Our mission is to help educators create an environment in which students can learn life-skills that will make them successful in the 21st century – to elicit collaboration, improve multidisciplinary skills, develop a growth mindset and creative problem solving. We empower students to become active innovators and influencers who take initiative with confidence.
We provide schools and educational institutions with relevant contemporary content and game-like software that make learning engaging and fun. We achieve this by applying modern technology and new forms of learning.
Digitalization shapes the world and changes the way we interact, communicate, produce things, and learn.
There is a paradigm shift happening in education. Instead of just disseminating information, modern educators want to equip their students with real-life skills and help them thrive in the new century. Schools are subsequently reviewing their standards and methodologies as well as digitizing their systems and devices.
In addition, schools need to ensure that their content is both up to date and pedagogically engaging. Teachers and students must be given the right tools with the right support and motivation to use them.
3DBear is the best in the world in integrating 3D-modelling, Augmented Reality (AR) and 3D printing into the class room.
Our engaging and pedagogical modules make learning easy, effective, and fun. They complement the offerings of hardware and CAD software providers, setting us apart from gaming and conventional e-learning platforms.
We empower students of all ages by teaching them the fundamentals of 3D modelling, AR, 3D printing, and robotics. To further enhance the immersive experience, we harness virtual and augmented reality.
Yet, our approach is not driven by technology, but by people. We put the student in the spotlight.
Our aim is to develop cohesive learning modules that cultivate creativity and a growth mindset in solving everyday problems by applying kinesthetic learning, collaboration and communication. We make 3D technologies into a keystone to connecting all STEAM subjects and beyond - to history, biology, and geography just to name a few. We want to empower people to use technology to create something new and concrete, as opposed to just passively consuming content. We trust that the best outcomes are achieved when technology is integrated into the learning experience right out of the gate.
We have dedicated ourselves to making our learning modules pedagogically strong and sound; and in this we have not been alone. We have been supported and challenged by some of the finest educators in the world – Finnish teachers.
We naturally see value in learning mathematics, coding and technology as well. There is a shortage of tech savvy young people who can model and 3D print things from toys to body parts, or design self-driving vehicles and drones. And for that reason, we want to lower the threshold for getting girls and boys excited about STEM at a young age. With our software, even small children can model and print things in 3D.
We have witnessed drastic improvements in the motivation and engagement of many children left behind by the conventional classroom. Supplementing traditional methods with our gamified and kinesthetic learning methods provides opportunity to a greater variety of learning styles. Even children who have difficulty with basic arithmetic may demonstrate talent in spatial thinking, giving them the chance to shine and inspiring them to look at the material from a new perspective.
We also ensure that more advanced learners have every opportunity to challenge themselves and reach their full potential by putting their creativity into practice.
A few examples;
- They can recreate a historical scene using Augmented Reality.
- They can plan their own board game, work out rules, 3D print it, and play.
- They can design their own robot or drone, 3D-print the required parts, assemble, and play.
- They can contribute to school and community planning by creating ideas for interior design or infrastructure planning and present their ideas to decision makers – and thereby practice being active and influential members of our community.
We strive to create a positive and cohesive customer experience! We support our customers’ journey from the introduction of new technology to pedagogical application and troubleshooting. We listen, and we respond by continuously improving our products and services.
Thousands of students all over world are using our service. Below some references:
- Finnish National Agency for Education
- Elementary and upper secondary schools and vocational institutions in Finland
- New York State Technology Committee pilot program
- Forerunning schools and libraries in United States, for example Oregon Middle School Library on Long Island, New York
- Alta Vista and Palo Alto schools in California, USA
In US we are cooperating with Makerbot, see e.g. the winner of our joint Design Challenge here.