2000 + 1: A Maths Space Odyssey - a co-created maths, planetary science and astrophysics digital adventure game
Lead Research Organisation:
Middlesex University
Department Name: Faculty of Science & Technology
Abstract
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.
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.
Planned Impact
All learning materials from this project will be distributed free-of-charge to schools. We have extensive networks through the university and our contacts at SMASHFestUK providing a distribution route through many science communication and teacher training organisations.
The output from our co-design process will be documents and shared on the Middlesex mathematics website to provide a blueprint for further co-created mathematics projects by ourselves and others. The code for the completed game will be published to an online repository (e.g. GitHub) with a permissive license for others to build on.
The outputs of this grant include the production of papers for peer-reviewed journals in the areas of public engagement, science communication, maths pedagogy, and technology enhanced learning. The academic output will be presented at appropriate conferences such as the International Conference on Technology in Mathematics Teaching. The project personnel have an excellent track record in maths pedagogy publications and conference talks.
The output from our co-design process will be documents and shared on the Middlesex mathematics website to provide a blueprint for further co-created mathematics projects by ourselves and others. The code for the completed game will be published to an online repository (e.g. GitHub) with a permissive license for others to build on.
The outputs of this grant include the production of papers for peer-reviewed journals in the areas of public engagement, science communication, maths pedagogy, and technology enhanced learning. The academic output will be presented at appropriate conferences such as the International Conference on Technology in Mathematics Teaching. The project personnel have an excellent track record in maths pedagogy publications and conference talks.
Organisations
| Title | Space Maths Adventure Game Co-Design Challenge Output Repository NSL Public Days |
| Description | A virtual repository and record of the creative ideas and output (space scenarios) produced by participants at New Scientist Live public days (12th and 13th October 2024). |
| Type Of Art | Artefact (including digital) |
| Year Produced | 2024 |
| Impact | The Digital Co-Creation Planetary Design Repository enables individuals to view and explore the creative concepts, themes and ideas within the output produced by member of the public at NSL on October 12th/13th 2024 (Public Days). These will inform the design of the adventure game. |
| URL | https://miro.com/app/board/uXjVLUSFCJI=/ |
| Title | Space Maths Adventure Game Co-Design Challenge Output Repository NSL School Day |
| Description | A virtual repository and record of the creative ideas and output (space scenarios) produced by participants at New Scientist Live School Day (14th October 2024). |
| Type Of Art | Artefact (including digital) |
| Year Produced | 2024 |
| Impact | The Digital Co-Creation Planetary Design Repository enables individuals to view and explore the creative concepts, themes and ideas within the output produced by School Pupils at NSL on 14/10/24. These will inform the design of the adventure game. |
| URL | https://miro.com/app/board/uXjVLTI_qig=/ |
| Title | Community Orbit: A webtool for visualising planetary orbits using community contributed artwork at outreach events. |
| Description | A webtool (comprising PHP scripts, html and javascript) to render an interactive visualisation of planetary orbits. This tool is designed to be used in public outreach events: visitors design a planet and choose an orbit, then add their creation to the online database and see it render on a publicly accessible webpage. The visitor experience consists of: • Drawing a planet they'd like to add to our universe (using art resources). • Describing their planet in a few words. • Experimenting with orbital parameters in a Desmos app https://www.desmos.com/calculator/knfm4rdemu • Photographing and uploading their art and chosen orbit in the webform at https://meshresearch.org/odyssey/dbinterface.php to add their planet to the database. |
| Type Of Technology | Webtool/Application |
| Year Produced | 2024 |
| Open Source License? | Yes |
| Impact | Webtool was deployed at https://meshresearch.org/odyssey/ to support the STEM Festival 2024 (Middlesex University) - The Middlesex University STEM Festival is an annual celebration of science (held in British science week) and is an interactive event which highlights the diverse range of STEM subjects and career opportunities available to young people. In 2024, 309 school pupils attended the STEM Festival from 13 Local schools. Based on Local Authority deprivation data we estimate 174 of these school pupils are in the Wonder communities. A total of 51 participants completed the activity and added a planet to the database in the 2000+1 universe at https://meshresearch.org/odyssey/ . 85% of those attending the event indicated that as a result they wanted to know more about STEM disciplines and areas. |
