Algorithm Art Workshop
3D printing in art
After learning how 3D printing is used for art and sculpture, students design, code and 3D print mathematical mandalas, then construct a 3D printed mobile sculpture.
This cross-curricular workshop combines Computing, Art, Design Technology and Maths at KS2 and KS3 and is suitable for students in Year 5 to Year 7. At the end of the workshop, each student will have a mathematical mandala 3D printed from their own design.
- Runs for half a day*
- With a maximum of 30 students
- 2½ – 3hrs to work around individual school day timings
From £300 for a half day workshop (dependent upon location of school).
This workshop provides:
- A complete project around a mobile sculpture topic.
- Resources fully mapped to the relevant curriculum areas.
- A copy of all the workshop resources, enabling you to run the workshop with other groups of students in the future.
- Potential to take advantage of the CREATE Education 3D printer loan scheme.
- A 3D print of each student’s mandala design.
During the workshop’s students will:
- Learn how 3D printers work.
- Discover some of the applications of 3D printing.
- Design and create their own 3D model.
Planned Learning Experiences
In this workshop students will:
- Learn how 3D printers work and how they can produce 3D object.
- Understand the 3-stage 3D printing process (model-slice-print).
- Use blocks programming software (Beetleblocks) to write simple programmes contain repeat loops to create mathematical shapes.
- Program a mathematic mandala design.
- See how a 3D model file is prepared for 3D printing using slicing software.
- Assemble their 3D printed mandalas into a collaborative mobile sculpture (post workshop).
- Complete a workshop evaluation.
- Mandala code including examples of sequence and repetition.
- Mandala code demonstrating knowledge of angular rotation and calculation of position and angles within different shapes.
- A 3D printed mandala.
- A 3D mobile sculpture produced as a group containing examples of each student’s work.
- Project evaluation.
Key concepts and terminology
- Additive manufacturing
- 3D modelling
- 3D printing
- CAD (computer aided design)
- CAM (computer aided manufacturing)
- Machine Code
KS2 Computing POS
- To apply information technology, including new or unfamiliar technologies.
- To design, write and debug programs that accomplish specific goals, including controlling physical systems.
- To use sequence and repetition in programs.
- To work with various forms of output.
- To use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
- To use and combine a variety of software on a range of digital devices to design and create a range of programs and content.
KS2 Art POS
- To develop their techniques, including their control and their use of materials, with creativity, experimentation and an increasing awareness of different kinds of art, craft and design.
- To improve their mastery of art and design techniques, including sculpture with a range of materials.
KS2 Design Technology POS
- To develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
- To build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users.
- To generate, develop, model and communicate their ideas through computer-aided design.
- To use a wider range of tools and equipment to perform practical tasks [for example, shaping], accurately.
- To evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
- To apply their understanding of computing to program their products.
KS2 Yr5 Maths POS
- To multiply and divide numbers mentally drawing upon known facts.
- To solve problems involving multiplication and division.
- To know angles are measured in degrees.
- To identify angles at a point and one whole turn (total 360°)
- To identify angles at a point on a straight line and ½ a turn (total 180°)
KS2 Yr6 Maths POS
- To draw 2-D shapes using given dimensions and angles.
- To recognise angles where they meet at a point or are on a straight line.