Year 9 Digital Factory · 3D Modelling

SketchUp Foundations
to House Design

A five-page learning sequence. Learn to move a camera through 3D space, draw with precision and Push/Pull flat shapes into solids; model a woodworker's mallet; then paint with real materials, raise a studio apartment at true scale, cut see-through windows and furnish it from the 3D Warehouse. The final page sets out the assessment: your 3D model, a sales brochure and a research component.

Open SketchUp for Schools

Open the Chrome browser and click the Google waffle menu (the 3 × 3 grid of dots in the top-right corner). Scroll down to the bottom of the menu and select SketchUp for Schools. Choose Start modelling and you are in.

2

Reading the coloured dots

SketchUp constantly tells you exactly where your cursor is about to snap, using small coloured markers called inference points. Learning to read them is the difference between geometry that joins perfectly and a model full of tiny invisible gaps.

Endpoint

Green dot. Your cursor is locked to the exact end of a line or edge.

Midpoint

Cyan dot. You are snapped to the exact middle of an edge. Great for centring.

On Edge

Red square. You are somewhere along a line, but not at a special point.

On Face

Blue diamond. Your cursor is touching a surface, so anything you draw sits on it.

Snap check: where is the cursor about to join?

Look at the coloured marker on the line, then pick what it means.

 

Score: 0 / 0

3

Draw flat, then pull

Almost everything in SketchUp starts as a flat 2D shape that gets pulled into 3D. Three tools do most of the work.

Rectangle
R
Circle
C
Push/Pull
P

Draw a rectangle on the ground

Press R, click once on the ground plane to start, move the mouse, and click again to finish. Do not drag; SketchUp works on click, move, click.

Pull it into a box

Press P for Push/Pull, click the rectangle's face, move the mouse upward, and click to set the height. Your flat shape is now a solid.

Draw on the side of your box

Orbit around so you can see a side face. With Rectangle or Circle, draw directly on that face; watch for the blue On Face diamond so you know the new shape is attached to the surface.

Push/Pull the new shape

Pull it outward to grow a new solid part, or push it inward to carve a hole. Push all the way to the back face and SketchUp cuts straight through.

Measurements140,70

Type sizes when precision matters

Never click in the Measurements box; it is already listening. Start a rectangle, then just type 140,70 and press Enter for a rectangle exactly 140 mm by 70 mm. Start a Push/Pull, type 90, press Enter, and the pull is exactly 90 mm. This is how designers model to real-world sizes when a project has to be exact.

Switch to metric first

The default architectural template measures in feet and inches, so a typed 140,70 will not mean what you expect. To fix it:

  1. Open Model Info from the menu on the right side of the screen.
  2. Under Length Units, change Format to a metric unit, as in the screenshot.
  3. Turn Length Snapping off, so your cursor stops jumping in fixed steps and you can draw smoothly.
SketchUp for Schools Model Info panel showing Length Units with Format set to Centimeter and Length Snapping toggled off
Model Info lives in the right-side menu. Set the Format under Length Units to metric and switch Length Snapping off.
4

Why you always draw on a flat plane

Your screen is 2D, but the model is 3D. From a single viewpoint you cannot tell how far away your cursor is; a line that looks connected might actually be hanging in space closer to the camera. Drawing on a surface (and watching for the blue On Face diamond) removes the guesswork. Try it below.

Two SketchUp windows side by side. In the top-down orthogonal view four shapes appear perfectly aligned along a line. In the orbited front high-angle view the same shapes are revealed to sit at different depths and heights in 3D space.
Same model, two cameras. In the top-down view on the left, shapes 1 to 4 look perfectly lined up. Orbit the camera (right) and the truth appears: they sit at completely different depths and heights. From one viewpoint you simply cannot tell how far away something is. That is why you always draw onto an existing flat surface, watching for the blue On Face diamond, and orbit often to check your work.
5

Your task: model the mallet

Put it all together and model a woodworker's mallet. Use the photo to understand the object and the technical drawing to guide your proportions. For this task, drawing by eye is fine; you do not need to type exact measurements. What matters is that the finished model looks like a believable mallet from every angle.

