MakerBot, a Stratasys company, has released its second annual report on Trends in 3D Printing and STEAM Education, revealing how respondents leveraged 3D printing to amplify student engagement and collaboration in remote and virtual learning environments. Based on over 1,000 responses from education professionals around the world, the report also highlights some of the key factors that are leading to the increased use of 3D printing for lessons, coursework, and research projects, the company says.
Key findings from the report showed that while many schools were closed over the past year, respondents were still able to use 3D printing to support their lessons and drive student participation. Virtual learning has been a challenge for respondents, with many citing low student engagement (48%) as an obstacle.
To increase involvement, respondents added extra layers of complexity to their teachings to boost creative thinking and encourage student collaboration. A total of 57% of respondents used 3D printing for student-designed prototypes for problem-based learning projects, while 36% used 3D-printed parts related to specific lessons plans to increase student engagement. But not all remote experiences were equivalent—40% of respondents cited that their students were unable to practice their learnings due to the lack of access to equipment.
“For years, we have seen the power of 3D printing used to elevate student learning and development in the classroom. As schools look to bridge the skills gap in today’s workforce, building students’ critical thinking and creative problem-solving skills will be increasingly important,” said Nadav Goshen, CEO, MakerBot. “Over the past year, educators took 3D printing one step further, extending its capabilities to support remote education to keep students challenged, collaborative, and–most importantly–engaged.”
Additional key findings from the Trends in 3D Printing and STEAM Education report include:
“3D printing is a powerful and versatile learning tool that educators can use to create active learning experiences for students. With out-of-the-box, creative thinking, educators can leverage the technology to amplify their lessons to teach students in an exciting and impactful way,” added Goshen.

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