Welcome to Mission Control
Six astronauts are going to Mars, and your team is in charge of keeping them safe. You cannot send everything. You cannot fix everything at once. And the numbers have to be right.
- PackLoad the rocket. There is a strict weight limit, and you add it up yourselves.
- PlanEach sol, decide which machines get power. Oxygen, water, power, and food all depend on each other.
- SolveWhen something breaks, choose who to send. Every crew member has a different job.
The five missions
Each mission opens when your team finishes the one before it. Your base carries over, so the choices you make early keep mattering.
My badges
Teacher note (page version 2)
- Universal Concept: Systems. Big idea: the parts of a system depend on each other, so a change in one part changes the others.
- Setup: teams of 2 or 3 on one Chromebook, with scratch paper and a pencil for every student. Each mission takes 30 to 40 minutes. The two videos in the Movie Theater tab take about a minute each.
- The math is real: to launch, teams must add up their own cargo weight and type the total. The page never shows a running total. Then each sol, Mission Control asks one question built from the team's own gauges: multiplying panels by power, adding up power needs, subtracting oxygen, or dividing to find how many sols a supply will last. Each question gets one try. A miss costs a little crew spirit and shows the worked answer, and the next sol brings a new question with new numbers.
- Careers: the six crew members are a pilot, an engineer, a botanist, a flight doctor, a geologist, and a robotics specialist. When something breaks, teams choose who to send, and the right expert gets a better result. Each event ends with a short "The science" note, and many are based on real Mars missions.
- If a mission is scrubbed: nobody is hurt. Mission Control orders the crew back to the orbiting ship, the page says which gauge ran out, and the team repacks and tries again. That is the engineering design cycle.
- Standards (Nevada): NGSS 3-5-ETS1-1 (define a design problem with criteria and constraints), 3-5-ETS1-2 (compare solutions), 3.NBT.A.2 (add and subtract within 1000), 3.OA.A.3 and 4.OA.A.3 (multi-step word problems with the four operations). Check these against your district documents before submitting.
- Talk about it after: What did you leave off the rocket, and did you miss it? Which gauge worried you most? What happened to everything else when the power dropped? What would you pack differently?
- Saving and sound: progress saves on that Chromebook. The Sound button in the menu turns off all sound. Every game screen has a Listen button.
- Missions 2 to 5: each one begins with a supply drone the team loads and adds up, then brings a new problem: dust storms, a Mars winter, solar flares with a radio blackout, and making fuel for the trip home. During the blackout in Mission 4, nobody checks the team's math for two sols, and Mission Control reviews it when the radio returns. Mission 5 ends with choosing samples to bring home under a weight limit, and the page tells teams whether a better combination was possible.
- No team gets stuck: from Mission 2 on, each scrubbed attempt earns a drone that carries 50 kilograms more, up to 150 extra.
Teacher lesson plan (copy and paste into a Google Doc)
Standards, learning intentions, success criteria, procedures, rubric, and differentiation for the whole unit. Click the button, open a blank Google Doc, and paste.
Mars Base One: Unit Lesson Plan
Grades: 3 and 4 GATE (works for grade 5) Subjects: Science, Engineering, Math Length: 5 missions of 45 to 60 minutes Site page: fun-gate.com, Mars Base One
Universal Concept: Systems
Unit Overview
Teams act as Mission Control for six astronauts on Mars. They pack a rocket under a strict weight limit, then run a base through five missions: landing week, a dust season, a Mars winter, a solar storm, and the trip home. Oxygen, water, power, and food all depend on each other, so every choice has a cost somewhere else. The page never does the arithmetic for them. Teams add up their own cargo and answer a math question built from their own gauges every sol.
Essential Questions
- How do the parts of a system depend on each other?
- When you cannot bring everything, how do you decide what matters most?
- Why do engineers check their numbers, and each other?
Standards Alignment
Science and Engineering (Nevada Academic Content Standards for Science, based on NGSS)
- 3-5-ETS1-1 Define a simple design problem that includes criteria for success and constraints on materials, time, or cost.
- 3-5-ETS1-2 Generate and compare multiple solutions based on how well each meets the criteria and constraints.
