Abstract
The article discusses didactic possibilities and experiences with the use of 3d printing technology and Lego Mindstorms. 3d printing we use to teach computer graphics. It is essential that the teacher has a knowledge of how technology works and how it can implement it into teaching. The same is true of the Lego Mindstorms, which we use to teach programming and robotics. The article focuses on both technologies in terms of their capabilities and practical experience in teaching information subjects.
Highlights
Today time is marked by consumism and this is true in the realm of education
Some of them like 3D printing and Lego Mindstorms kits will be presented in the following chapters
The differences between the processors and the memory in these two microcontrollers are reflected in particular in the execution of complex computational operations and the conversion of records per second. Basic communication on both Lego cubes is via a USB cable that connects directly to the computer in which the program is already ready
Summary
Today time is marked by consumism and this is true in the realm of education. Students are taught more to receive content (consume it) than to create it. The affordability of this technology opens up new possibilities in teaching in the development of information and technological thinking, and the artistic sentiment of pupils and students. It provides a platform through which pupils and students can make their ideas more tangible They have a choice of different software tools for designing 3D models that are free. Students learn to move around in 3D space when creating a 3D model. They detect that the object should be viewed from multiple pages for editing. With us at the Department of Informatics PF KU in Ružomberok, we use 3D printer and 3D scanner especially in the subject of computer graphics, where we teach different methods of 3D modeling. Another prospective platform is the Lego Mindstorms kit, which will be presented in the chapter
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More From: Central-European Journal of New Technologies in Research, Education and Practice
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