Photograph of a wooden mallet with a rectangular head and a shaped handle passing through it
The finished object: a beech mallet. Note the shaped handle, the chamfered corners on the head, and the slightly angled striking faces.
Technical drawing of the mallet showing front, side and isometric views with dimension lines
The technical drawing: front, end and isometric views. This is how designers communicate exact sizes.
PartWhat to drawProportion guide (by eye)
Head footprintRectangle on the ground planeRoughly twice as long as it is wide
Head heightPush/Pull the footprint upwardA little taller than the footprint is wide
Handle cross-sectionRectangle centred on a large side face (use the cyan midpoint dots to find centre)Small; about a quarter of the face it sits on
Handle lengthPush/Pull the small rectangle outwardAround two head-lengths long

Build checklist

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6

Push further

Finished the basic mallet? These three refinements take your model from blocky to workshop-real, and take your result into Extending territory.

Shaped handle Extending

On the widest face of the handle, use the Line tool to draw a waisted profile like the photo, thinner in the middle, flared at the grip. Then Push/Pull the waste areas away.

Chamfered corners Extending

On the end face of the head, draw a short line cutting across each corner from edge to edge (watch for the red On Edge squares). Then Push/Pull each corner triangle all the way through the head to slice it off.

Angled striking faces Extending

Real mallet faces lean slightly so they strike square when swung. On the side of the head, draw a diagonal line from the top edge down toward each striking end, then Push/Pull the thin wedge away.

7

How your mallet will be assessed

Aim for the highest column you can. Every column builds on the one before it.

Developing

Getting started in 3D
  • Some evidence of 3D object creation, such as a shape drawn on the ground plane and extruded with Push/Pull
  • The model does not yet form a completed mallet; parts may be missing, detached or unfinished
  • Proportions may be inconsistent, with parts noticeably too large or small relative to each other
  • Some navigation of the model, though geometry errors from unchecked viewpoints may remain

Consolidating

A recognisable mallet
  • A completed 3D object that clearly resembles a mallet, with a head and a simple straight handle
  • Handle drawn on a face of the head and extruded, with geometry correctly joined (no floating parts)
  • Sensible, believable proportions judged against the reference images
  • Inference points used to attach and centre shapes; the model has been orbited and checked from multiple angles

Extending

Workshop realism
  • All Consolidating requirements met, with convincing proportions throughout
  • A shaped handle modelled with a drawn profile, not a plain rectangular bar
  • Chamfered corner edges on the head
  • Angled faces on the striking surfaces of the head
  • Clean, well-organised geometry that holds up under inspection from every camera angle

Quick reference

RectangleR
CircleC
LineL
Push/PullP
EraserE
UndoCtrl + Z
ZoomScroll
OrbitMiddle button
PanShift + Middle
Exact sizeType + Enter
8

Painting with materials

A plain white model tells you nothing about what it is made of. SketchUp's Materials tool paints faces with brick, timber, concrete, grass, glass and more, and it works one face at a time, so you decide exactly what goes where.

SketchUp right-side menu with the Materials icon circled in red, between 3D Warehouse and Styles
Step 1: open the panel. Materials lives in the right-side menu, between 3D Warehouse and Styles.
The Materials panel with the browse icon circled in red at the top, next to the home icon
Step 2: browse the library. Click the circled browse icon at the top of the panel to open the full library, organised into categories like Brick, Wood, Roofing, Colours, and Glass and Mirrors.
A cube with a brick material applied to one face and a dotted material on top, next to the material swatch library
Step 3: click to paint. Select a swatch, then click a face of your model. The cursor becomes a paint bucket, and each click paints one face.

Try it: paint the cube

Pick a material swatch, then click the faces of the cube, exactly how it works in SketchUp.

Pick a swatch to load your paint bucket.

One face at a time

Notice how the cube in the screenshot has brick on one face and a different material on top? Materials do not wrap around the whole object automatically. Every face is painted individually, which is exactly what you want for a house: brick walls, tiled roof, timber floor.

9

Raising a studio apartment

Time to build at real scale. A building is just the mallet workflow scaled up: a flat plan, a closed outline, and Push/Pull. You are modelling a small studio apartment, and here, real-world sizes matter.

First: switch your units to metres

Buildings are measured in metres, not millimetres. Open Model Info from the right-side menu, and under Length Units change the Format to Meter. Keep Length Snapping off. If you have forgotten where this lives, it is exactly the same panel you used back in Section 3.

