3 Boats4Schools Tutorials Deliverables - European Commission

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Disclaimer This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein. REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC IO -3 Boats4Schools Tutorials Deliverables This IO is a Teachers tutorial compilation, concerning Boats4Schools challenge so that teachers can help students to build their boats based on the technologies that are relevant to create the Boat and other challenge vectors (programming, electronics, communications skills, etc). This tutorial can be an important hook to engage teachers and help them to support their students to start the development of their project. These collection of tutorials it´s like a book for teachers with guidelines on how to support students to build their boat in a start point of project challenge. The teachers, and students, could to choose different approaches, but this collection could facilitate the beginning. The documents available in IO2 could be considered as guide lines as well. This IO collected several tutorials that will be useful for beginning: 3.1 – Arduino programming 3.2 – 3D printing considerations 3.3 – Blender (CAD) 3.4 – Communication Skills 3.5 – Project management 3.6 – Art 3.7 – Poster examples (available for download in Erasmus results platform) 3.8 – Generic compilation of other resources The project consortium advise to study other sources, for a more advance stage like the referred in the “Generic compilation of other resources” Available languages English; Portuguese, Italian and Spanish IO Coordinator Agrupamento de Escolas de Pinheiro Partners CATIM; T2i; AE Pinheiro; Itis Max Planck; CESGA; O Cruce, EditValue

Transcript of 3 Boats4Schools Tutorials Deliverables - European Commission

Disclaimer This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held

responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

IO -3 Boats4Schools Tutorials

Deliverables This IO is a Teachers tutorial compilation, concerning Boats4Schools challenge so that teachers can help students to build their boats based on the technologies that are relevant to create the Boat and other challenge vectors (programming, electronics, communications skills, etc). This tutorial can be an important hook to engage teachers and help them to support their students to start the development of their project. These collection of tutorials it´s like a book for teachers with guidelines on how to support students to build their boat in a start point of project challenge. The teachers, and students, could to choose different approaches, but this collection could facilitate the beginning. The documents available in IO2 could be considered as guide lines as well. This IO collected several tutorials that will be useful for beginning: 3.1 – Arduino programming 3.2 – 3D printing considerations 3.3 – Blender (CAD) 3.4 – Communication Skills 3.5 – Project management 3.6 – Art 3.7 – Poster examples (available for download in Erasmus results platform) 3.8 – Generic compilation of other resources The project consortium advise to study other sources, for a more advance stage like the referred in the “Generic compilation of other resources”

Available languages

English; Portuguese, Italian and Spanish

IO Coordinator

Agrupamento de Escolas de Pinheiro

Partners CATIM; T2i; AE Pinheiro; Itis Max Planck; CESGA; O Cruce, EditValue

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Disclaimer This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held

responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

TUTORIALS

eBook

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responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Contents

3.1 – Arduino programming --------------------------------------------------------- 4

3.2 – 3D printing considerations ---------------------------------------------------- 8

3.3 – Blender (CAD) ------------------------------------------------------------------- 18

3.4 – Communication Skills --------------------------------------------------------- 25

3.5 – Project management ---------------------------------------------------------- 32

3.6 – Art considerations ------------------------------------------------------------- 39

3.7 – Poster examples (available for download in Erasmus results platform)

3.8 – Generic compilation of other resources --------------------------------- 46

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Disclaimer This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held

responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

3.1 Arduino Coding for boats Introduction

For your boat control and power (electric version), you will need electronics. Actually,

we could access to a different solutions available worldwide. Schools are more familiar

with Arduino (https://create.arduino.cc/projecthub) and Raspberry

(https://www.raspberrypi.org/) technologies (or similar). There are not the correct

solution, just one better than others, but for a fast start and to get a rapid learning curve,

we decided to share a simple option by using the Arduino option and get a easy start to

learn. The import points here is the materials that we used and the code (programming)

for the electronics components set. Please, first visit

https://www.arduino.cc/en/Guide/ArduinoUno and follow the advised steps.

Please, any option that you decide, just check is allowed in the regulations of the

challenge.

Bill of Materials 1x Batt 7.4v

1x Arduino UNO

1x Driver engine L298N

1x Bluetooth HC05 or HC06

Many Cables

1x protoboard

1x DC engine 6V

1x Solar panel

1x Charger controller (Solar Charger Shield 3,7V or DFRobot DFR0564 USB Charger

for 7.4V LiPo Battery)

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REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

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Boat model can be downloaded from www.thingiverse.com

Examples: https://www.thingiverse.com/search?q=airboat&dwh=595caf1ff4a3f5e

Wiring and connecting components

Arduino Code We have to include the libraries that are needed by the bluetooth module and the servo motor

#include <SoftwareSerial.h>

#include <Servo.h>

//We have to declare a Servo type variable for the helm

Servo myservo;

//Also we declare that the bluetooth module is hooked into the arduino’s pins 2(rx) and 3(tx)

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responsible for any use which may be made of the information contained therein.

