This document discusses various affordable and accessible ways to incorporate STEM education through technology. It describes how digital design software, 3D printers, touchscreens, and adaptive apps can be used to create tactile diagrams, models, and interactive learning experiences. Specialized tools like the 3D Doodler allow both educators and students to physically draw in 3D and create shapes and objects for hands-on learning. The document advocates for playing with and adapting consumer technologies to make STEM more inclusive and personalized.
2. Accessibility of STEM
has been difficult
when analogue is
unable to support
complexity &
accuracy required.y
3D Doodler pattern for making Eiffel
Tower
10. UV printing can be
used to create simple
adaptive overlays of
keyboards and
symbols.
Braille keyboard for iPad on static cling plastic
11. UV printing creates
robust, digitally
designed books and
information panels.
Cost is high upfront
but cheaper when
amortized.
UV printed guidebook for Scottish Parliament
12. Understanding that
single digital files can
contain multiple
formats of information
is important for
inclusion and
personalization.
Multi-layered PDF
13. 3D software allows
fast extrusion of
simple 2D graphics to
2.5D for 3D printing.
Moulds for
thermoforming can be
quickly and cheaply
made.
Software extrusion of map image for 3D print
14. 3D printer tactile
handling objects are
an excellent resource
but cost and time to
manufacture are
barriers to use.
3D print handling objects
15. Near Field
Communication tags
can be used to add
triggers to physical
objects and thus
enhance them with
audio and other
information.
Making withPlayDoh and adding sound with NFC
16. 3D Doodler offers a
cost effective way of
creating shapes and
objects 'on the fly. It
enables both
educators and learner
to draw physically in
3D space.
Simple shape sketched with 3D Doodler
17. Using simple tactile
frameworks, learners
can independently
make and understand
architecture, maps
and objects.
Complex shape sketched with 3D Doodler
18. Playing with and
adapting consumer
technology to meet
accessible STEM
needs is the way we
can make it more
available and more
personal.
Experimenting with Leap 3D gestural control