- 3-5-ETS1-3 Plan and carry out fair tests to find failure points and improve a design.
Mathematics
- 3.OA.A.3 Use multiplication and division within 100 to solve word problems.
- 3.OA.D.8 Solve two-step word problems using the four operations.
- 3.NBT.A.2 Fluently add and subtract within 1000.
- 4.OA.A.3 Solve multi-step word problems, including problems where remainders must be interpreted.
- 4.NBT.B.4 Fluently add and subtract multi-digit whole numbers.
Social Studies and ELA
- SS.4.33 Examine jobs related to a career of interest.
- W.3.2 and W.4.2 Write informative or explanatory texts that convey ideas clearly (mission reports).
- SL.3.1 and SL.4.1 Engage in collaborative discussions.
Standard descriptions are shortened. Check the codes against your current district curriculum documents before submitting.
Learning Intentions
We are learning to:
- see how the parts of a system depend on each other.
- make choices inside a limit, and explain what we gave up.
- use math to plan ahead, and check our own work.
Success Criteria
I can:
- add up our cargo weight correctly and keep it under the limit.
- explain what happens to oxygen, water, and food when the power drops.
- answer the Mission Control question each sol and show my work on paper.
- choose the right crew member for a problem and say why that job fits.
- write a mission report that uses at least one number from our mission.
- (Stretch) plan two sols ahead instead of one.
Learning Objectives
By the end of the unit, students will:
- Design a cargo list that meets a weight constraint, and revise it after a failed test.
- Trace a cause and effect chain through at least two connected parts of the base system.
- Solve one-step and two-step word problems with all four operations, using values they read from gauges.
- Match six space careers to the kinds of problems each one solves.
- Explain a trade-off in writing, with evidence from their own mission.
Key Vocabulary
system, constraint, trade-off, sol, solar panel, battery, recycle, radiation, solar flare, launch window, engineer, botanist, geologist
Materials and Resources
- One Chromebook per team of 2 or 3, open to Mars Base One on fun-gate.com
- Scratch paper and a pencil for every student (required, since the page does not add for them)
- Projector or TV for the two videos in the Movie Theater tab
- Mission Notebook for each team (a page with four headings: What we sent, Our math, What happened, What we would change)
- Chart paper for a class system map
- Headphones if teams will use the Listen button
Prior Knowledge and Warm-up (15 minutes)
Prior knowledge: Students can add and subtract within 1000 and know basic multiplication facts. Division with remainders is introduced by the game and may need a quick mini-lesson.
Warm-up, "The Backpack Problem": Tell students: "You are hiking for three days. Your backpack can hold 10 kilograms. Water weighs 1 kilogram a bottle and you need 2 bottles a day. Food weighs 1 kilogram a day. A tent weighs 3. A stove weighs 2. A camera weighs 1." Partners decide what to bring and add it up. Ask: What did you leave behind? What would happen without it? Then watch the trailer and the Mission Briefing.
Instructional Procedures
Mission 1: Landing Week (about 50 minutes)
- Warm-up and videos (15 min). Run the Backpack Problem. Watch both videos. Read the learning intentions and success criteria together.
- Team setup (3 min). Form teams of 2 or 3. Assign jobs that rotate each sol: Flight Director (clicks), Calculator (does the math on paper), and Checker (checks the math before anything is typed). Set the norm: "No number gets typed until two people agree."
- Meet the crew and pack the rocket (12 min). Teams read the six job descriptions, then build a cargo list under 1,000 kilograms and add it up on paper. The page sends back a wrong total without the answer.
- Fly seven sols (15 min). Each sol the team reads the event, chooses who to send, sets the power switches, and answers one math question. Circulate and ask: What does that machine need to run? What happens to oxygen if you switch it off? Show me where you worked that out.
- Mission report (5 min). Teams read the "Looking ahead" forecast and write what they would change.
- Clean up (5 min).
If a mission is scrubbed: this is the engineering design cycle working as intended. Nobody is hurt in the story. The team reads which gauge ran out, records it, and repacks. From Mission 2 on, each scrub also earns a slightly bigger supply drone, so no team gets stuck.