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SoftwareSerial bluetooth(2,3);

//We need 3 pins to control the dc drive. Pin 1 and 2 for engine control and 3 for speed control

int in1 = 5;

int in2 = 4;

int enA = 3;

//This variable will receive the bluetooth commands like stop or forward

int command;

//This variable is to control the speed of the engine. From 0 to 255 values.

int speed=0;

void setup() {

//We declare the engine and speed control pins as output type

pinMode(in1, OUTPUT);

pinMode(in2, OUTPUT);

pinMode(enA, OUTPUT);

//Iwe also initialize the bluetooth communication channel via the standard serial port

Serial.begin(38400);

//Bluetooth initialization

bluetooth.begin(9600);

Serial.println("Bluetooth Ready");

//We have to assign the pin number 6 to the helm and we initialize it at 90 degrees

myservo.attach(6);

myservo.write(90);

// A little pause is to be scheduled after all this process, to wait for the servo and bluetooth to be ready

delay(200);

}//**** Helm and engine control functions ****//

//All ahead: engine on and helm 90 degrees

void goForward(){

digitalWrite(in1, HIGH);

digitalWrite(in2, LOW);

myservo.write(90);

}//All stop: cut engine motor and helm 90 degrees

void stopMotors(){

speed=0;

digitalWrite(in1, LOW);

digitalWrite(in2, LOW);

myservo.write(90);

speed=0;

}//All ahead port: engine on and helm 45 degrees

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responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

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void goLeft(){

myservo.write(45);

}

//All ahead starboard:engine on and helm 130 dregrees

void goRight(){

myservo.write(130);

}

//Speed up in 50 unit increments

void shiftUp(){

Serial.print("speed increased to: ");

if(speed<205){

speed=speed+50;

Serial.println(speed);

analogWrite(enA,speed);

//speed down in 50 unit decrement

void shiftDown(){

Serial.print("Speed down to: ");

if(speed>=50){

speed=speed-50;

Serial.println(speed);

analogWrite(enA,speed);

}

}//**** End control functions****//

//**** Loop function **** //

void loop() {

//If bluetooth is transmitting orders then

if(bluetooth.available()){

//then we read the comend we just sent

command=(char)bluetooth.read();

Serial.print("Order received: ");

Serial.println((char)command);

//If we receive and F then we call the all ahead function

if(command=='f'){

goForward();

}

//If we receive and S then all ahead stop

if(command=='s'){

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responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

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stopMotors();

//Go to port

if(command=='l'){

goLeft();

//go to stardboard

if(command=='r'){

goRight();

}

//Increase speed

if(command=='u'){

shiftUp();

}

//decrease speed

if(command=='d'){

shiftDown();

//delay

delay(50);

3.2 Hull boat additive manufacturing considerations

Introduction

Actually, you have access to a several Additive manufacturing processes (3D printing) that have different capabilities, different design restrictions and cost/quality relations. In this guide, we will focus about choices on technologies and key design considerations that apply to all 3D printing processes more yeasy for manufaturing your boat hull. We will assume you already have some knowledge about 3D designing and modeling (using CAD tools), and the specific design software you use to create your boat in 3D model does not matter. If you are completely new to 3D modeling, there are many excellent software to introduce beginners to 3D design that also offer a strong line of video tutorials to help you understand the basics. The following features was a selection of considered more important for starting your project, if you want go deep in knowlwdege, please see other available tutorials and source of references in this project outputs.

Materials/technologies

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At the present moment the most accessible technologies (cost and easy to handle) for printing your boat hull, and other boat parts if needed, is using FDM (Fused Deposition Modelling) with a lot of materials choices (PLA, ABS among others ), this 3D printers are quite comun actually in many schools. Other technology that becames more accessible with outstanding results is the SLA (Stereolithography) that using specific resins (photopolymers), the final printing have a good finishing, but again, is more expensive than FDM.

Digital vs. Physical

The most important thing to remember while designing for 3D printing is the fact that your digital design will become a physical object (real boat). In the digital design environment, there are no laws of physics to adhere to, such as gravity, hardeness or other physical features. Anything can be "drawn" in 3D on a digital canvas, but not everything can be 3D printed, because of process constraints (depostion layer by layer) could not be possible in some geometries. Each 3D printing process has its own limitations. Here are the most important design considerations that apply to all of them that you should keep in mind when you design and print your boat hull or other parts:

General Design Consideration for 3D Printing

Overhangs

As mentioned, 3D printing processes build parts layer-by-layer. Material cannot be deposited onto thin air, so every layer must be printed over some underline material, otherwise needs extra support material.Overhangs are areas of a model that are either partially supported by the layer below or not supported at all. There is a limit on the angle every printer can produce without the need of support material (see next chapter). For example, for FDM the angle is approximately 45o degrees.

It is a good practice to limit the overhangs of a model, as layers printed over support usually have a rougher surface finish.

SLT file format

Other file type for 3D files for prints are available, but STL is the most used and means “Standard Triangle Language”, is the industry standard file type for 3D Printing. It

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responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

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uses a series of triangles to represent the surfaces of a solid model. Your CAD (Computer Aided Design) software will allow you to export their native file format into STL. The 3D model is then converted into machine language (G-code) through a process called “slicing” and is ready to print.

STL resolution: The STL file format uses a series of linked triangles to recreate the surface geometry of a solid model. When you increase the resolution, more triangles will be used, approximating the surfaces of the 3D model better, but also increasing the size of the STL file.

