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CSPDWeek 2026
Type: 3D Printing clear filter
Monday, August 3
 

1:00pm EDT

3D Design and Printing in the CS Classroom
FILLING
Monday August 3, 2026 1:00pm - 2:55pm EDT
Limited Capacity filling up
This introductory session will show how 3D design and printing can support computer science, engineering, and robotics in hands-on and meaningful ways. See a 3D printer in action and explore how students can use x, y, and z coordinates, design original solutions, and print robot parts or develop STEAM design projects that solve authentic problems while building skills such as sequencing, abstraction, decomposition, algorithm design, and debugging. This session is open to all attendees. A separate full-day deep-dive 3D printing workshop will also be available for those who want a more hands-on experience, and attending this introductory session is not required in order to participate.

Educators will get a practical look at how 3D design and printing can connect computer science to engineering, robotics, and hands-on problem-solving. Participants will explore how students can use 3D design tools to better understand x, y, and z coordinates, think spatially, and create original designs that can be printed, tested, and improved. A 3D printer will be on hand during the session so attendees can see the process in action while considering how these tools can work in real classroom settings.

These design experiences support important computer science concepts and practices found in the standards, including sequencing, abstraction, decomposition, algorithm design, and debugging. As students plan, design, test, and revise, they break larger problems into smaller parts, focus on key features, follow and refine steps, and learn from failure through iteration. They also see how digital design connects to real-world applications when they create prototypes, print robot parts, or develop STEAM design projects that solve authentic problems.

This session will share classroom examples, practical entry points, and manageable ways to bring 3D design and printing into computer science instruction. It is intended as an introduction that can be attended by anyone interested in the topic. A separate full-day deep-dive 3D printing workshop will also be available for educators who want a more hands-on experience with the tools, design process, and classroom applications. Attendance at this introductory session is not a prerequisite for participating in the full-day workshop.
Speakers
avatar for Kimberly Smith

Kimberly Smith

CS & Design Thinking/STEAM Teacher | Instructional Innovation Coach | Systems Administrator |, Saint Rapahel School
Kim Smith is a STEAM, computer science, and design thinking educator with more than 25 years of experience helping students and teachers use technology to create, design, and solve real-world problems. Her work focuses on making computer science, engineering, and STEAM learning accessible... Read More →
Monday August 3, 2026 1:00pm - 2:55pm EDT
TCNJ, BSC 104
 
Tuesday, August 4
 

10:00am EDT

Design-a-Civic Center: From Community Blueprint to Digital Build A Modular Cross-Curricular PBL Journey Through Civics, Engineering, Coding, and Community Design
Tuesday August 4, 2026 10:00am - 12:00pm EDT
What does a community need, and who gets to decide? In this hands-on, modular workshop, educators experience a full cross-curricular PBL arc anchored in the design of a community civic center. We start with a tech-free engineering and civics challenge, then layer in CAD-style design tools and coding to create a digital version, and finally explore a wide range of ways to extend the project into math, literacy, social studies, and technology based on your teaching goals and classroom context. You will leave with a replicable PBL framework, ready-to-use tools, and a cardboard civic center of your own design.

"In this highly interactive, modular workshop, educators experience a rich cross-curricular project-based learning journey anchored in a question that is as civic as it is creative: what should a community civic center include, and how do you design a space that serves everyone? The session is grounded in research-informed pedagogy drawing on constructivist learning theory, Universal Design for Learning (UDL), and the science of learning, and is structured around the principle that the most powerful learning experiences are those in which students are not just recipients of knowledge but active co-designers of their own understanding.

The workshop is built on a low-floor, high-ceiling, wide-walls framework: every entry point is accessible regardless of prior
knowledge or skill, every learner can contribute meaningfully and authentically from the start, and the ceiling for depth, creativity, and complexity is open. This is not an accident of design, it is the design. Research in learning science consistently demonstrates that tasks structured to invite agency, collaboration, and co-design produce stronger intrinsic motivation, more durable learning, and greater transfer than tasks with a single correct path or outcome.

The session is also intentionally scaffolded to build educator capacity alongside student outcomes. Each segment is structured so that participants experience the activity first as learners, then step back to examine the instructional decisions embedded in what they just did, the sequencing, the constraints, the choice points, and the ways the task was designed to be accessible to all while remaining challenging for each. This reflective, dual-lens approach is grounded in findings from professional development research suggesting that teachers who experience high-quality, learner-centered instruction firsthand are measurably more likely to implement it with confidence, consistency, and fidelity in their own classrooms.

