Before Day One
- Install Software - Work with your school's I.T. point of contact (which may very well be you ) that the your computers are ready to go and that all the FUSE software has been installed.
- Test Software - While logged in to your Windows or Mac computer as a student and not as an administrator, please test each piece of software on a few different machines, taking note of any error messages if they appear.
- Set Up 3rd Party Accounts - For studios that wish to have all students using the same accounts for Sketchup and the like, create the accounts and post the user names and passwords in the classroom
- Inventory Your Kits - Check which ones you've received and didn’t receive against the list of kits HERE.
- Store Your Kits - Find a place for your kits and label the shelves if possible
- Hide the BackUp Kit
- Set Up 3D Printers (Create and Innovate Packages)
- Set which Challenges are open on day 1. Refer to the Tao of Tow article.
- Check that you have all of the Studios that you need and ask FUSE if you need more
- Get permission slips signed if necessary
On the First Day of FUSE
- Write the Studio Code on the chalkboard
- Collect the FUSE permission slips (if applicable)
- Help students create accounts on fusestudio.net
- Show students the intro video on the homepage of fusestudio.net
- Explain why they will be doing FUSE, what to expect (frustration) what to not expect (teacher help) and how to survive, (each other)
- Explain how the website works (using a one off group project like Spaghetti Structures is recommended)
- Show them how to manage the kits
- Check the label on check out
- Check the label on check in
- Be kind to the equipment
- Leave a post-it note on the container if something is missing