Missions 2 to 5
Each mission follows the same routine: review the Mission Log (5 min), short warm-up question (5 to 10 min), load the supply drone and add it up (10 min), fly seven sols (20 min), mission report (5 min), clean up (5 min). The base carries over, so earlier choices keep mattering.
| Mission | New problem | Math focus | Science idea | Warm-up question |
|---|---|---|---|---|
| 2. Dust Season | Two dust storms cut solar power. New gear: wind turbine, panel brush robot. | Adding several power sources. Two-step problems about how much battery a storm will use. | Solar panels need sunlight. Good designs have more than one way to make power. | What would you do at home if the power went out for two days? |
| 3. The Long Night | Winter: weaker panels and heaters that drain the batteries every night. New gear: nuclear battery, insulation. | Multiplying by 7. Planning what must be left in the battery at sunset. | Seasons, insulation, and why batteries and pipes fail in the cold. | Why is it colder in winter? How do you keep heat from escaping? |
| 4. Solar Storm | Solar flares, and a radio blackout where nobody checks the team's math for two sols. New gear: radiation shelter. | Mixed operations with no immediate feedback. Checking each other's work. | Radiation, shielding, and how flares disrupt radio. | How do you know an answer is right when there is no one to ask? |
| 5. The Ride Home | Make 50 fuel before the launch window while keeping the crew alive. Then choose which samples to bring home under an 80 kilogram limit. | Division, counting up to a target, and finding the best combination under a limit. | Making fuel from local resources. Launch windows. | If you could bring only three things home from a trip, how would you choose? |
Culminating Task
Students write advice for the next crew: "Three things every Mars mission must get right, and why." Each piece of advice must be backed by something that happened on their own base, with at least one number.
Assessment Methods
Formative: scratch paper and Mission Notebook entries; observation of the Checker role; the Mission Control math score shown at the end of each mission; exit ticket: "One thing on our base that depended on another thing."
Summative: the mission report or culminating task, scored with this rubric.
| Criteria | 4 Exceeds | 3 Meets | 2 Approaching | 1 Beginning |
|---|---|---|---|---|
| Systems thinking | Traces a chain through three or more connected parts and predicts what would happen next. | Explains how a change in one part affected another part. | Names parts of the base without connecting them. | Describes events with no link between them. |
| Math accuracy | Work is shown, correct, and checked by a teammate. Plans more than one sol ahead. | Work is shown and mostly correct. | Answers are given with little or no work, or with frequent errors. | Guesses without working it out. |
| Trade-off reasoning | Names what was given up, why, and what evidence showed whether it was worth it. | Names what was chosen and what was given up. | Names a choice but not its cost. | Does not describe a choice. |
| Teamwork | Does the assigned job, checks others respectfully, and helps the team agree. | Does the assigned job and listens to teammates. | Takes part, but types or clicks before the team agrees. | Does not take part, or takes over. |
Differentiation Strategies
Support:
- Every game screen has a Listen button.
- Give a cargo recording sheet with a row for each item: how many, kilograms each, total for that row.
- Allow a multiplication chart, or skip-counting on a number line.
- Pre-teach "full sols" as "how many whole groups," with counters.
- Sentence frames: "We sent ___ instead of ___ because ___." "When ___ dropped, ___ also dropped because ___."
Extend (depth and complexity):
- Patterns and trends: graph one gauge across all five missions and explain every rise and fall.
- Rules: write the three rules of your base as "if, then" statements.
- Unanswered questions: could a base survive with no tanks at all? With no machines? Test it and report.
- Big idea: draw the base as a system map with arrows, then name another system that works the same way.
- Challenge run: finish all five missions without a single scrub, or bring home the highest possible science score.
- Careers: pick one crew job, research the real version, and write what that person does on a normal sol.
Discussion Questions
- What did you leave off the rocket, and did you miss it?
- What happened to everything else when the power dropped?
- Which crew member did you send most often? Why does a mission need six different jobs?
- During the radio blackout, how did your team make sure your numbers were right?
- Where else have you seen a system where one part failing causes other parts to fail?
Closure
Return to the success criteria and have students rate each one with a thumb. Then each team finishes this sentence in the Mission Notebook: "On our base, ___ depended on ___, and we found that out when ___." End with clean up.