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Found on Alyssia Hampson's Padlet. A great resource that breaks down T-Pack for educators and how it relates in a classrooms

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The UDL Guidelines are a tool used in the implementation of Universal Design for Learning, a framework to improve and optimize teaching and learning for all people based on scientific insights into how humans learn. Learn more about the Universal Design for Learning framework from CAST. The UDL Guidelines can be used by educators, curriculum developers, researchers, parents, and anyone else who wants to implement the UDL framework in a learning environment. These guidelines offer a set of concrete suggestions that can be applied to any discipline or domain to ensure that all learners can access and participate in meaningful, challenging learning opportunities.

Reenvisioning the UDL Guidelines

Because the UDL Guidelines are meant to be informed by feedback from the field as well as new research, they have been updated several times in the past. We are in the process of updating the Guidelines once again in our UDL Rising to Equity initiative.

This update will focus specifically on addressing systemic barriers that result in inequitable learning opportunities and outcomes. CAST aims to develop a transparent, inclusive, and community-driven process. If you are interested in collaborating and staying updated on our progress, we invite you to complete a brief survey.

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The UDL Guidelines are a tool used in the implementation of Universal Design for Learning, a framework to improve and optimize teaching and learning for all people based on scientific insights into how humans learn. Learn more about the Universal Design for Learning framework from CAST. The UDL Guidelines can be used by educators, curriculum developers, researchers, parents, and anyone else who wants to implement the UDL framework in a learning environment. These guidelines offer a set of concrete suggestions that can be applied to any discipline or domain to ensure that all learners can access and participate in meaningful, challenging learning opportunities.

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A bank of resources shared between educators in the ITD space

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Sign in with your username and password
Warning
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Your use of the network (including internet and email) is logged, may be monitored, and where potentially unlawful conduct is detected, referred to law enforcement agencies.

Students - please refer to the Student Code of Conduct for your obligations and the consequences of non-compliance, or ask your teacher for more information.

Staff - you must comply with the Code of Conduct, Standard of Practice and department policies and procedures. You must not access systems or use information if you are not authorised to do so. You must not access records for personal interest. Unauthorised access and misuse of information may result in you being charged with an offence, e.g. under section 408E of the Criminal Code (Qld), and disciplinary and professional consequences (such as loss of employment and cancellation of registration).

Click 'I agree' if you understand the above and to access the network.

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Collected from Taylor Bile's Padlet. This is a great resource for students to make quick design sketches, annotations and log ideas.

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Sketchbook - For everyone who loves to draw

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SketchBook is sketching, painting, and illustration software for all platforms and devices. With professional-grade drawing tools in a beautiful interface, Sketchbook is easy to use for anyone who wants to explore and express their ideas.

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Found on Jasmine Barton's Padlet. This resource is amazing and could be used for several different units as it is so interchangeable.

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College & Career Ready Labs │ Paxton Patterson

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The Engineering Design Process - Simplified

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Use the Scientist paragraph style to write your evaluation OR choose your own choice, but if you do, let your teacher know which you chose

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The base piece modelled file.

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Sign in to Onshape, the #1 fastest growing CAD system in the world with over 4 million users.

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This is the minimum requirement for your game. If you aren't confident in modelling something more advanced, this is where you need to start.

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Useful link to using our Flashforge Adventurer 5 printers and the Flashprint slicing software

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This guide helps you understand basic FlashPrint 5 operations for quickly slicing your first 3D print model.

FlashPrint 5 is a slicing software self-developed by Flashforge, featuring ease of use, smooth operation, and compatibility with all Flashforge FDM printer types and default slicing settings.

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This guide helps you understand basic FlashPrint 5 operations for quickly slicing your first 3D print model. FlashPrint 5 is a slicing software self-developed by Flashforge, featuring ease of use, smooth operation, and compatibility with all Flashforge FDM printer types and default slicing settings.

