The need for 3D modelling in education.

Anusha Ramakrishnan
The EdTech World
3 min readJun 5, 2019

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The Edtech market has been experiencing rapid growth in the past few years. It is estimated that more than $5 trillion is spent globally each year on students in primary, secondary and corporate learning. There is a growing need for using innovative new technologies in classrooms to make education inspiring and engaging.

3D modelling and 3D design, the terms that have been usually associated with gamers and engineers, have now increasingly found their way into classrooms. Edtech, being one of the main markets for 3D printers, opened up a new opportunity to learn 3D modelling as part of the regular school curriculum. Children now have a new way to channel their imagination and creativity to create new objects from scratch. These set of tools have inspired new lesson plans among teachers while stoking curiosity alike among the young and the not-so-young learners.

By definition, 3D modelling is the process of creating a 3D representation of any surface or object by manipulating polygons, edges, and vertices in simulated 3D space. In a world where our eyes have evolved to see in 2D, while our brain creates a 2D+depth model of the visual field, it makes it a welcome progression to learn 3D modelling at a young age. It would be interesting to see how young brains wired early with the use of 3D modelling grow up to view the world around them.

Prominent scientific research indicates a direct correlation to strong spatial thinking for a better understanding of three-dimensional objects. A criterion that is important in STEAM learning. Introducing these complex concepts at an early age helps in building important connections in the brain. For example, studies show that playing Tetris has to lead to substantial improvements in spatial thinking which have resulted in developing better 3D models from 2D drawings. This discovery has to lead us to believe that spatial thinking can be taught and improved through practice.

There is a growing list of educational institutions around the world, that have included 3D modelling and design into their curriculum. Let’s take a look at some of the unique apps disrupting the traditional classroom teaching method.

Shapes 3D geometry

How many corners does a Frustum have? What is a Torus? Questions such as these are easily answered when children view them from a 3D modelling perspective. Shapes 3D geometry, developed by Polish software company Setapp, is a fantastic tool that assists teachers in explaining abstract problems in 3D geometry and helps them spark curiosity in the classroom by creating engaging math moments.

GeoGebra

The very popular math and geometry 3D tool that is known for providing a dynamic mathematics software, supporting science, technology, engineering and mathematics (STEM) education and innovations in teaching and learning worldwide.

Visible body

Showing a cross-section of the heart to start an engaging discussion about the valve function is made possible by Visible Body’s richly detailed 3D anatomical models. Their apps include tools for learning about anatomy, microanatomy, physiological processes, and pathologies.

Grib

The world’s first 3D software for Augmented Reality transform designs from 2D to 3D with a tap on the phone/tablet. This app removes the steep learning curve involved in learning 3D modelling while supporting the user to express their creativity without any boundaries.

There is no doubt that 3D modelling can be an engaging tool, that is inclusive of all the students including the more reluctant learners in the class. However, it does more than that though, it helps in increasing curiosity, inspiring future innovators, bringing back art, and paving the way to create responsible digital citizens.

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Anusha Ramakrishnan
The EdTech World

Marketing and communications manager at Grib — the world’s first 3D software for AR.