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NUBRA EDUCATION AND RESEARCH PRIVATE LIMITED

NUBRA EDUCATION AND RESEARCH PRIVATE LIMITEDNUBRA EDUCATION AND RESEARCH PRIVATE LIMITEDNUBRA EDUCATION AND RESEARCH PRIVATE LIMITED
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Discover the Power of CREATIVE SKILL

Foundational & Creative Exploration

Focus: Early exposure to 3D printing through fun, creative projects and design thinking. At this stage, the curriculum emphasizes basic concepts, hands-on making, and vocational-style activities that spark imagination. Students learn how virtual designs become physical objects and gain confidence as makers. The goal is to nurture creativity, spatial reasoning, and problem-solving in a playful environment. Short, engaging sessions keep young learners motivated while they build foundational skills. 



Curriculum Modules

Curriculum Modules

Curriculum Modules

 

  • Introduction to 3D Printing: Basic principles of how a 3D printer works (parts of the machine, safety rules, simple maintenance) and understanding the layer-by-layer building process. Includes a demo of printing a simple object (e.g. a small toy) so students can see the process from start to finish.


  • 3D Design Basics: Introduction to Computer-Aided Design (CAD) at an age-appropriate level. Students learn to create simple 3D models using beginner-friendly software. They explore 3D shapes, size and scale, and practice modifying ready-made models. Modules might include designing basic items like keychains, nameplates, or simple characters, reinforcing spatial awareness and digital modeling skills.


  • Design Thinking & Ideation: A module focused on creative problem-solving. Using a design thinking approach, students brainstorm solutions to playful challenges (e.g., design a tool to help a fictional character). They sketch ideas, turn them into 3D models, and iterate on their designs. This fosters early design-thinking habits and shows that mistakes and improvements are part of the process.


  • Project: Make & Take Creations: Students apply their skills in a guided project to create something tangible. For example, a module might guide them to design and print a personalized puzzle piece or a simple model vehicle. Through these projects, they learn by doing – adjusting designs to print correctly and seeing how digital plans become real objects. Each project reinforces concepts of measurement, geometry, and creativity.


  •  Vocational Inspiration Activities: Short explorations that show how 3D printing relates to real jobs and crafts. This can include mini “shop class” activities like molding clay prototypes or using a 3D printing pen for freehand creations, connecting digital design with tactile making. Students might also tour online galleries (like Thingiverse) to see examples of what people create with 3D printers, planting seeds of interest in various fields (art, engineering, fashion, etc.). One extended activity could be creating a simple product line – for instance, designing a set of custom keychains or toys – to simulate a mini “business.” (Indeed, some middle-school programs have students create a small product line for a pretend souvenir shop, introducing basic entrepreneurship in a fun way).
     

Tools & Software

Curriculum Modules

Curriculum Modules

 

  • 3D Modeling Software: Beginner-friendly, visual CAD tools are used. Common choices include Tinkercad (a drag-and-drop 3D design tool) for its simplicity. It allows students to build or mash up models with an easy learning curve. For younger ages, block-based or toy-like 3D apps (such as Makers Empire’s block or character editors) may be introduced to encourage playfulness.


  • 3D Printers: Sturdy, entry-level FDM (filament) printers enclosed for safety are ideal. For example, a Creality Ender 3 or Prusa Mini with a PLA filament is often used in classrooms. These printers are affordable and relatively easy to maintain. Print jobs are supervised by instructors, but students participate in preparing and launching prints (taping the bed, loading filament, etc.).


  • Ancillary Tools: Simple tools like 3D printing pens (for freehand drawing in plastic) and craft materials (cardboard, clay) are used to teach concepts of prototyping and structure. Kids might sketch an idea in clay or Lego before attempting it in software. They also learn to use online model libraries (e.g. searching Thingiverse) to download and remix designs. Instructors introduce a slicer software (in basic terms) to show how a model is “translated” into printer instructions, but this is usually done behind the scenes at this level.


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Skills Developed

Skills Developed

Skills Developed

 

  • Creative Design & Spatial Thinking: Students develop the ability to visualize objects in three dimensions and manipulate shapes. By building models on screen and seeing them printed, they improve spatial reasoning and geometry understanding. They also unleash creativity – designing imaginative creatures or gadgets – which keeps them engaged and proud of their work. 