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Links to free resources from DATTA QLD

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Design And Technology Teacher Association QLD

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Teaching Resources - Design And Technology Teacher Association QLD

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This page has some FREE resources. These resources have been uploaded to DATTA Qld (Inc) with permission to use or the resource ... Read MoreTeaching Resources

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Technologies General Capabilities - ACARA

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Technologies General Capabilities - ACARA

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An overview of the curriculum area

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Prepared template for the design folio. Download it, edit to suit your needs or create your own.

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Professional development opportunities

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Sign In - Department of Education Queensland

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Sign in page for the Department of Education, Queensland

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Basic template for peer feedback. Edit to suit your needs, design criteria and the elements of the game you wish to receive feedback on.

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Colorful Geometric Shape Customer Survey Form

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Once you have your game piece/s modelled. Share them with a peer or multiple peers in Onshape. Your peer/s will make a copy of your design and slightly change a piece. This will be the piece they use when they play with you. Your peer will also share their own modelled piece with you for you to edit.

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Ways to use inspiration from things your like. How to steal like an artist - a way to get over mental blanks or writer's block

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Steal Like An Artist: Austin Kleon at TEDxKC

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Check how safe your are in the digital world and if you can improve?

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eSafety acknowledges all First Nations people for their continuing care of everything Country encompasses - land, waters and community. We pay our respects to First Nations people, and to Elders past, present and future.

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Posters for classroom

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Ideas Ideas Ideas

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How to Write a RULEBOOK - Designing a New Board Game

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We will do this in class but if you miss the lesson, here is how to make a prototype of what you will 3D model and print.

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A useful resource

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After testing your game in the tournament, make any last minute changes if you need to

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A quick, slightly outdated but still relevant video to understand the process. Please note, we use some different terms but the concept is still the same.

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Feeling overwhelmed by design? Watch this to get a simple breakdown

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A useful brainstorming technique for design

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Possible inspiration or insight for designing your game pieces

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Anyone can successfully learn how to use Onshape. It's all a question of finding the right project for you. Let me show you mine.
The design process.
The Initial Inspiration to Learn How to Use Onshape

When I joined Onshape, a PTC Technology, this past year as a software developer (more on this at the end), I wanted to improve my modeling skills using this great new tool, but I needed something I was passionate about. What could that be? Going back a couple more years, when I was learning ReactJS, I made an interactive website, "Chess Puzzles."

This was such a rewarding experience, I thought about creating some new graphics to make a 3D version of chess puzzles. What better way to update my modeling skills than to work on a chess set?
Where it all started - I blame "The Queen's Gambit".
Key Onshape Features I Used

Think that chess sets are just revolved sketches - basically taking a few curves through a virtual pottery wheel? They could be, but why settle for that? In building this chess set, I wanted more than the bare minimum, and I used:

Offset and thicken surfaces: The horse's mane in the knight? Offset face on the neck and thicken!

Draft angles: Instead of cutting material away after creating it, consider tapering it from the start.

I bought a nice tournament-size Staunton-style chess set recently.

I liked its style enough that I wanted to build it myself, and I made a few design choices early on to help me along the way.

Photo Credit: HouseOfStaunton.com catalog
Design Choices

Consistent, reusable design elements instead of exact geometry clones

I decided to take occasional measurements of the chess pieces with a tape measure, but I wasn't going to buy a set of calipers or scan the pieces. I knew that because of manufacturing artifacts and my own lack of skill in taking measurements, I'd end up with a handful of inconsistent values that didn't even add up to the overall size of a piece.

I also didn't want to "trace" the sketches. I broke this rule in one place as you'll see later, but in general, if I'm not going to make design choices and actually model things, I might as well laser-scan the parts, import the point clouds as triangles, and call it a day, right?

So, I took a few key measurements and created some chess piece bases - sized small (Pawn), medium (Bishop, Rook, and Knight), large (Queen), and extra-large (King). This was a great time to use sketch dimension configurations to keep the design consistent and manageable if I wanted to change it later.
You can see the various sizes I configured for the piece bases. These configurations are then used as derived part bases for the final piece designs. I made black and white configurations as well just so I could tell the pieces apart when setting up game positions as well. Note that I possibly could have used a configuration variable for "Black" and "White" to avoid some of the duplications in the rows above. The "simplified" configurations were for my WebGL chess puzzles site.
Simple geometric building blocks

From the start, I also wanted to aim for using lines and arcs as much as possible and use splines sparingly. I did this because what I wanted more than an impressive, complex curve was something that was consistent across design elements. If I had a spline used in one piece, and I wanted that design element in another piece but modified or scaled a bit, it would be difficult to maintain consistency as well as tangency.