Picture 1: A sphere rendered in three different resolutions in CAD software

If you chose to export in too low of a resolution, the hull model will have visible triangles on its surface when it is printed. For the hull printing this is undesirable. Increasing the resolution above a certain point is also not recommended, as it brings no additional benefit: very fine details cannot be 3D printed, so the size of the file will be unnecessarily increased, making it more difficult to handle and process.

Exporting parameters: You can change the resolution of your STL files by altering the tolerance in your CAD software. When unsure, selecting the "high" preset is the safest option for generating an STL file that is suitable for 3D printing. Each CAD software has a different way of specifying the STL resolution, but most use two main parameters: chord height and angle.

The chord height is the maximum distance that your software will allow between the surface of the original 3D model and the surface of the STL file. Using a smaller chord height will help represent more accurate the curvature of a surface. The recommended value for the chord height is 1/20th of the 3D printing layer thickness and never below

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0.001 mm (1 micron). This will always result in an STL file with ideal accuracy for most 3D printing applications. Exporting in a smaller tolerance will not have any effect in the quality of your print, as most common 3D printers are not able to reproduce such a high level of detail.

Picture 2 : A visual illustration of chord height source: www.3dhubs.com/

The angular tolerance limits the angle between the normals of adjacent triangles. The default setting is often 15 degrees. Some software also specify this tolerance as a value between 0 and 1. Unless a higher setting is necessary to achieve smoother surfaces, the default value of 15 degrees (or 0) is recommended.

Picture 3 : angular tolerance source: www.3dhubs.com/

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Layer height For the selected printing processes ( SLS and FDM), layer height is an important design parameter that impacts the printing time, cost, visual appearance and physical properties of a printed part. The typical layer height for FDM is 50 - 400 μm (most common: 200 μm), and for SLA is 25 - 100 μm (most common: 50 μm). For boat hull we recomend that you use the thinner layer possible in your available 3D equipment. You will spend more time for printing but get a more strong and better finishing hull part.

Picture 4: Layers Source: www.3dhubs.com/

Support in FDM

When printing with FDM option, each layer is printed as a set of heated filament threads which adhere to the threads below and around it. Each thread is printed slightly offset from its previous layer. This allows a model to be built up to angles of 45°, allowing prints to expand beyond its previous layer’s width.

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Support needed Support not needed

Picture 5: supports in a hull printing

When a feature is printed with an overhang beyond 45°, and this situation could happend when you want print your hull boat due to their shape, it can sag and requires support material beneath it to hold it up.

Picture 6: supports in a hull printing

Minimum wall thickness

Perhaps during your design process, you wish create very thin wall thickness for exploring the flutuability of the hull, but be aware that 3D printers have some retraints concerning to minimal thickness walls (hull, sails etc.). Thin features are impossible to 3D print unless they are larger than the minimum printable feature size for each technology. In our case more focused in FDM and SLA.

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The recommended minimum wall thickness for the most common 3D FDM and SLA printing technologies are: FDM : 0,8 mm | SLA 0,5 mm

Hull printing orientation Orientation of the hull in the prep software is by far one of the most important considerations when operating a 3D printer using FDM. Poor orientation can directly impact strength, time, quality and the amount of products you can fit on the print bed. Strength is impacted when the layer structure of a part goes against the force acting on it. From the image you can see the part in the green box, is stronger when force is acting in this way than the same part on the red box, because of its layer structure. For functional parts, it is important to consider the application and the direction of the loads. Parts orinted in FDM technology are likely to delaminate and fracture when placed in tension in the Z direction compared to the XY directions.

Low resistence higher resistence

Picture 5: printing orientation versus resistence, source: www.3dhubs.com/

Part quality is intrinsically linked to the orientation of the model, placing a part in the Z direction would take longer but would be of greater quality than one placed horizontally. A good rule to follow is to orientate any cylindrical features vertically for a smoother surface finish. Some orientations allows that the printing process will avoid support material.

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Post processing for printed hull

FDM printing process, since the layer lines are generally visible on printes parts making post processing (finishing) is an important step if you want hull smooth

surface. Some post processing methods can also add some strength to parts helping to mitigate the weakness behavior of printed parts.

Picture 6: Visible layers

Source: https://home3dprintguide.com/

To help you, we can share some known methods: Support Removal: is typically the first stage of post-processing for any 3D printing technologies that require support to accurately produce parts. Support can generally be separated into 2 categories; standard and dissolvable. Unlike the other post-processing methods discussed in this article support removal is a mandatory requirement and does not produce an improved surface finish. Sanding: After supports are removed or dissolved, sanding can be done to smooth the part and remove any obvious blemishes, such as blobs or support marks. The starting grit of sandpaper depends on the layer height and print quality; for layer heights of 200 microns and lower, or prints without blemishes, sanding can be started with 150 grit. If

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responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

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obvious blemishes are present, or the object was printed at a layer height of 300 microns or higher, start sanding with 100 grit. Sanding should proceed up to 2000 grit, following common sanding graduations (one approach is to go from 220 grit to 400 grit, to 600 grit, to 1000 grit and finally 2000 grit). It is recommended to wet sand the print from start to finish, to prevent friction and heat build-up from damaging the part and keep the sandpaper clean. The print should be cleaned with a toothbrush and soapy water, then a tack cloth, between sanding gradations as well to prevent dust buildup and “caking”. FDM parts can be sanded up to 5000 grit to achieve and smooth, shiny finish. Coating: After the hull (or other boat part), fully clean the print with a tack cloth. Aplying a certain coating will improve the smothness of the surface. It can be done by using ink (spray will be a better option), or both. Be ware that epoxy resins are exothermic when mixed, so glass containers and containers composed of materials with low melting points should be avoided. Be aware too that applying resins, will increase the total boat weight, and it could be negative for floating behaviour or against technical regulations.