  

  • Problem-Solving & Iteration: Through design challenges, learners practice solving open-ended problems with 3D-printed solutions. They experience a design cycle: brainstorm → design → print → evaluate → refine. For example, if a printed object doesn’t fit together or is unbalanced, students discuss how to fix it and try again. This iterative mindset and resilience are key 21st-century skills. 


  • Basic Technical Skills: Participants gain introductory tech know-how, from navigating CAD software to operating a printer with guidance. They learn terminology like filament, nozzle, raft, and understand printer safety (e.g. never touch a hot nozzle). By using simple measurement tools and grids in modeling software, they apply math in a tangible way.


  • Collaboration & Communication: Many activities involve working in pairs or teams – for instance, co-designing parts of a simple model city or collectively brainstorming a solution. Students learn to share ideas, divide tasks, and communicate what their model is and why it’s useful or fun. Explaining their projects to peers or parents (in a “show and tell”) builds confidence. This age group often benefits from a sense of audience, motivating them when they know they’ll present their printed creations  
     

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Sample Projects

Skills Developed

Skills Developed

  

  • “Mission to Mars” Design Challenge: Students learn about space travel and then design a useful gadget or toy for astronauts on Mars. For example, a team might create a 3D-printed mini rover or a Martian keychain. This project blends STEM learning with creative storytelling. It teaches them to design with a purpose and imagine real-world contexts for their ideas.


  • Personalized Name Keychain: A simple project where each student designs a keychain or backpack tag with their name or a nickname. They learn to use text and basic shapes in CAD, then print the keychains for personal use. This project is a fun keepsake and introduces foundational skills like adding/removing material and working with printers’ size constraints.


  • Miniature Garden or City: The class collaborates to 3D print elements of a miniature city or garden. Some students create trees, others buildings or vehicles. In one example, a “Liveable City” lesson had students design elements a city needs (buildings, parks) and assemble them into a model city. This not only reinforces modeling skills but also systems thinking (how pieces come together).


  • Toy or Figurine Remix: Using existing models from a repository, students pick a simple toy (like a boat, animal, or hero figure) and learn to modify it – e.g. add wheels, change the shape, or combine two models into one. They then print their unique remixed toy. This teaches respect for open-source designs and how 3D printing enables customizing objects for personal expression.


  • Vocational “Maker” Task: An optional advanced project for older kids in this bracket is simulating a tiny business. For example, students could design a product line for a pretend shop. Inspired by a middle-school module, they might 3D print keychains, badges, or simple jewelry in batches. They create a store name and “package” their items. This light introduction plants entrepreneurial seeds, showing that making things can lead to selling or gifting them. 


Workshop Frequency & Duration

 For this age group, consistency and hands-on time are key. 


Weekly sessions of about 1–2 hours work well during the school year, allowing kids to build skills gradually while staying enthusiastic. For example, an after-school club might meet once a week for a semester, covering one module or project per week. Some programs opt for a camp format, where students attend daily sessions over a week or two. A real-world example is a summer tech camp that runs Monday–Friday, 10am–3pm for one week – an immersive experience in which kids complete several projects. In either format, keeping sessions short and activity-based (with breaks and variety) helps maintain focus for 8–15 year-olds. The curriculum can be broken into multi-week units (e.g. a 4-week unit on design basics, 4 weeks on a collaborative project, etc.), with each session building on the last. 


Recommended pace: one major project per month, with multiple shorter exercises in between. This gives time for reflection and iteration without overwhelming the students. Ultimately, flexibility is important – younger students (8–10) may need shorter, more frequent meetings (e.g. twice a week for 45 minutes), whereas older middle-schoolers can handle longer weekly workshops. 

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Optional Certifications & Pathways

 At this foundational stage, formal certification isn’t a priority, but recognition and clear pathways can motivate students. Many training centers offer certificates of completion or badges for each module finished, giving kids a sense of accomplishment. For example, the PrintLab education platform provides digital badge certifications for students, where they complete mini-courses in Tinkercad or Fusion 360 and take a quiz to earn a badge. Such micro-credentials (displayable on a website or certificate) reward their new skills in 3D CAD and printing. Apart from in-house certificates, the experience at this level prepares interested students to pursue further STEM programs. 


Pathways forward could include joining a school robotics team, a “maker” summer camp, or advancing into the 15+ program. Parents and educators are encouraged to showcase student work in school exhibitions or maker fairs. This not only celebrates the child’s achievement but also connects them to a broader community of young makers. By the end of the 8–15 curriculum, students should feel confident and curious – ready to dive deeper into technical skills or simply carry their design-thinking mindset into other subjects. 

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