Avoiding sharp edges
The two arcs with different radii that meet at a tangent point (see the orange highlighted point) are one of my favorite features in the whole project. While there are some tasks that call for a spline, I find that too many fancy curves are distracting, and a complex arrangement of simpler entities gives a more pleasing result.
Unless you're modeling a razor blade, few edges will be truly sharp. Almost every edge in even a relatively boxy object will be slightly rounded or chamfered (either intentionally or because of manufacturing limitations), and it's worth modeling that. Who knows if you'll be looking at a model close-up? You'll want those edges to seem realistic at any scale, right?

This is a habit that has served me well for years. There's a texture in Onshape Render Studio that can help simulate rounded edges, but I like to model them myself when possible and use that alongside the Render Studio textures.

Natural, intuitive features

I alluded to this before, but I wanted to create something beautiful that had very few cheats or hacks. Another thing I decided is if there were certain features I couldn't model easily and naturally, I'd simplify them. I'd rather go simpler rather than rely on endless Boolean operations or complex lofts I couldn't properly tweak, resulting in a weird melted blob look. I admit that the knight has a few curves that I drew with help from a photograph.
It's hard to know where to stop when adding edge details, but all the chamfers here make the model stand out and feel real and solid, not like a video game graphic.
Still, I knew that my best shot for building something that didn't look like a tacky imitation of what a wood-carving master would make was to go more abstract. So, I used many extrudes with draft angles and many fillets and chamfers to get a design that actually made sense to me, seemed intuitive and graceful, and wasn't just a trace, scan, or melted blob.

A Knight's Tale

I begin here with a base (size medium) and a very simple symmetrical extrude. It looks like a cookie-cutter shape. Pretty basic, but a great start.

Here, I use a full-round fillet to make the chest of the horse. Already, the evidence that I started with such a simple extrusion is disappearing.

Adding in some torso or shoulder width was initially challenging - but I found that a simple cylindrical extrude with a draft angle to make a cone shape was a reasonable way to add width and bulk.

The secret to a good chess knight? Nostrils. The secret to good nostrils? Nostril fillets.

Here's the final design. The number of fillets and chamfers scroll off the screen - I could probably organize them with folders. The knight isn't nearly as fancy as a 19th-century wood carving, but it's a design that I like and feel like I own and could adjust without breaking.

Focus on assemblies

You could make a chessboard out of a single planar surface with a stock checkerboard texture. However, a nice chessboard is actually a complex assembly.

Each square is a separate tile. There are tiny gaps between the tiles. The tiles probably rest on some sort of platform. There's a frame around them binding them in place, and probably a larger supporting base. To achieve the kind of beauty and inspiration I was shooting for, I wanted to make the board out of individual pieces mated together. Plus, individual pieces are much easier to select and manage when coloring and texturing later on.

It's also easier to make and adjust seams and gaps between pieces that would fit together in real life. In the chess clock assembly, I didn't want a perfect box that had no way to be taken apart, so I built the top, bottom, front and back separately and mated them with small gaps between them - just like you'd see in real life.

Big Challenges

Light and dark squares

The board was harder to make than it looks. As I mentioned earlier, I wanted each square to be a separate solid body. However, there are 64 squares.

Do I really want to mate each one to each other and to a frame? I tried a variety of approaches, and another problem I discovered was that I needed an easy way to select all light squares and dark squares at once for texturing, especially since I couldn't decide on a texture right away.