Boats ideas Sometimes you are not inspired, or maybe are facing a lack of time, and you need get an fast idea for your boat for starting a project. So, you can search and find many 3D model files of hulls boats for printing. This leads to a very common misconception that in order to effectively use an additive manufacturing equuipment, the student must be able to design and create their own hulls models themselves, but for srating and learning, so getting a already done model and modify could be a valid start point. It can be done by search and dowload after browsing online for boat designs. There are a lot of usable 3D hulls models available in the internet and it’s as simple as a quick Google search to find many of them. We are not going to cover the resources but, Thingiverse and MyMiniFactory are very popular repository for 3D models parts. The best part of all of this is that the majority of the content is completely free for hobbyists to download and use! Some designs have available the original CAD files, allowing you to modify according to yours features and goals. You also can share your own designs in those 3D moldels sharing platforms.

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3.3 Blender Introduction Today, schools have access to good and free CAD tools. The choice of ne software

package will be a question of several factors like teacher choice and background or

student choice. In this document we explore a simple choice, the Blender

(https://www.blender.org/) and explain one possible path to design a hull boat. Please

fell free to explore other options.

Design of Boat 1 and Boat 2 Just follow the steps following the supporting images to design two hull boats. Boat1

We start from a cube. I go into edit mode and we extrude the left face twice

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Press the vertices button and select consecutively the four vertices of the left face (Shift + right click).

We press Ctrl + V and select to merge vertices in the center.

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We pull the blue arrow up to level the bow of the boat.

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We conveniently act on some vertices after selection to refine and make the appearance of the boat more natural.

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We select the upper faces (cover) and delete them (X).

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We go to object mode and apply the Solidify modifier and give it a thickness of 0.2. We also apply the bevel modifier with the default settings. We save the blender file.

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Boat2 Continuing with the previous boat we apply the subdivide surface modifier, in view we put 3 and click Apply. Compare with the previous result. Save the resulting file.

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3.4 Communication Skills

Public speaking: a brief introduction

Public speaking is the process or act of performing a speech to a live audience. Public

speaking is commonly understood as formal, face-to-face speaking of a single person

to a group of listeners.

Good public speaking skills are also important in many areas of your life because being

a good public speaker can enhance your reputation, boost your self-confidence and

open up countless opportunities.

The three fundamentals of every public speech are:

- Focus on the main goal of your speech and the evidences that exist about the subject

(statistics, scientific proven conclusions, historical statements and verifiable facts);

- Organization and structure of the speech (best words and organization of ideas).

This means that your speech needs to have a clear introduction, body and conclusion;

- Presentation: your delivery and the visual elements of your speech should be tailored

to your audience. Being clear about the main ideas and concepts to your audience are

essential to create a connection between the speaker and the listeners.

How to prepare your presentation

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The success of a good presentation is based on four stages: preparation, introduction,

body and closure. Before you do or write anything, spend some time thinking about what

you want to present to your audience. In the next scheme you can find seven steps to

have a successful and an effective presentation.

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1. Know your audience

Who is listening to your presentation? What level of knowledge do they have in the subject you are going to talk about? Before you begin to craft your message you must consider who is your target group. Learn as much about your listeners as you can because this will help you determine your choice of words, level of information, organization your

speech structure and motivational statement.

2. Adapt your presentation to the occassion

Is your presentation formal or informal? Is it a debate or a speech? After knowing your audience you must also know the size, the layout of the room and the technologic

resources and facilities that will be available for your presentation.

3. Organize and prepare the structure of your speech

Plan and think about the structure of you speech. Organize your material in the most effective way to attain your purpose. Write down your introduction (topics and

main goals), body (explain and develop the main point of your speech) and conclusions (go back to the theme in your introduction and include a brief summary of your

presentation). Make sure that you conquer the audience’s attention in the first 30 seconds.

4. Greetings and introduce yourself/your team

You must greet all the listeners that are present in your presentation

5. Define the main goal of your presentation

The purpose of your presentation should be short, simple and clear. This will help your audience to remain interested and focused.

6. Presenting your topic

Keep the focus on the audience and evaluate their reactions, adjust your message and stay flexible. Delivering a memorised speech will guarantee that

you lose the attention of your audience even the most devoted listeners. Additionally, be yourself, you will establish better credibility if your personality shines through and your

audience will trust what you have to say if they can see you as a real person.

7. Conclusions

Use a summary afterwards to highlight your major points. Make sure your audience can remember your key points by keeping them simple and straight

forward. After finish you presentation you should ask your audience if they have some questions.

