Algorithm Art Workshop
£300.00 ex. VAT
3D printing in art
After learning how 3D printing is used for art and sculpture, students design, code and 3D print mathematical mandalas, then construct a 3D printed mobile sculpture.
This cross-curricular workshop combines Computing, Art, Design Technology and Maths at KS2 and is suitable for Year 5 or Year 6 students. At the end of the workshop, each student will have made a mobile sculpture from their 3D printed mandalas.


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Download our guide here- Overview
- Learning Outcomes
- Curriculum Links
- Testimonials
Overview
3D printing in art
After learning how 3D printing is used for art and sculpture, students design, code and 3D print mathematical mandalas, then construct a 3D printed mobile sculpture.
This cross-curricular workshop combines Computing, Art, Design Technology and Maths at KS1 and KS2 and is suitable for Year 5 or Year 6 students. At the end of the workshop, each student will have made a mobile sculpture from their 3D printed mandalas.
Each workshop provides:
- a complete project around a topic
- resources fully mapped to the relevant curriculum areas
- copy of all the workshop resources, enabling them to run the workshop with other groups of students in the future, potentially taking advantage of the FREE CREATE Education 3D printer loan scheme
During the workshop’s students will:
- learn how 3D printers work
- discover some of the applications of 3D printing
- design and create their own 3D model
All workshops:
- run for half a day*
- with a maximum of 30 students
- 2½ – 3hrs to work around individual school day timings
From £300 for a half day workshop (dependent upon location of school)
Learning Outcomes
Planned Learning Experiences
In this workshop students will:
- Learn how 3D printers work and how they can produce 3D object.
- Understand the 3-stage 3D printing process (model-slice-print).
- Use blocks programming software (Beetleblocks) to write simple programmes contain repeat loops to create mathematical shapes.
- Program a mathematic mandala design.
- See how a 3D model file is prepared for 3D printing using slicing software.
- Assemble their 3D printed mandalas into a collaborative mobile sculpture (post workshop).
- Complete a workshop evaluation.
Learning Outcomes
- Mandala code including examples of sequence and repetition.
- Mandala code demonstrating knowledge of angular rotation and calculation of position and angles within different shapes.
- A 3D printed mandala.
- A 3D mobile sculpture produced as a group containing examples of each student’s work.
- Project evaluation.
Key concepts and terminology
- Additive manufacturing
- 3D modelling
- Slicing
- 3D printing
- CAD (computer aided design)
- CAM (computer aided manufacturing)
- Algorithms
- Sequence
- Repetition
- Loops
- Machine Code
Curriculum Links
KS2 Computing POS
- To apply information technology, including new or unfamiliar technologies.
- To design, write and debug programs that accomplish specific goals, including controlling physical systems.
- To use sequence and repetition in programs.
- To work with various forms of output.
- To use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
- To use and combine a variety of software on a range of digital devices to design and create a range of programs and content.
KS2 Art POS
- To develop their techniques, including their control and their use of materials, with creativity, experimentation and an increasing awareness of different kinds of art, craft and design.
- To improve their mastery of art and design techniques, including sculpture with a range of materials.
KS2 Design Technology POS
- To develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
- To build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users.
- To generate, develop, model and communicate their ideas through computer-aided design.
- To use a wider range of tools and equipment to perform practical tasks [for example, shaping], accurately.
- To evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
- To apply their understanding of computing to program their products.
KS2 Yr5 Maths POS
- To multiply and divide numbers mentally drawing upon known facts.
- To solve problems involving multiplication and division.
- To know angles are measured in degrees.
- To identify angles at a point and one whole turn (total 360°)
- To identify angles at a point on a straight line and ½ a turn (total 180°)
KS2 Yr6 Maths POS
- To draw 2-D shapes using given dimensions and angles.
- To recognise angles where they meet at a point or are on a straight line.
Testimonials
“Excellent company – great ethos and work ethic. CREATE is always looking for new ways of delivering inspiring workshops to children across the UK. Their commitment to STEM/STEAM is second to none and they are always happy to help and support”
“This project is fantastic. We were taken through the basics of 3D printing, eventually producing a wheel. The variations that anyone can make with the Ultimaker printer is endless and lets the child’s mind create. A great opening into the world engineering that this country needs for the future. I recommend this project to any school.”
“An excellent day from The CREATE Education Project. supporting both students and teaching staff to bring to life the new opportunities in 3D printing. Encouraging innovation, creativity, problem solving, teamwork and making Engineering more accessible to both boys and girls.”