The first forty-five minutes are intentionally tech-free. Participants engage in a fast-paced, team-based engineering and civic design challenge using simple materials to research, plan, and prototype a community civic center. Grounded in civics, the engineering design process, and spatial reasoning, this challenge asks participants to think simultaneously like community members and designers, considering who uses the space, what the community needs, and how a building's layout and features reflect values and priorities. The challenge is structured to manage cognitive load deliberately,
introducing information and constraints progressively so that learners can engage deeply at every stage without becoming overwhelmed a principle drawn directly from the Cognitive Load Theory and its applications in project-based and maker-centered learning environments. Because the task is open-ended by design, every participant, regardless of learning profile, background knowledge, or unique skill set can find a meaningful role and co-design a solution that reflects their individual strengths. Woven throughout the build are authentic connections to the wide range of careers involved in designing and running a civic space, from architects and civil engineers to city planners, accessibility specialists, and community advocates, making this a natural entry point for career awareness alongside engineering and social studies standards.

The second forty-five minutes shift into technology integration, exploring how the same civic center design challenge can be extended using CAD-style design tools and coding to create a digital version of the building. This transition from physical to digital prototyping functions as a natural cognitive scaffold, students arrive at the technology already grounded in the core concepts, which frees working memory to focus on acquiring new digital skills rather than processing new ideas from scratch. Participants are introduced to accessible, classroom-ready tools that allow students to translate their
physical prototypes into digital blueprints, connecting computational thinking, digital design, and engineering in a cohesive and meaningful learning arc. The potential for 3D printing is also explored, deepening students' understanding of iterative design and the relationship between physical making and digital fabrication in real-world professional contexts.

The third segment opens into a broad exploration of cross-curricular extension pathways, giving educators a clear and flexible framework for making this project their own. We model how the civic center PBL experience can reach into financial literacy through calculating construction costs and budgeting for community spaces, into geometry through scale, measurement, floor plan design, and area calculations, into digital literacy and communication through presentation tools like ChatterPix, Book Creator, stop motion animation, and Canva, and into persuasive writing and civic voice through the proposals and community pitches students create to justify their design choices. These extensions are not add-ons, they are natural, standards-aligned entry points that reflect the wide-walls design of the project and allow teachers to connect a deeply engaging, hands-on experience to the academic goals already living in their curriculum. The modularity of the framework ensures that a second-grade teacher and a seventh-grade social studies teacher can both find an entry point that is authentic, rigorous, and right-sized for their students.

The session closes with an open Q&A where participants can explore implementation questions, share ideas across grade levels and content areas, and think through how the framework applies to their specific teaching context. Participants will leave with ready-to-use activities, a replicable cross-curricular PBL framework, and practical strategies for facilitating student-centered, hands-on learning that is both deeply engaging and academically rigorous. Most importantly, they will leave with the confidence that meaningful, community-connected learning does not require a perfectly equipped makerspace, it requires a good question, a sense of civic purpose, and the belief that every student, regardless of background, ability, or experience has something.
Speakers
avatar for Dr. Marci Klein

Dr. Marci Klein

Curriculum and Product Designer, 3DuxDesign
Marci Klein, M.D. is a clinical and academic pediatrician with over 25 years of experience in early childhood development, education, and social-emotional health. She transitioned into education to create more engaging, deeper, and authentic learning experiences that support all learners... Read More →
avatar for Kimberly Smith

Kimberly Smith

CS & Design Thinking/STEAM Teacher | Instructional Innovation Coach | Systems Administrator |, Saint Rapahel School
Kim Smith is a STEAM, computer science, and design thinking educator with more than 25 years of experience helping students and teachers use technology to create, design, and solve real-world problems. Her work focuses on making computer science, engineering, and STEAM learning accessible... Read More →
Sponsors
Tuesday August 4, 2026 10:00am - 12:00pm EDT
Virtual
 
Wednesday, August 5
 

8:00am EDT

The XYZ of 3D: From Virtual to Reality, A Deep Dive into CAD Design and 3D Printing
LIMITED
Limited Capacity seats available
In this full-day, hands-on workshop, educators will explore the complete journey from virtual design to physical creation through CAD design and 3D printing. Participants will design their own 3D models, prepare them for printing, and print hands-on during the session. They will also be introduced to coding in 3D and AI-assisted 3D object generation as emerging pathways for creativity, computational thinking, and design. With multiple 3D printers on hand, educators will experience the full workflow from idea to object and leave with practical skills, sample project ideas, and greater confidence using 3D design and printing in their teaching.
Speakers
avatar for Kimberly Smith

Kimberly Smith

CS & Design Thinking/STEAM Teacher | Instructional Innovation Coach | Systems Administrator |, Saint Rapahel School
Kim Smith is a STEAM, computer science, and design thinking educator with more than 25 years of experience helping students and teachers use technology to create, design, and solve real-world problems. Her work focuses on making computer science, engineering, and STEAM learning accessible... Read More →
Wednesday August 5, 2026 8:00am - 3:00pm EDT
TCNJ, Education Building Room 204 Education Building, Metzger Drive, The College of New Jersey, Ewing Township, NJ, USA
 
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