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Practice your speech

Once you finish the preparation of your presentation it is important to practice your

presentation/speech. This will help build your confidence and when you have to speak

in front of your audience. Bellow you can find some tips to practice your

presentation/speech:

1) Write down your speech: Print out a copy of your speech and highlight the parts

where you want to pause or look up. Ideally, practice your talk under conditions similar

to those in which you will give it, considering acoustic situations, distance from the

audience, lightening and room size. It is also important that you become highly familiar

with any technology you’ll be using. Practice with the actual hardware or type of

hardware you’ll be working with, making sure that compatibility or speed issues don’t

get in your way.

2) Rehearse in front of the mirror: Practicing in front of the mirror, check on your pronunciation

of words and also your facial expressions. Rehearse out loud with all equipment you plan to

use on the “big day” to prevent some unexpected surprises. Use a clock to check your timings

and allow time for the unexpected.

3) Ask for feedback: Present your speech to a friend or two, in front of parents or other

and ask them to give you feedback. You can also record your talk and watch it

afterwards. Take quick notes to yourself about how to improve it.

Good communication is never perfect and nobody expects you to be perfect but each

time you rehearse you will become more comfortable with it and the more comfortable

you are the easier it will be.

Hereinafter you can find some expression to organize your presentation/speech:

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1) To introduce/explain what your presentation is about at the beginning:

• Let’s start with…

• I’ll begin by ….

• I’m going to talk about….

• I’d like to talk about…

• The main focus of this presentation is ….

2) To develop your ideas:

• First of all…

• Then…

• Secondly…

• Next…

• Finally…

• To sum up…

• In addition…

• What’s more…

• Also…

• However…

• On the other hand…

• Then again…

3) To conclude:

• In conclusion…

• To conclude…

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• To finish…

• To end this presentation…

• Finally…

To finish, we present a brief list of “Do’s” and “Don’t” to be aware during your public

presentation:

1) Your body

Non verbal communication speaks as much as our words. When speaking, remember

to:

• Keep in contact with your audience: Look at them, try and make eye contact and if the group

is spread out make sure you look around the room to involve all of them. If you are too

nervous to make eye contact, try to focus on people’s foreheads - this gives the impression

you’re making eye contact.

• Avoid fidgeting: It is hard to listen to the content of a talk if the speaker is always moving

from one side to another.

2) Your voice

• Audible: keep your head up and speak slowly and clearly. The persons at the back of the

room should be capable to hear you;

• Interesting: Alternate your voice and tone between loud and low, excited and serious, soft

and dramatic. This will help to keep the audience engaged;

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• Appropriately paced: insert enough pauses in your talk to allow the audience to take in all

the information. One trick is to add a couple of extra seconds (3-8 seconds) at key moments

just before key statements or just after a story. This really brings the audience into the

speech.

3) Your speech

• Use short, simple sentences to express your ideas clearly and accessible word to everyone;

• Use analogies, talk with examples and tell stories whenever possible;

• Improvise. No one is 100% sure what they’ll say it or how they’ll say it.

• Use very informal language;

• Write out the whole presentation and read it loud. Reading from a script or slide fractures

the interpersonal connection. Don’t hide behind your paper!

• Don’t have your hands in your pockets, your hand in your hips, arms crossed and hands

behind your back;

• Avoid unnecessary movement for example sway from side to side because it’s distracting.

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3.5 Project Management

Project management: a brief introduction

Project management is the way a

person/team organizes and

manages resources that are

necessary to complete a project.

A project has a start, an end and

goal(s). A project can be as simple

as organizing a party or as

complex as building a house. All projects have limitations related with time, cost,

people and risk. Therefore, project managers must ensure the best possible

distribution of resources. A project manager also needs to have people management

skills, a good understanding of the tasks to be performed, an understanding of how

long a task will take and good organization, communication skills.

Typical phases of a project

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If you do a quick search online, you will see tons of different project management

models, apps and programs. The frameworks and programs may vary but the most

important thing is that you engage in the project management process.

Here are the key development phases to project management.

Figure 1 - Phases of a project

Phase 1: Planning and design

Project management begins with the definition of goals based on the big idea of what

the team wants to accomplish. Here, you need to have a clear sense of the team skills

and what you want to accomplished in the end and what it will look like the project

when it’s finished. Your goals should be simple, clear and feasible.

Please see some goal examples:

Goal number 1: “I want to get better grades in my courses”;

Goal number 2: “I want to save for my vacation”.

Phase 2: Break down tasks and set deadlines

After creating goals, you should start to define a list of tasks with clear deadlines in

order to turn a project from an idea into reality. In this phase, you need to visualize

each part of a task, create a bridge between the abstract ideas with the concrete

1. Planning and design

2. Break down tasks and set

deadlines

3. Choose and implement strategies

4. Monitoring and

controlling

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actions and think realistically about what is needed in terms of time and resources.

This is a critical piece of a project management.

Please find above some examples of tasks regarding the two goals mentioned before.

Tasks for goal number 1:

− Over the next week, I will make appointments with my course instructors;

− I’ll ask them for advice on how I could earn an A- or a higher grade in each course;

− I will write down all the advices and feedback and start taking steps to do better in my studies.