Side note: two ways to draw, and only one takes measurements

Method A — click and drag: hold the left button down, drag the mouse, let go. Quick, but SketchUp finishes the shape the instant you release, so there is no chance to type a size.

Method B — click, move, click: click and release, move the mouse, then click again. Between the two clicks SketchUp is waiting, and that is your window to type an exact measurement and press Enter.

Use Method B whenever a size matters. That is most of the time in this lesson.

Draw the floor

With the Rectangle tool, click once on the ground plane, drag your mouse in the direction you want the floor to extend, then type 5,7 and press Enter. That is a 5 m × 7 m slab, a realistic footprint for a small studio apartment. Check it against the default person figure; it should look snug but liveable.

Outline the walls

Using the Line tool (and Rectangle where it helps), draw the outline of your walls on top of the floor. Real construction dimensions to work to:

External walls~250 mm thick 0.25
Internal walls~100 mm thick 0.1
Door openings820 mm wide 0.82, ~2 m tall

The ~ symbol means "approximately"; real walls vary a little, but these are good working numbers.

SketchUp floor plan of a studio apartment beside the default person figure. The wall outline is one continuous shape with thick external walls, thinner internal walls and gaps left for doorways
Aim for a layout like this. Notice the walls together form one singular complex shape; there are no lines capping the end of each wall, the outline just flows around every wall and doorway gap in one continuous loop.

Every time you click on the floor face to add a wall line, the mouse cursor must show navy blue, the On Face marker. Blue means you are connecting directly to the surface. Anything else and your point is floating above or below the floor, and the outline will never close into a flat shape you can Push/Pull.

Pull the walls up to 2.4 m

Grab the Push/Pull tool, click the wall face (remember, it is all one shape, so one pull raises every wall at once), then type 2.4 and press Enter. The standard ceiling height in Australian houses is 2.4 m. Can you get your walls to exactly this height?

The studio apartment with all walls extruded to full height. The doorway gaps run all the way to the top, making the openings look tall and skinny
Yours should look like this. Notice the doors look skinny; that is because they are missing their top lintel, the section of wall that sits above a doorway. The gaps currently run the full 2.4 m to the ceiling.
The same studio apartment with lintels added above each doorway, so the door openings are now about 2 metres tall and look correctly proportioned
Lintels back on. Add the wall section above each doorway so the openings finish at ~2 m, and the doors immediately look a lot better.

Measure your rooms with the Tape Measure

Press T for the Tape Measure, click one wall, then click the opposite wall to read the distance between them. Check your spaces: a bathroom under 1.5 m across is getting cramped, and a doorway narrower than 0.82 m is a squeeze.

If your apartment feels strange next to the person figure, measure before you rebuild. Often part of the plan was simply drawn too small, and the tape measure proves it in seconds.

Think: it says 2.4, but does it look right?

You typed 2.4 and the walls are precisely 2.4 high... but next to the person figure they look like a doll's house, or a cathedral. What might the matter be?

Check your units. If Model Info is still set to millimetres, your "2.4" is 2.4 mm, thinner than a coin. If someone set it to feet, 2.4 becomes about 73 cm, waist height. The number is only half the measurement; the unit is the other half. Fix the Format in Model Info, then Push/Pull again.

Handy fact: force a snap with the arrow keys

If a line refuses to snap to an axis while you draw, the keyboard can force it: → locks to the red axis, ← locks to the green axis, and ↑ locks to the blue (vertical) axis. Press the key while drawing and the line holds that direction no matter where your mouse wanders.

10

Cutting windows you can see through

Here is a secret about SketchUp: nothing is solid. Every "solid" object is really a hollow shell of paper-thin faces, like a cardboard box. Your 2.4 m walls are two skins with air between them, so a window is not one hole; it is a matching pair of holes joined through the gap.

hollow inside outer skin inner skin

Cut a rectangle in only the outer skin and you have a dent, not a window; look through it and you see the back of the inside wall. A real window needs an identical rectangle in both skins, lined up perfectly. Construction lines make that alignment exact.

Draw the window on the inside wall

With the Rectangle tool, draw your window shape on the inner face of a wall, from inside the apartment. Watch for the blue On Face diamond so it sits on the surface.

A window rectangle drawn flat on one face of the wall
The window rectangle drawn on the inner skin of the wall. It is only a flat shape at this stage; nothing has been cut yet.

