How to Stop an Asteroid  − December, 2007

This is the second part of a story which began here.

Asteroid Apophis: due to strike Earth in the year 2036, after a close pass in 2029.

Well, in the game,anyway.

This was a simulation.  That is, my sixth grade science class would be designing their own space mission --- the equipment, crew, and ship needed to stop a potential asteroid impact.

Originally I based this idea on the movie Apollo 13 and astronaut Jim Lovell's book Lost Moon.  However, as we discussed the idea more in class, I realized a movie they were more familiar with was Armageddon.

From a science standpoint, Armageddon is a bit of a howler.  As opposed to Apollo 13, where attention to scientific detail was obvious, well . . . Armageddon was an action movie, not a documentary.  The science is so bad that apparently it's used in NASA's management training program --- trainees have to spot as many of the impossible bits as they can (there are 168 total).

But see . . . even bad science can be used to teach correct science.

Now, being in 6th grade, and having just learned about the solar system, orbits, and rocket science in general, they need some guidance.  It's probably too much to ask to make them plan absolutely everything.  So I gave them what background they needed and offered them choices.  My role during the planning stage was to be an advisor and science critic.  They'd ask questions, develop ideas, and I'd provide direction.

Here we go.  This is a big subject, so I'm breaking it up into separate articles.  I will link to each of them as they become available:

  1. The Three Basic Missions --- codenamed "Gravity Tug", "The Big Shove", and "Kaboom."
  2. The Timetable --- choose one of four launch dates.  Later missions have a larger budget and greater resources, but also greater risk of failure.
  3. The Character and Skills System --- I borrowed an idea from role-playing games such as Champions and GURPS, and set up a (very simple) dice-based skill system.
Finally, the big events were the simulations themselves, which took advantage of my ability to improvise a story.  The kids would be providing the characters, the main plot, and the setting; I'd be creating the rest of the world and providing the challenges.

To be continued.

Posted on January 3, 2008. and has been viewed 160 times.     AddThis Social Bookmark Button





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