Tasks for goal number 2:

−I’ll take a close look at my current finances tomorrow (my monthly income and expense);

−I’ll write down the areas where I can cut my spending;

−I’ll think of new ways to make more money part-time.

Phase 3: Choose and implement strategies

Once the team has a clear plan, it is time to start choosing and implement specific

strategies.

When managing the project, it is important to keep all the tasks on a shared document

and calendar.

In this phase it is also crucial to know your budget along with all the resources that you

will need. You should also identify initial project risks and problems.

Phase 4: Monitoring and controlling

While tasks and deadlines are vital to project management, things do not always work

as planned. The team will need to solve problems and deal with issues as they may

arise especially when the team starts to design and test the boat.

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Regarding this phase it is important to think about three questions: “Where are we

(measurement)?”, “Where do we plan to be (evaluation)” and “How can we get on track

again (resolution)?”. After taking some time to answer these questions you should be

able to find the best solution.

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To finish this subject, please take a look at the next brief list of “Do’s” and “Don’ts” to be aware during your project.

1. Clarify your goal. What does the team specifically hopes to achieve as a result of

the project? Goals give us direction and guide us in the decision making process during

the execution of the project. Use the project goal planning sheet to define this. The

project planning (figure 1) shows how you should develop the project.

2. Identify all the tasks before you start doing the work. After defining the goal(s)

you should start to identify the tasks that will be need to construct the boat.

3. Set a realistic schedule. This would be the timeframe of the project, for example

you should know when will you assign the presentation? The team could also include

an interim date for a first draft and also for a final version. Use the project planning

worksheet and a basic calendar to achieve this.

4. Consider potential problems/risks and avoid them before they occur. But if

they occur the team should start to think and find the best solution.

5. Monitor progress frequently. Doing this will help you clarify your progress and

make adjustments to stay on track to successful achieve the final goal(s).

6. Evaluate change before “just doing it”. Change is inevitable and should be

carefully considered beforehand.

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7. Face setbacks with courage and resolve. Don’t be discouraged if things don’t

work out the way you planned. Sometimes the hardest part about doing a project is

sticking with difficult challenges. Yet, sometimes the best part is overcoming these

challenges! Review the project plan as necessary.

8. Verify results before considering the project done. This is an important final

touch and should be a part of the plan. Be sure to allow some time at the end but before

the deadline to make any last-minute adjustments.

9. Learn from your experience. Projects are an incredible learning opportunity. Be

sure to do a “lessons learned” review like “What went well?”, “What didn’t?”, “What

would you do differently next time?”.

10. Celebrate a job well done! No matter how your project turns out, good or bad

always take time to celebrate your accomplishment for making a plan and sticking to

it.

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1. Forget about the scope of the project. Projects will naturally grow and evolve as

they are being developed. If the scope of the project quickly exceeds your initial

expectations, however, you’re only setting you and your team up for missed deadlines

and overspending.

2. Underestimate anything. The moment you start to underestimate one or more

aspect of the project is the moment that things will start to go out of control.

3. Rely only on digital communication. Email certainly makes communication easier

but sometimes the context of a message is lost in a digital form. Always make time to

meet face to face with your team for best possible results.

4. Fail to recognize team members. Failing to recognize the hard working members

of your team is one of the biggest mistakes you can make. Because of that, you should

always keep in mind to create the best possible environment.

5. Don’t alienate your team from the decision-making process. Teams that are

involved in decision-making process work with greater productivity, creativity and

motivation. Engaging the whole team will also create trust and, more important, will

reinforce the value of the team as a whole.

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6. Don’t set unrealistic deadlines. Setting deadlines that are impossible to achieve

can compromise the results and can lead to discouragement.

7. Don’t under communicate. Let’s say that all your goals are established,

responsibilities are assigned and key goal(s) are set. If you think the communication

with your team ends here you’re completely wrong. Open communication is an integral

part of successful project management. There are no excuses for failing to

communicate with the whole team since the lack of it may lead to the project failure.

In order to do this you can use different management platforms, project planning sheet

and team charter canvas. These different tools will certainly help you to achieve a

successful project.

3.6 ART Considerations

Introduction

Boats4schools project as a STEAM classification, ART is expected to be explored by

participants in parallel with other streams (Science, Technology, Engineering and

Math). The Boat (and other project components: logos, team image, etc) development

process and the process of creating is something as ART. All goals are creating

something new, attractive and unique. This creation processes aim at the development

of new products, or processes, which are in a daily, and professional basis,

commercially successful. Art is more focused on the individual expression of its creator.

Making good choices in the first phases of boat (and other project elements)

development is important as using resources efficiently during all phases of project

development..

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The interdisciplinary integration of Art, research and engineering has the potential to

create both, more innovative and out-of-the-box solutions and more efficient and

effective creation processes. This document will allow teams to manage the Art

Integration in their project as complement of STEM activities and provide teams with

some ideas and approaches.

The role of art for products design

How your boats looks is important as well other products in the market. This is the main

idea used by the rapid rise of companies that put product design first getting more

impact on communication. Where usability was once the only necessary characteristic,

consumers now expect products that are both practical at meeting their needs and

incredibly visually appealing, simply because of frequent interactions with design-

focused brands, Just remember when you decide to buy something (clothe, gadgets,

bikes, etc) besides de practical issues for each product, what is taking your attention?