Push construction lines through the wall

From each corner of the rectangle, draw a line with the Line tool straight through the wall towards the outside. As you draw, the line must light up red or green, which tells you it is locked parallel to the X or Z axis and travelling dead straight, not drifting at an angle.

A line that stays black is wandering off-axis. If it will not lock, hold → for red, ← for green, or ↑ for blue while drawing to force the direction.

Viewed from above, four straight construction lines pass from the window corners through the wall
From above: one axis-locked line drawn through the wall from each of the four window corners.
The same construction lines seen from the other side of the wall, poking through the inner face
Orbit to the outside and the lines emerge through the outer skin, marking exactly where the matching rectangle belongs.

Connect the intersection points on the outer wall

Where those four lines pierce the outer face, they leave intersection points. Join them with the Rectangle or Line tool to create the matching window shape on the outside, a perfect mirror of the first.

A rectangle being drawn between the intersection points, with SketchUp inference markers showing the snap
Snap the new rectangle corner-to-corner between the intersection points; the inference markers confirm each snap.
The window hole cut through the wall, with leftover construction lines still poking out
Both faces removed and the opening goes right through, though the leftover construction lines are still poking out everywhere.

Clean up

With the Eraser E, remove the leftover pieces of the construction lines, then delete the inner "window" face. You are left with a solid window pane and a neat window frame in the wall.

A tidy window opening with a solid pane and clean frame, all construction lines erased
After the clean-up: a solid pane sitting in a neat frame, and not a construction line in sight.

Glaze it

Open the Materials panel from Section 8, browse to the Glass and Mirrors category, pick a glass, and click your window pane. Glass materials are partially transparent, so orbit inside your house and look out; you should be able to see through it.

The finished window with a translucent blue glass material applied, with the apartment interior visible through it
Glass applied. The pane is now partially transparent and you can see the inside of the apartment straight through it.

Watch the process

Both videos open on YouTube in a new tab.

11

Furnish it from the 3D Warehouse

An empty apartment is just geometry. The 3D Warehouse is a giant free library of ready-made models: sofas, beds, toilets, kitchen benches, pot plants, all built by other SketchUp users, and you can drop them straight into your model.

Open the 3D Warehouse

It lives in the same right-side menu as Materials, directly above it (you can see it in the first screenshot back in Section 8). Click the icon and a search panel opens.

Search and import

Search for what you need, such as sofa, double bed, toilet or indoor plant, click a result, and choose to load it into your model. The object attaches to your cursor; move it into position and click once to place it.

Simpler models with fewer polygons keep your file fast. If SketchUp starts to lag, choose less detailed furniture.

Check the scale (usually you won't need to)

Most Warehouse objects are already modelled at real-world size, and because your apartment is built to a realistic scale, they should fit straight in. If something does arrive comically large or small, select it and press S for the Scale tool, then drag only the corner handles; corners resize evenly in every direction, keeping the correct proportions. The handles along the edges stretch one direction only and will distort the object.

Fill your studio

Furnish the whole apartment: living and sleeping furniture, bathroom fixtures, a kitchen, and some plants to make it feel lived-in. Orbit inside at person height and ask: could someone actually live here?

Lesson checklist

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12

The Class Hotel

There is a reason every studio in this class is being built to exactly the same footprint. Once everyone has finished, all of the rooms get combined into a single model: one long hotel corridor with your room and your classmates' rooms opening off it. That only works if every room is 5 m × 7 m, with the door in the same place on every single one. Your studio must conform to the sizes specified earlier in this sequence.

5 m7 mLOBBYTHE HALLWAY RUNS THE WHOLE LENGTH OF THE CLASS
Window wall: front and rear only Shared 7 m wall: never a window Doorway opening onto the hallway

The door faces the hall

Rooms sit shoulder to shoulder down both sides of the corridor, so the only wall that touches the hallway is a 5 m one. Put your door on either 5 m wall and it will line up with everyone else's.

The 7 m sides are party walls

Those long walls get pressed straight up against your neighbours' rooms. A window there would look directly into somebody else's bedroom, and once the rooms are merged it would just open onto solid geometry.

Openings, not doors

Model the gap and the lintel above it, then stop. Leaving the openings empty means visitors can walk straight through every room without a single door swinging into their face.

