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Can You Create A Toy That Bridges Cultural Divides?

Student Objective:

The objective of this STEM challenge is for students to design and create a new toy prototype using a 3D printer. The challenge encourages students to consider international appeal and aims to bridge cultural divides through the creation of a toy that promotes understanding and inclusivity.

Materials:

 

Instructions:

  1. Introduce the concept of International Creativity Month and the importance of inclusivity and understanding among different cultures.
  2. Explain the STEM challenge to the students - they are tasked with designing a toy prototype that bridges cultural divides and has international appeal.
  3. Instruct the students to engage in brainstorming and sketching sessions to generate ideas for their toy prototype. Encourage them to think about elements of different cultures that can be incorporated into the design.
  4. Once the initial design ideas are generated, guide the students in using design software to create a 3D model of their toy prototype. Provide tutorials or assistance as needed.
  5. After the 3D models are created, the students should prepare the design files for 3D printing and set up the 3D printers to print their prototypes.
  6. Once the prototypes are printed, the students should assess the quality, functionality, and adherence to the international appeal objective of their toy. They should also consider potential improvements or modifications.
  7. Finally, have the students present their prototypes to the class, explaining the cultural elements incorporated into the design and how they believe their toy can bridge culture divides.

Evaluation:

The evaluation of the students' toy prototypes can include the following criteria:

  • Creativity and originality of the design
  • Degree of international appeal and cultural integration
  • Quality of the 3D printed prototype
  • Presentation and communication skills during the presentation

Note:

Questions on the student planning & Reflection guide will encourage students to think critically about the cultural aspects of their design, reflect on the age appropriateness, problem-solve during the design process, and consider the potential impact of their creation.

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