Yes, the design, the looks, the emotion that provoke on you.

Apply Art to your Boat design and Project

The Art is decisively provocative. It’s intentionally to cause emotion in users. Every

stroke of a pen, smudge of charcoal, or splash of paint was meant to illicit a specific

reaction from the viewer or product user—pushing and pulling on the viewer’s

emotions.

Actually, designers of products need to understand how visuals affect emotions, how

emotions affect choice (and shopping), and how to use that to your product’s

advantage. All design choices should be informed by how someone uses, plans to

use, and feels about the final product.

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Source: Knox College

Emotional intelligence

Unfortunately, lots of people are bad at understanding why they feel certain things

at certain times, and even worse at communicating them. It’s your job to translate,

and then act upon, those feelings for them. The accurate identification, translation,

and guidance of these emotions is “emotional intelligence”.

You can up your emotional intelligence with these methods—all of which are super-

handy in user research.

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Source: www.core77.com

How thinking like an artist can help your product designs

The role of art in product design is to best understand, and then guide, your user’s

emotional state through your product. As you get better at reading user moods and

reactions without needing to ask for clarification, your design process will become

easier and your products will become more interesting to users.

The Art in your Boats4schools project There are a right or wrong way to design things. Design is dependent on function -

What is the plan? Is your objective being met? That is the only time when design can

be questioned because at this point you are questioning the thinking.

Overall the question needs to be refined because fundamentally design is a plan and

Art is what you make with it.

Put in mind the Principles of Design such as : Balance, Proportion, Rhythm,

Emphasis, Repetition, Unity, Variety, Pattern and Movement. Try apply the most

items in designing your project.

The Design of something is never a process that begins from scratch: to design is

always to redesign. There is always something that exists first as a given, as an issue,

as a problem. Design is a task that follows to make that something more lively, more

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commercial, more usable, more user’s friendly, more acceptable, more sustainable,

and so on, depending on the various constraints to which the project has to answer.

For your project try follow some of the items from the list below:

•research of information on different types of vessels and their structures/shapes and

functions;

•analysis and study of some characteristics of the materials to be used and

manufacturing techniques;

•exploration of ideas through the graphic record;

Design and Art thinking is making a work of art express the necessary emotions

enough to capture the customers or evaluators attention. There are so many different

ways an designer or engineer can achieve that goal.

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Source:ThoughtCo. /Marina Li

In Art, there are the seven elements (see previous picture) of design which are the

basic units necessary to convey certain messages and meaning in an art piece. Try

to apply these elements when your team are creating some meaning and empathy in

your project elements, like:

•choice of materials (texture, colour, etc) to be used;

•boat shape construction;

•study and selection of colors;

•painting the boat;

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•development of an artistic project to decorate the boat, having as guidelines the

culture of each region or country;

•creation of a logo for the project;

•preparation of the project for the boat, graphic design, construction of the academic

poster and project report.

Conclusion

What your team can derive from visual art are the different methods, empathetic

approaches, theoretical analysis used to make a boat and project masterpiece. In

design and art, treat your project as masterpiece. Be the innovator and inspired

creator in every project. Know what all your design decisions mean and how best to

empathize with your final user and evaluators. Study them vigorously and be

obsessed in knowing who they are, why they are doing it and where they come from

and behave when comes the evaluation process.

Normally, you can´t get the final idea in a first attempt. You can use a 5 steps

approach when you want materialise your ideas (map, sketch, decide, prototype and

test). Do the necessary attempts until you are comfortable with the results.

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Disclaimer This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held

responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

5 steps for materialise your ideas

Pay attention to the details and keep learning new principles and patterns. Know how

to use certain academic tools. For inspiring, read how Leonardo Da Vinci faces his

challenges when creating new things with art).

3.8 Generic compilation of other resources

Introduction

For achieving a high standard project, in the Boats4schools program, it will be

necessary that your team go deep in the research of solutions and skills in several

vectors of the challenge requirements.

The following compilation could be a big help to increase your skills and knowledge,

and then you can improve your project and at the same time you will learn many other

matters that will be helpful for you, at school and your future.

Please see table in the next pages.

Disclaimer

This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Resources (subject)

Description Type Path

Academic Posters

Guide how produce a good poster

Online https://guides.nyu.edu/posters

Academic Posters

Guide how produce a good poster

Video https://www.youtube.com/watch?v=YJlUFCSkS_A

Academic Posters

Poster templates for download

MS Office format

https://www.makesigns.com/SciPosters_Templates.aspx

Project Reports Guide to Writing a Project Report

PDF https://newton.ex.ac.uk/handbook/PHY/forms/WLB010919-4.pdf

Project Reports Teacher’s Guide Technical Writing for STEM: Proposals, Plans and Reports

PDF https://static1.squarespace.com/static/545d32b5e4b0719cb5aae580/t/55e07b31e4b0bf6def63c4fd/1440774961611/STEMTechWritingGuide.pdf