The solution? I designed a multi-body part with a linear sketch pattern for all the light and all the dark squares and converted each one into a composite part. Then, I just had two interlocking units of bodies to mate into a frame, and I can select all the light or dark squares as one unit.
These tiny seams might seem silly, but they're the difference between something that is real or could be real and a toy.
Mating pieces onto the board and table

With 32 pieces, 64 squares, and a table, there are a lot of places to put the chess pieces. After placing them by hand, I quickly became frustrated - it was way too easy to place them off-centered and below the surface of the board, piercing it in an awkward, ugly collision.

I came up with several strategies. First, I added a centered circle to each square in my chess square sketches (via a sketch pattern). I then used these circles to do a split face feature. The result is that I can then make a cylindrical mate to each square easily - all perfectly centered. Putting everything flat on the board was harder - that just required a large number of planar mates.

One thing that did help was to place related pieces into subassemblies (like white captured pieces or black captured pieces) so that I could turn them on or off to make sorting them out easier.
I am so glad I discovered composite parts - every other strategy I had for managing the squares had downsides I couldn't live with. With other attempts, I had to either select each face individually for texturing or do horribly tedious mating. The fact that I expose some of the depth of each tile and not just the top surface also made composite parts the right choice.
Clock face

This was hard to get right - I did some work with radial patterns, and I could get the markers for minutes and hours to line up correctly around the clock face. The numbers were harder since their positions change, but they don't rotate as they move - they stay upright. Also, each number is different. I had to place these manually. This felt like a little bit of a cheat for me, but if someone has a good suggestion on how to do this efficiently, I'd love to hear it.

The split face idea came later, but I'm glad I had a sketch pattern for the squares set up so that I could add in the circles to the pattern. Split faces don't show up in Render Studio, so don't worry that you'll see seams in the final presentation graphics.
Rendering

When it comes to rendering, I don't have a ton of sage-like advice, but I have a few tips.

Keep it tidy
The toughest sketch in the entire project.
If you have organized your parts and assemblies well, it will be easier to select parts and faces to add textures, so again, spend more time up-front on this.

An example: Each chess piece is actually an assembly of two parts - the main piece and the felt pad on the bottom mated to it. The felt pad is a separate part so that I can select it more easily and texture it. I could select the felt pad faces individually and texture them, but that would be very time-consuming and tedious with 32 pieces, especially if I change my mind on what color I want.

Go fancy, but hold back

The other advice I have is to definitely try out all the super shiny textures that can reflect or refract the light in the entire scene.
For the king and other pieces, you could go single body, composite part, or assembly. Assembly was the best choice here, as it allows the most flexibility around accessing individual pieces of geometry. All bodies of a composite part need to be the same texture unless you select individual faces, and then you have the same problem I just mentioned. Taking the time to create a piece of felt and mate it to the bottom of each chess piece saves you time in the long run.
Try these fancy textures out until you get tired of them. Why? Seeing all those reflections is enormous fun, but it's not totally realistic, and your scene may have a bit of an early 2000s sci-fi CG look. So, consider "matte, dull, eggshell, understated" - if you're going for "Top Gun", rather than "Stealth." Start experimenting with these more conservative surfaces, and you'll start approaching photo-realism.

Having said that, there's something to be said for the computer-graphics aesthetic. Just look at the 90s film "The Lawnmower Man" - it's a look all its own, so don't be afraid of it, just be aware of it.

What's Next?

In addition to all the work I did in Onshape, I wanted to use the chess models in a new context. I exported them to GLTF (Onshape now supports UV coordinates for texture mapping!) and imported them into a separate website I created in Angular to display chess puzzles and chess games:
This pushes the recursive ray tracing envelope - I love it.
This was the project that just kept on giving - I can't wait to see what next chess adventure Onshape will inspire next!

Why I Wrote This
Here, I've toned things down a bit. You can see the frame has four separate pieces not counting the squares or annotation markings. I selected wood, marble, and hard plastic for the frame, and two contrasting granite colors for the squares - granite also for the pieces. Note that I've often scaled and rotated these textures in Render Studio. Some are bitmap-based, so their resolution is not infinite. Be sure to look at how your textures appear in extreme closeups as well as wide shots before committing to them. Finally, give the "Add Rounded Corners" texture a try - it's a transparent overlay over other textures, and it's adjustable.
I've been working with CAD and 3D-design casually since I was about 11. I started in AutoSketch, then AutoCAD, and POV-Ray in elementary school and high school. In college as a computer science major, in my little spare time, I tried Lightwave3D, SoftImage, Maya, AutoCAD again, and Pro/Engineer. I got to the real world, and used and (worked for) Revit, SOLIDWORKS, Autodesk, and now Onshape.

