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Arts and Crafts Education
A 3D -design tool equipment and course provider.

3Doodler EDU provides a classroom kit with 3Doodler 3D drawing pens, plastics and all related equipment. 3Doodler has plenty of instructional lesson plans and ideas which can be used in the classroom for various subjects related to STEM, art and design.

3Doodler provides two classroom kits, for students who are 14 years or older and for students aged 6 to 13. It is also possible to order a custom package with preferred components.

Age groups 
Middle school
High School
Tertiary Education
One time purchase
Non-digital product
Not required
Offline play 
Playable offline
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

The solution provides good demonstrations and users are active creators when using 3Doodler.
Users practice creative thinking and computational thinking that can both be linked easily. From the lesson materials, it is easy to find suitable lessons for all skill levels.
The solution allows users to choose what to do, which enhances the feeling of autonomy. The lesson materials provide goals for creation.
The product can be used independently, while the lesson plans guide students towards collaboration and peer learning.

The following are the high educational quality aspects in this product.

The 3Doodler tool can be learned easily with easy-to-use controls. Mastering the use is a craft skill that requires practice.
The lesson plan tasks start with the student's familiar experiences from the real world.
3Doodler is an optimal tool for creative thinking and self-expression in classrooms, as it provides good demonstrations and community-based motivational materials.
3Doodler provides infinite learning outcomes varying from arts to STEM education.
A comprehensive set of lesson plans supports teachers in finding suitable activities and hosting cross-disciplinary learning projects.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Encouraging to persistent pictorial work alone and together with others.
Encouraging to take the cultural diversity and sustainable development into account in the visual expressions.
Guiding the student to perceive and master a whole handicraft process and its documentation.
Guiding to design and manufacture alone or together a handicraft products, relying on their own aesthetic and technical solutions.
Guiding to interactively evaluate, analyse, and appreciate own and others whole handicraft process.
Inspiring student to experiment with different materials and techniques as well as practicing pictorial expression.
Inspiring to create pictures based on examination of own living environment, different times and different cultures.
Inspiring to critically assess people's consumption and production practices.
Inspiring to express observations and ideas differently by means of pictorial production.
Practicing to develop models (i.e., diagram, drawing, physical replica, diorama, dramatization, or storyboard) that represent concrete events or design solutions related with Interdependent Relationships in Ecosystems.
Strengthening the interest in handicrafts and inspiring inventive, experimental and local craftsmanship.
Understand that structures can be designed to serve particular functions by taking into account properties of different materials, and how materials can be shaped and used.
Define a simple design problem that can be solved through the development of an object, tool, process, or system and includes several criteria for success and constraints on materials, time, or cost.
Test two different models of the same proposed object, tool, or process to determine which better meets criteria for success.
Use a model to test cause and effect relationships or interactions concerning the functioning of a natural or designed system.
Design, evaluate, and/or refine a solution to a complex real-world problem, based on scientific knowledge, student-generated sources of evidence, prioritized criteria, and tradeoff considerations.
Evaluate competing design solutions based on jointly developed and agreed-upon design criteria.
Undertake a design project, engaging in the design cycle, to construct and/or implement a solution that meets specific design criteria and constraints.
Use digital tools and/or mathematical concepts and arguments to test and compare proposed solutions to an engineering design problem.
Encouraging to observe art, the environment and visual culture through multisensory activities and creating own pieces.

Soft skills learning goals

Connecting subjects learned at school to skills needed at worklife
Encouraging students to be innovative and express new ideas
Using technology as a part of explorative and creative process
Practicing creative thinking
Learning to plan and organize work processes
Practicing to use arts as a way to express
Practicing logical reasoning to understand and interpret information in different forms
Developing problem solving skills
Practicing to plan and execute studies, make observations and measurements
Practicing to notice causal connections
Practicing to work with others
Building common knowledge of technological solutions and their meaning in everyday life
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Practicing fine motor skills
Practising to understand visual concepts and shapes and observe their qualities
Encouraging the growth of positive self-image
Practicing to evaluate one's own learning
Practicing to use imagination and to be innovative

Kokoa Certificate

Kokoa Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected teachers with a master's degree in education.

More about the evaluation