Project Reuse

Students create an intervention that encourages the reuse of a product that would typically be thrown away after a single use - available to subscribers of The PrintLab Classroom

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Project Overview

In this lesson, students create an intervention that encourages the reuse of a product that would typically be thrown away after a single use. The project begins with a presentation, which highlights the problems with our current linear economy. Students are then introduced to a new way of thinking (The Circular Economy) and work in teams to define the problems with unnecessary waste at their school. Through an inquiry-based design process, they create a 3D printed intervention and test its functionality in a chosen location within their school. The final part of the project involves students developing proposals to manufacturers, suggesting ways they could redesign products for a circular economy.

Curriculum Details

The lesson can be incorporated into the study of maths, design technology, and computing. The material can be adapted for ages 10-16. The curriculum is aligned to ISTE, NGSS, CCSS and UK National Curriculum standards. A comprehensive list of standards met is included in the lesson platform.

Included Resources:

  • Class presentation (Google Docs and PDF)

  • Example intervention model (STL)

  • Video design tutorials in Tinkercad and Fusion 360 (hosted on PrintLab's student portal)

        • Explainer and case study videos (hosted on PrintLab's student portal)

        • Design workbook Google Docs and PDF)

        • Assessment rubric (Google Docs and PDF)

                    Self-Paced Learning Option

                    PrintLab's student portal is home to the online learning resources required for each of PrintLab’s lesson plans (CAD tutorial videos, explainer videos etc), but it is also structured in such a way that gives users the option to work through each project online in a self-paced manner without a teacher/instructor. The perfect solution for distance learning, 3D printing clubs, passion projects or self-paced learning at libraries and makerspaces.

                    Inspire the Next Generation.