However, being a hyper-generalist and a software developer by trade, while I develop for CAD and certainly use CAD, design is not my main career focus. Still, I don't let that stop me, and my message today is that your background shouldn't stop you either.

Anyone can learn how to use Onshape or improve their Onshape skills. The tool is simply that good and that learnable. All you need is passion, patience, and practice. Your background might be similar to mine or different, but I hope I've given you a few strategies for starting a new creative or design project.

Resources

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Chess Journey How I Learned to Use Onshape My Way

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How to learn Onshape or improve your Ohshape skills. The tool is simple and learnable - all you need is passion, patience and time.

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Login to complete safety inductions

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Preventative in nature, Protective in practice, Proactive by design

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This lesson we go back to the printers! The 3D printers. Lets get your game pieces sliced, loaded and printing. I have 5 printers setup to go with different filament colours. We have Red, Blue, Black, White & Yellow. Collaborate with your peers to layout, set, slice, export and print with the colours of your choice!

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Evaluate your game against the design you created. How did you do? Did it go to plan? If yes, how? If not, what did you change and why? How did it go in the tournament? Did you and your friends enjoy it? If yes or no, why?

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Now you have your working concept, what are the pieces of your game going to look like? Use Onshape to model pieces. Think of the different movable pieces in a game like monopoly. The battleship, car, dog.... What will you you decide and why? Is this an opportunity to show your skills in CAD modelling or a time when keeping it simple is best?

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Today we learn how to use slicing software and the 3D printers. We start our dice prints today! This takes longer than a lesson to print. Check your school emails for updates, the 3D printer has a wireless camera inside it and you will be sent a link to watch the progress of the dice printing

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This not only celebrates your hard work this term but also tests the fun factor of each game. Get feedback from your peers

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Introduce students to the design thinking process and how it can be applied to game development. This includes empathizing with players, defining the game’s purpose, ideating, prototyping, testing and evaluating.

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Leverage the sentence and paragraph tools in Writer's Toolbox to create a backstory for their game. This can be an imaginative exercise that adds depth to the game narrative and player engagement.

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Copyright © 2024 Advanced Learning. All Rights Reserved.395A Manukau Road, Epsom, Auckland 1023, New Zealand

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Using your brainstorming and design, create your game board. Choose from the resources provided - Coloured Pens, Pencils, Markers, Rulers, Stickers, the world is your oyster!

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Using Onshape, Students create their own dice, specific to their game. The aim of the day is to export an STL file to your teacher. If you don't complete the task, that is ok. Complete it in your own time as homework before next week's lesson.

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We sign up for Onshape, Make a Class folder and Start doing some basic 3D Modelling

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Real World Results with Onshape

Explore an all-in-one platform for passionate designers.

Start developing your products better, faster, smarter.

"Due to its agile product design approach , we are able to build products faster and run design sprints on hardware products flawlessly."

"It is very helpful for me to manage the product designing and offers me a convenient way of usage, I can operate it on my laptop and even in my mobile, by which it has become a piece of cake to assist my team."

"Easy to use CAD system providing a single source of truth for files and drawings and a CAD solution that sensible includes PLM as part of the design instead of an afterthought."

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Onshape is a product development platform that brings together all the tools needed to develop a product from conception to production.

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Introduce students to storyboarding as a planning tool for their board game. They can sketch the board layout, game pieces, and any cards or instructions that will be included. This will help them visualize their game concept.

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Dive into the theory behind what makes a good board game by exploring different game mechanics like point systems, achievements, player progression, and conflict resolution. Have students analyse popular games to identify these elements.

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To start this unit, we talk about expectations of the unit, talk about our favourite games and what makes them fun. We brainstorm ideas.