ElementRequired sizeWatch out for
Room footprint5 m × 7 mMeasure it again with the Tape Measure before you submit
Wall height2.4 mCheck it against the person figure
Doorway width0.82 mOn a 5 m wall, not a 7 m one
Doorway height2 mMeasured from the floor up
Lintel above the opening0.4 mFills the wall from 2 m up to 2.4 m
CeilingnoneLeave the room open at the top

Why no ceiling?

With the tops left open we can float the camera above the finished hotel and look down into every room at once, and daylight reaches the floor instead of leaving the interiors pitch black. A ceiling would also hide all of your hard work the moment the rooms are joined together.

Then you get to walk through it

Once the hotel is assembled you will be able to navigate the corridor and explore every room in the class, comparing your materials, furniture and layout choices against everyone else's. And if you are really lucky, you might even get a chance to use the Meta Quest 3 headset and explore the space virtually, at full size, from the inside.

Bonus customisation

Every room in the hotel will have the same shell, so this is how visitors know whose room they have walked into. Choose one, or attempt both.

Your name in 3D BONUS

Model your name above your doorway as real 3D geometry. Draw or import the letters flat on the wall, then Push/Pull them out so they stand proud of the surface and catch the light, like a proper hotel room sign.

A framed portrait BONUS

Import a photo of yourself, place it on a rectangle in the living area of your room, and build a thin frame around it with Push/Pull. Hang it at eye height so it reads as a genuine work of art on the wall.

Class Hotel checklist

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13

Extension: model a real house

Ready for the real thing? Architects trace real floorplans, and so can you. You will find an actual house for sale, import its floorplan, scale it to true size and model it using everything from this lesson.

Find a house with a floorplan

Go to a real estate website such as realestate.com.au or domain.com.au and find a listing that includes a floorplan. Make sure the floorplan shows a scale or at least one room measurement; you will need a known real-world size later to scale the image correctly in SketchUp.

Save your reference images

Save images of the house and its floorplan into a folder within your Digital Technology folder, so everything for this project lives in one place.

Import the floorplan into SketchUp

Drag the floorplan image straight into your SketchUp window and choose the option to import it "As Image". You can then place the image flat on the ground, where it becomes a plane you can draw on top of.

Scale it to real-world size

Use the Tape Measure to check a distance you know, such as the room measurement printed on the plan. It will not match at first, so resize the image and measure, resize, and measure again until the known room reads its true real-world size. Only then is the plan safe to trace.

Skip this and everything you build inherits the wrong scale; your 3D Warehouse furniture will arrive looking like doll's house pieces or monsters.

Trace and build

With the Line tool, trace the walls of the floorplan, then follow the whole process from this learning sequence: pull the walls to 2.4 m, cut the doorways and a couple of the windows until the real-world house has been modelled. Don't worry about painting and furnishing, as you have already shown those skills in your studio apartment / hotel room.

14A

Part A: the SketchUp model

The ultimate goal: a fully furnished studio apartment at correct scale, with materials on the walls, see-through windows, door lintels, no leftover construction lines, and a model that looks neat, tidy and realistic from every angle.

Developing

The structure takes shape
  • A floor plan drawn and walls extruded with Push/Pull, though the layout may be incomplete
  • Scale may be unrealistic; walls, doorways or rooms noticeably too large or small next to the person figure
  • Few or no materials applied; windows may be missing or cut through only one skin of the wall
  • Leftover construction lines or stray geometry remain in the model

Consolidating

A liveable apartment
  • A complete studio apartment at realistic scale: 2.4 m walls, sensible wall thicknesses and 0.82 m doorways
  • At least one window cut cleanly through both wall skins with glass material applied
  • Materials applied to the walls and floor
  • Minimal furniture placed from the 3D Warehouse at the correct scale; a full unit of furniture (living, sleeping, bathroom and kitchen) lifts this to a high Consolidating
  • Mostly tidy geometry, with only minor stray lines remaining

Extending

Neat, tidy, realistic
  • All Consolidating requirements met, with the apartment fully furnished including bathroom fixtures and plants
  • Door lintels modelled above every doorway, so openings finish at ~2 m
  • No remaining construction lines or stray geometry anywhere in the model
  • Consistent, well-chosen materials throughout, and windows you can genuinely see through
  • The whole model reads as neat, tidy and realistic from every camera angle, inside and out
  • Completing the Section 13 extension, a real house traced from a scaled floorplan and fully modelled, lifts this to a high Extending
14B

Part B: house sale brochure

Every build needs a buyer. Using PowerPoint, Canva or another suitable program, create a house sale brochure for your property. Include images of your build, the floorplan (if you have one), and a written description about the house. This component is assessed on the content you include and the amount of formatting you apply.

