2000 + 1: A Maths Space Odyssey - a co-created maths, planetary science and astrophysics digital adventure game
2000 1: A Maths Space Odyssey - 一款共同创作的数学、行星科学和天体物理学数字冒险游戏
基本信息
- 批准号:ST/Y003438/1
- 负责人:
- 金额:$ 1.91万
- 依托单位:
- 依托单位国家:英国
- 项目类别:Research Grant
- 财政年份:2024
- 资助国家:英国
- 起止时间:2024 至 无数据
- 项目状态:未结题
- 来源:
- 关键词:
项目摘要
We aim to produce "2000 + 1: A Maths Space Odyssey" which will be a publicly accessible digital game that challenges players to perform astronautical manoeuvres through completing relevant Key Stage 2 to Key Stage 3 (ages 8-14) mathematics questions. Players will see the real-life application of the mathematics they are doing played out in simulated orbital mechanics using engaging 2-dimensional graphics. For example, at Key Stage 2 the challenges could include adding the appropriate delta-v to get a rocket to the correct speed. At Key Stage 3 this could be substituting given quantities into the appropriate physical law (using Kepler or Tsiolkovsky equations) to get the correct speed for the desired orbital period. Challenges will be based around STFC-supported missions such as orbital adjustments for future LaunchUK missions. We will use this as an opportunity to showcase STFC science and technology (contributing to the STFC public engagement strategy point 1). A "sandbox mode" will be available for curious players who wish to explore orbital mechanics in a less structured way. The completed game will be an accessible digital teaching aid for use in the classroom and will be publicly available for informal science learning. The development of this game and parallel public engagement resources will be done through a co-design and co-creation process with the target audience. Consequently, there will be design events where we engage the public with building the game, and delivery events where we engage the public with the final product. We see the engagement at these distinct events to be of equal importance in the project. In the first year of the project, we will work with local (Barnet) schools, youth groups and Middlesex University undergraduate students (both STEM and the arts) to co-design the game (narrative elements, challenges, digital resources, coding, and STFC integration) in outreach events. If the application is successful, the project will become a compulsory part of the undergraduate maths students' curriculum and assessment as an authentic and novel mathematics outreach project. In the second year of the project the finished product, now a high quality, co-created public engagement activity, will then be delivered to target audiences as part of further outreach events delivered with our undergraduate students (contributing to the STFC public engagement strategy point 5). The proposal builds on the mathematical pedagogy research by the applicants on the use of technology, their expertise on co-design for community outreach (for example with SmashFestUK), and the team's proven track-record in delivering public engagement at all scales. The project will have a primary focus on working with communities under-served and under-represented in STEM through targeted primary and secondary schools, and the wider Barnet community through the Middlesex University STEM festival. Other communities will be engaged through our involvement in further public engagement events such as the Big Bang at schools.Middlesex University undergraduates, who are typically from disadvantaged backgrounds (60.3% of Middlesex students are from the lower two IMD quintiles), are a critical part of this project as they are uniquely placed to engage with children from similar backgrounds with low science capital. The co-design process will involve collaboration between children and undergraduate scientists with the aim of widening the children's perceptions of who scientists are and the accessibility of science for them.
我们的目标是生产“ 2000 + 1:数学太空奥德赛”,这将是一款公开访问的数字游戏,挑战玩家通过完成相关的关键阶段2到关键阶段3(8-14岁)数学问题来执行宇航员操作。玩家将使用引人入胜的二维图形看到他们在模拟轨道力学中播放的数学的现实应用。例如,在关键阶段2上,挑战可能包括添加适当的Delta-V以使火箭升至正确的速度。在关键阶段3,这可以将给定数量替换为适当的物理定律(使用开普勒或tsiolkovsky方程),以在所需的轨道时期获得正确的速度。挑战将基于STFC支持的任务,例如未来发射器任务的轨道调整。我们将使用它作为展示STFC科学技术的机会(为STFC公共参与策略点1做出了贡献)。希望以较低结构化的方式探索轨道力学的好奇玩家将使用“沙盒模式”。完整的游戏将是可访问的数字辅助援助,可在课堂上使用,并将公开用于非正式的科学学习。该游戏的开发和平行的公共参与资源将通过与目标受众共同设计和共同创造过程来完成。因此,将有一些设计活动,我们会与公众参与建立游戏,并在交付活动中与公众参与最终产品。我们认为,在这些不同的事件中的参与在项目中具有同等的重要性。在项目的第一年中,我们将与当地(Barnet)学校,青年团体和米德尔塞克斯大学的本科生(STEM和艺术)合作,共同设计游戏(叙事要素,挑战,数字资源,编码,编码和STFC集成)。如果该应用程序成功,该项目将成为本科数学学生课程和评估的强制性部分,作为一个真实而新颖的数学外展项目。在该项目的第二年,成品,现在是一项高质量的共同创建的公共参与活动,然后将向目标受众群体交付,这是与我们的本科生一起进行的进一步推广活动的一部分(为STFC公共参与策略第5点做出了贡献)。该提案建立在申请人关于技术使用的数学教育学研究基础上,他们在社区外展的共同设计方面的专业知识(例如,与Smashfestuk一起)以及团队在各种规模上提供公众参与方面的验证轨道纪录。该项目将主要着重于与定向的中小学和通过米德尔塞克斯大学STEM节的更广泛的小学和更广泛的Barnet社区与STEM的社区合作,并且在STEM中代表不足。其他社区将通过我们参与进一步的公共参与活动,例如学校的大爆炸。共同设计的过程将涉及儿童与本科科学家之间的合作,以扩大儿童对科学家是谁的看法以及对他们的科学可及性。
项目成果
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