conclude that we live in a 2D world. 3D printing and its design software bring us the Z-axis and provide an authentic context for using and understanding three-dimensional space. This book makes the conscious pedagogical decision to transition from 2D design to 3D artifact.
A common trope in educational discussions is, “Technology changes constantly.” Oh, if only that were true. If your school has spent two decades teaching kids to make PowerPoint presentations on subjects they don’t care about for an audience that doesn’t exist, then “technology” hasn’t changed much for you or your students (in school) since Alf went off the air.
In rare instances, there are revolutionary advances in technology that impact classroom practice. The technologies most closely associated with the maker movement, including: laser cutters, open-source microcontrollers like Arduino, and new ways to embed circuitry in everyday objects may indeed represent a paradigm shift in educational technology.
Since affordable and accessible 3D design is in its infancy, the authors provide you with experience exploring a variety of different software environments. You will also need to adapt instructions for the proclivities of your specific printer. Through this experience, you should be able to decide which software best meets the needs of you and your students. The hardware and software will change. Some of the companies producing your favorite software or printer may not last a school year. As a pioneer, you will need to remain flexible and on the lookout for better solutions. Once you find a software solution (or two) that works for you, use it. You don’t need to jump on every bandwagon or pretend that your students are learning something valuable because you keep changing software. Understanding which tools you choose to use and why is important.
In 1985, I flew cross-country to attend one of my first educational computing conferences. At the opening reception, I stumbled upon two gentlemen engaged in a mind-blowing discussion of Ada Lovelace’s work. One of the combatants was Brian Silverman and the other, David Thornburg. Over the past four decades, Brian and David have contributed as much as anyone in the world to what children are able to do with computers.
As I eavesdropped on the fascinating conversation, I silently vowed to spend the rest of my life in the company of smart people like the Lady Ada fans at that party. Fortunately for me, both men have become great friends and close colleagues. Prior to meeting David, I was familiar with his work through his many articles and the fantastic Logo books he authored. I had also taught with the Koala Pad, an affordable and reliable drawing tablet he had designed. David was already an accomplished mathematician, computer scientist, engineer, and designer with Xerox PARC and Stanford on his CV by the time I met him. Since then, David has been a great friend, collaborator, and trusted advisor.
David Thornburg has a knack for anticipating hot trends and getting educators excited about the future just around the corner. His presentations and countless books have inspired two genera- tions of teachers to use technology in a playful, deep, and constructive fashion.
3D printing and David fit each other like a hand and virtual reality glove. David is a renaissance man – part mathematician, part computer scientist, part engineer, part educator, part designer, part musician, part humorist, and full-time tinkerer.
My longtime colleagues in the Thornburg Center, Norma Thornburg and Sara Armstrong joined David in bringing this volume to life. They too have made indelible contributions to the field of education.
It seemed natural that Constructing Modern Knowledge Press would publish a book by David, Norma and Sara, which situates the 3D printing revolution in a classroom context. I commend you, brave pioneer, as you and your students design the future together.
— Gary Stager, PhD
Publisher, Constructing Modern Knowledge Press
©2014 Constructing Modern Knowledge Press - All rights reserved.
Veteran educator Gary Stager, Ph.D. is the author of Twenty Things to Do with a Computer – Forward 50, co-author of Invent To Learn — Making, Tinkering, and Engineering in the Classroom, publisher at Constructing Modern Knowledge Press, and the founder of the Constructing Modern Knowledge summer institute. He led professional development in the world’s first 1:1 laptop schools thirty years ago and designed one of the oldest online graduate school programs. Gary is also the curator of The Seymour Papert archives at DailyPapert.com. Learn more about Gary here.