Developing

A start on the sale
  • A brochure document has been started in a suitable program
  • Contains some content, such as an image of the build or a brief description, but not both
  • Little to no formatting applied; mostly default fonts, colours and layout

Consolidating

On the market
  • Includes images of the build and a written description of the house
  • Description covers the key features a buyer would want to know, such as rooms, layout and standout details
  • Deliberate formatting applied: headings, arranged images, and chosen fonts or colours

Extending

Ready to sell
  • Rich content: multiple well-chosen images of the build from inside and out, the floorplan where available, and an engaging real-estate-style description
  • Extensive, consistent formatting: a designed layout with aligned images, considered fonts and a cohesive colour scheme
  • The finished brochure could pass for a genuine sale listing
14C

Part C: research component

A designer should be able to explain the tools they used. Add an additional page or section to your brochure that answers the questions below about working in 3D. Answer them in your own words, not copied and pasted. The core questions can be answered from what you have done in this sequence, and answering all of them correctly places you at Consolidating. The research questions cannot; they require you to go and find things out, and they are what lifts this component to Extending.

Core questions Consolidating

Short, correct answers. A sentence or two each is plenty.

  1. What do the red, green and blue axes represent in SketchUp, and why does the software need three of them?
  2. Why must you draw a flat, closed shape before the Push/Pull tool will do anything?
  3. What does Push/Pull actually do to a face, in your own words?
  4. Why does a model need to be built at real-world scale rather than "about right"? Give one thing that goes wrong when it is not.
  5. What is the 3D Warehouse, and why should you check the scale of anything you import from it?
  6. Why do designers work in 3D at all, instead of just drawing a building in 2D? Give two advantages.
  7. Name three jobs or industries that use 3D modelling, and say what each one models.

Research questions Extending

These need investigating beyond the lesson. Cite where you found your information.

  1. Compare SketchUp with two other 3D programs, such as Blender, Fusion 360, Revit or Maya. What was each one designed for, and which would a practising architect most likely use?
  2. Explain the difference between polygon (mesh) modelling and parametric (CAD) modelling. Which category does SketchUp fall into, and what is the trade-off?
  3. What is BIM (Building Information Modelling), and how is it different from simply having a 3D model of a building?
  4. If you wanted to 3D print your model, what would have to happen to the file first? Name at least two 3D file formats and explain what "watertight geometry" means.
  5. What is rendering, and how does a rendered image differ from what you see in the SketchUp viewport? Name one rendering engine and describe what it adds.
  6. Find a real building or product that was designed using 3D software. Who designed it, what software was used, and what did modelling it in 3D let them do that drawings alone would not?
  7. How is 3D modelling being used in virtual reality, and what has to change about a model before it can run smoothly in a headset such as the Meta Quest 3?

Reference your sources

Any answer built on research needs to say where the information came from. List your sources at the end of the research section using Harvard referencing, the same way you have done previously. Answers that make claims with no source behind them cannot be counted as research.

Developing

First answers
  • A research page or section exists in the brochure, but is incomplete
  • Only some of the core questions attempted, or several answered incorrectly
  • Answers are very brief, one-word, or copied and pasted from a website
  • No sources listed

Consolidating

Every core question answered
  • All seven core questions answered correctly and in the student's own words
  • Answers written in full sentences and use the correct tool and axis names from the sequence
  • A reader who has never opened SketchUp could follow the explanations
  • The research section is a clear, labelled part of the brochure rather than loose notes
  • Attempting some research questions, even partially, lifts this to a high Consolidating

Extending

Genuine research
  • All core questions met, plus the research questions answered with real depth
  • Clear evidence of going beyond the lesson: named software, file formats, industry terms and real examples that were never taught in class
  • Technical vocabulary used accurately, with comparisons and reasoning rather than lists of facts
  • Sources listed correctly using Harvard referencing, and drawn from more than one place
  • The research section is designed to match the rest of the brochure, not pasted in as a wall of text