Project Reports How to Make a School Project Report

Online https://www.theclassroom.com/make-school-project-report-5590051.html

Project Reports Examples and templates for school reports

Online https://www.examples.com/business/examples-on-writing-school-report.html

Project Reports How to write a Science Fair Project Final Report

Online https://www.sciencebuddies.org/science-fair-projects/science-fair/science-fair-project-final-report

47

Disclaimer

This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Resources (subject)

Description Type Path

Boat design The Science of Ship Design (university of Iowa)

Video https://www.youtube.com/watch?v=T7bYl0jKt70

Boat design Example of boat design using Autodesk Inventor

Video https://www.youtube.com/watch?v=5ceCE3Es5r4

Boat design Ready to print boats

3D files https://cults3d.com/en/collections/stl-file-boat

Boat design Ready to print boats

3D files https://www.yeggi.com/q/boat+hull/

Boat design Ready to print boats

3D files https://www.thingiverse.com/tag:boat

CAD/CAE Free course in Autodesk Fusion

https://www.udemy.com/introduction-to-cad-and-cae-using-fusion-360/

CAD How design a hull boat using Fusion 360

Video https://www.youtube.com/watch?v=ixGnJjNPj18

48

Disclaimer

This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Resources (subject)

Description Type Path

CAD modeling a boat hull using Sketchup

Video https://www.youtube.com/watch?v=-Un7DkKyy04

CAD How design a hull boat using Solidworks

Video https://www.youtube.com/watch?v=l5rykGP6tZk

CAD How design a hull boat using Inventor

Video https://www.youtube.com/watch?v=pMyH9GQR92M

CAE Boat Design: Simulation

Online https://www.simscale.com/blog/2016/11/boat-design-5-simulations/

CAE Designing efficient hulls using CFD

Online https://www.boatinternational.com/yachts/yacht-design/designing-efficient-hulls-using-cfd--703

CAE What is CFD Online https://cfdanalysis.com/background-info/what-is-cfd/ CAD/CAM/CAE What is CAM,

CAD and CAE (PT)

Video https://www.youtube.com/watch?v=aVV2s78bzcw

CAD/CAM/CAE What is CAM, CAD and CAE

Video https://www.youtube.com/watch?v=baWZ4YnWG2w

49

Disclaimer

This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Resources (subject)

Description Type Path

Electronics Compare Arduino vs. Raspberry Pi

Video https://www.youtube.com/watch?v=7vhvnaWUZjE

Electronics A Beginner's Guide to Arduino

Online https://www.instructables.com/id/A-Beginners-Guide-to-Arduino/

Electronics Several Tutorials for Arduino

online https://www.arduino.cc/en/Tutorial/HomePage?from=Main.Tutorials

Coding Coding for controlling the boat

Online https://www.hackster.io/CrazySuspct/arduino-bluetooth-boat-ba6ba0

Coding Coding for controlling the boat

Online https://www.instructables.com/New-Arduino-Bluetooth-RC-Boat/

Coding Arduino Programming for beginners

Online https://www.hackerearth.com/blog/developers/arduino-programming-for-beginners/

Designing thinking

Problem solving Kit https://www.alpine-space.eu/projects/desalps/desalps-design-thinking-

teaser_-complete-toolkit.pdf

50

Disclaimer

This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Resources (subject)

Description Type Path

Physics Stability of Floating Bodies (boats and ships)

Video https://www.youtube.com/watch?v=QUgXf2Rj2YQ

Project management

Project management for kids

online https://kids.kiddle.co/Project_management

Art Ideas to Painting online https://www.thesprucecrafts.com/your-first-painting-4159810

Art Ideas to create a logo

online https://www.freelogoservices.com/blog/2017/12/07/how-to-make-your-own-logo-design/

Art Ideas to make a portfolio

online https://www.aiga.org/4-easy-steps-to-create-a-beautiful-design-portfolio

3D printing Introduction to FDM 3D printing

Online https://www.3dhubs.com/knowledge-base/introduction-fdm-3d-printing/

3D printing FDM (3D Printing) – Simply Explained

Online https://all3dp.com/2/fused-deposition-modeling-fdm-3d-printing-simply-explained/

3D printing 3D Printing Basics

Online https://www.3ders.org/3d-printing-basics.html

3D printing Kids Guide to 3D Printing

Online https://3dinsider.com/3d-printing-for-kids/

51

Disclaimer

This project has been funded with support from the European Commission. This publication reflects the views of the author only, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL ESTABLISHING "ERASMUS+": THE UNION PROGRAMME FOR

EDUCATION, TRAINING, YOUTH AND SPORT AND REPEALING DECISIONS No 1719/2006/EC, No 1720/2006/EC AND No 1298/2008/EC

Resources (subject)

Description Type Path

3D printing What is 3D Printing? For Kids

Online https://www.kidscodecs.com/what-is-3d-printing/

3D printing How 3D Printers Works

Video https://www.youtube.com/watch?v=HlvK6DLwCz4

3D printing SLA – A guide to stereolithography

Online https://formlabs.com/eu/blog/ultimate-guide-to-stereolithography-sla-3d-printing/

3D printing Beginner guide to 3D printing

online https://3dprintingforbeginners.com/

3D printing Introduction to SLA 3D printing

Online https://www.3dhubs.com/knowledge-base/introduction-sla-3d-printing/