Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

How To Teach 3D Digital Literacy, Circuits and Coding With Tinkercad

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Participate and share : Poster

Matthew Dalton  
Jennie Fennelle  
Daria Zhao  

Tinkercad is a free, easy-to-use app for 3D design, electronics and coding. Teach core skills and abilities in fun and engaging ways while complying with online privacy and security regulations including COPPA and GDPR. Tinkercad also provides curriculum developed in partnership with teachers to align with multiple standards.

Audience: Library media specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Please note this is a virtual session, so participants will need to join from their devices. To create designs and classrooms, participants will need a “Teacher” account on:

We look forward to seeing you!

Topic: Online tools, apps & resources
Grade level: 6-8
Subject area: Career and technical education, STEM/STEAM
ISTE Standards: For Students:
Computational Thinker
  • Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.

Proposal summary

Purpose & objective

In this poster session, we will demonstrate the numerous ways in which educators can teach with Tinkercad. From creating designs based on a scientific concept to being featured in a unit or class on 3D design and printing, Tinkercad is a versatile, standards-aligned, and extensible instructional tool to introduce students to the building blocks of innovation: 3D design, electronics, and coding.

For example, in a challenge-based lesson, students could design a solution to an authentic problem from their community. Students could be asked to think of some problem that a physical object could solve and then be given a couple of weeks to design and test their solutions. Alternatively, students who are engaged with Minecraft in schools can extend their play-create experience by importing Tinkercad objects.

New users of Tinkercad are immediately introduced to a series of scaffolded mini-lessons on how to use its various tools. Along the way, they also make some pretty cool things. The best part is the ability to move in and out of the lessons whenever they want to and immediately incorporate lesson ideas into their own design projects.

Options to share and improve upon others' designs bring a high level of collaboration with one another and the wider community of creators, as well as opportunities to teach students about creators' rights and derivative works. Ample free resources available on the site give students a chance to experience the design process in meaningful and relevant ways.

Emphasis will be placed on Tinkercad's classroom readiness for educators including: (1) Tinkercad Classrooms and classroom management tools and (2) Lesson Plans and alignment with ISTE, Common Core, and Next Generation Science Standards.

If you're interested in reaching out to our team for more ready-to-use workshops, lesson materials, tips on getting started with Tinkercad in the classroom, or any other inquiries, please contact

Supporting research

ISTE's Seal of Alignment Report for Tinkercad:

Supporting research for applications of Tinkercad (e.g., 3D printing, STEM confidence, engineering for pre-service teachers) and efficacy in the classroom:

Additional 3rd party resource link-outs:

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Matthew Dalton, Autodesk

Matthew A. Dalton has a Masters in Interactive Arts and Technology from Simon Fraser University. Before being brought on as a Community Manager for K-12 Education at Autodesk, he was a STEAM Integrator & Makerspace Educator at a private K-8 school in Portland, OR. Matthew's previous work with Maker Faire, Make: Magazine, Instructables, and several Universities have granted him over 12 years experience working alongside educational institutions and students on the topics of digital and physical fabrication.

Jennie Fennelle, Autodesk

Jennie Fennelle is the Content Development Manager for K-12 education at Autodesk, where she consults and collaborates with educators, industry professionals, and partner organizations to create engaging learning materials for teachers and students. Before joining Autodesk, Jennie worked for more than 20 years as a consultant in the learning design field with many education-focused clients, including SkillsUSA, the Institute of Education Sciences, and state departments of education in Alaska, Montana, and Washington. She’s passionate about creative problem solving and experiential learning.

Daria Zhao, Autodesk

Daria Zhao leads product marketing for Youth (K-12) at Autodesk, a company that makes software for people who make things. She works on products like Tinkercad, Instructables, and Fusion 360 in education. Their goal is to inspire the next generation of professionals to imagine, design, and make a better world. Daria began her career on Wall Street, where she realized the most valuable investment we can make is in our children. She is the co-founder of Learn With Mochi, a screen-free coding experience inspired by the Montessori method.

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