Moon Adventure Game
An immersive and collaborative game about conducting research, living, and surviving on the Moon.
Overview
Role
Experience Developer, Project Manager
Timing
2019 - 2021
Tools
Adobe Illustrator
Challenge
How might we deliver an Earth and Space science learning experience appropriate for families and visitors ages 4 through adult at informal STEM institutions?
Outcome
An immersive and collaborative game about conducting research, living, and surviving on the Moon.
Impact
Distributed to 350 informal STEM institutions across the country. Reached 20,000+ participants as part of larger project with a reach of 15,000,000+ participants.
Related Content
Background
The NISE (National Informal STEM Education) Network is a community of national educators and scientists working alongside each other to bring meaningful and interactive STEM learning experiences to everyone. The network has been around for over 15 years, delivering exhibitions, educational products, and professional development opportunities. Projects have ranged from Nano science to Earth & Space science. I joined the network in September 2018 and have had the privilege of collaborating with professionals across the country to develop and deliver a variety of educational experiences.
In collaboration with Arizona Science Center and Arizona State University, the NISE Network received NASA funding to pursue a game-based informal STEM learning experience to support interest in the Moon and space exploration. Initially, our goal was to replicate an escape/puzzle room-like experience. However with further research and realization of budget constraints, we arrived at idea of creating a linear, collaborative based game.
Ideation & Development
Development reached a point where we broadly knew how the narrative and we identified the five challenges for the game. The next step was creating physical prototypes for each of the challenges. One challenge asked visitors to extract water from frozen lunar material. We could not find an accessible off-the-shelf product to test out and replicate this experience. So we had to build a water extractor machine.
I spent hours designing and laser cutting acrylic in the fabrication shop. Finally after much trial and error, I landed on our first functional prototype.
Visitor Testing
Over the next few weeks, we brought the prototype, along with the rest of the game materials, to the museum floor to test with visitors.
(+)
Participants really enjoyed playing the game
Participants noted increased interest in Moon and space exploration upon completion
Various elements of the game, such as the sudden sight of water tubes to move on to the next challenge, were delightful
(-)
Mechanical issues for some challenges, including this prototype, required multiple iterations
Project partners that receive this prototype to test at their institutions had some difficulty setting up
The proof concept worked. But we needed to find more budget-friendly materials to produce and ship
Managing Challenges
COVID-19 arrived on American soil and everything changed. I experienced firsthand the challenges of delayed supply chains across the country and the world. Vendors we once relied on either closed shop or informed us delivery would take much longer. Wildfires on the West coast affecting colleagues meant a delay in graphic production materials. A colleague went on maternity leave for three months, so my workload and responsibilities increased. Institutions we were supposed to deliver educational products to had to close permanently due to the pandemic. Employees at the kitting/assembly facility contracted COVID.
Despite these challenges, I’m proud of the fluid role I played in successfully managing distribution of the education products to over 350 institutions with fewer delivery mishaps than expected.
Sharing the Work
One of my favorite things about the network is the opportunity to engage with product recipients and potential partners at in-person workshops, virtual workshops, and conferences. I’ve been able to co-lead workshops and traveled to numerous conferences across the country (and Toronto, Canada) to help share our work and build relationships with future partners. We learn what value our products provide to the institutions, how they’ve been able to hack them to their needs, and share ideas for future development opportunities.