Methodological approaches to the use of 3D printing in steam education

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The article deals with the different ways of the use of the additive technologies in the educational process. There are revealed the pedagogical aspects of the presentation of the graphic information by the visual and kinesthetic way with the help of the technology of 3D printing in the context of STEAM education. The author substantiates the significance of mastering the skills of 3D printing for the development of the technological and engineering culture of the schoolchildren.

Computer graphics, three-dimensional computer models, modelling, 3d printing, 3d printer, project activity

Короткий адрес: https://sciup.org/148327913

IDR: 148327913

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