Additional key findings from the Trends in 3D Printing and STEAM Education report include:
Authentic learning experiences are becoming a popular new teaching method. Design-based learning (57%), integrated learning (51%), and collaborative learning (49%) were identified as the top teaching methods among respondents. Only 42% of respondents stated that they still use traditional learning settings with students.
Teaching STEAM subjects requires resources that schools may not have. Budget constraints (56%), insufficient equipment (45%), and lack of technical training (39%) were cited as the top challenges to teaching STEAM subjects.
3D printing is widely used to develop practical skills that can be used beyond the classroom. Respondents cited developing problem-solving skills (63%), skill sets for future careers (63%), and creative thinking skills (63%) as their top reasons for 3D printing adoption.
Educators want more than just a 3D printer. They want a full 3D printing ecosystem. 82% of respondents cited 3D printing resources (i.e., lesson plans, training programs, etc.) as important factors when choosing a 3D printer.
Costs, reliability, and ease-of-use play important roles in decision-making. 95% of respondents rated reliability as an important benefit, while 90% said ease-of-use was important and 89% said costs were important.