| URL | https://meshresearch.org/odyssey/ |
| Title | Desmos orbital simulator |
| Description | The orbital simulator visualisation webtool is built using the Desmos graphing calculator. It enables users to explore how the mass, speed, position, major axis and initial angle of a planet affects its orbital trajectory. This tool was designed to be used alongside the Community Orbit webtool during outreach events. The tool allows participants to explore possible orbits before choosing one to commit to the community orbit database. |
| Type Of Technology | Webtool/Application |
| Year Produced | 2024 |
| Open Source License? | Yes |
| Impact | The webtool was used during the STEM Festival 2024 (Middlesex University) - The Middlesex University STEM Festival is an annual celebration of science (held in British science week) and is an interactive event which highlights the diverse range of STEM subjects and career opportunities available to young people. In 2024, 309 school pupils attended the STEM Festival from 13 Local schools. Based on Local Authority deprivation data we estimate 174 of these school pupils are in the Wonder communities. Many participants used the orbital simulator, leading to a total of 51 participants completing the activity by added a planet to the database in the 2000+1 universe at https://meshresearch.org/odyssey/ . 85% of those attending the event indicated that as a result they wanted to know more about STEM disciplines and areas. |
| URL | https://www.desmos.com/calculator/knfm4rdemu |
| Description | 2000+1 Participation at New Scientist Live 2024 - Space Maths Adventure Game Co-Design Challenge. Public Days |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | National |
| Primary Audience | Public/other audiences |
| Results and Impact | Space Maths Adventure Game Co-Design Challenge (New Scientist Live (NSL) 2024) The research team and student ambassadors ran the following co-design activity at NSL 2024 for three days. The NSL weekend sessions (12th and 13th October 2024) were for the general public. The NSL Monday session (14/10/24) was designated School Day. Total Audience for NSL over the the public days was 18,657 At New Scientist Live attendees were encouraged to take part in the Space Maths Adventure Game Co-Design Challenge. This involved them co-designing and co-creating a new maths & space adventure game. The domain is Key Stage 2-3 mathematics and Science and Technology Funding Council space assets. The activity involves attendees talking with research team members and trained student ambassadors about maths and space, and drawing/writing narrative elements or resources that will inform the design of the eventual game. At the start of the activity research team members and student ambassadors welcome participants and briefly explain the 2000 + 1: A space maths odyssey project funded by the STFC . Explaining that we are co-creating a computer game to explore Key Stage 2 and 3 mathematics with space travel. A questionnaire and consent form is given out at the start of the activity to gain consent and to assess the participants awareness of the STFC and their attitude to Maths. The researchers/ambassadors then highlight the STFC's facilities and mission and the reason for the activity. Then the activity begins. Participants throw one of five coloured dice to choose elements for inclusion in their game scenario. The elements are where you are in your journey, what you encounter next in your journey, what mathematics should be included as part of the scenario, which of the space crew is involved in the scenario and also the motivation for the space journey. For example, rolling the red dice indicates where your rocket is in its journey (take off, landing, in orbit etc). The five randomly selected elements are prompts for attendees to use as a starting point when designing their part of the story. In particular they are asked to create for the game * a maths question * some art, * some story ideas The participants use their creativity to draw or describe in words their scenario on paper. This is then uploaded to a Miro board which is used as a repository of all the creative ideas and scenarios. After completing the co-design attendees are asked to complete another section on their questionnaire which assesses if their attitudes and perceptions have changed. Participants can take their work with them as well as view the digital work on the Miro board. 'Space Maths Adventure Game Co-Design Challenge Output Repository NSL Public Days' - https://miro.com/app/board/uXjVLUSFCJI=/ The activity led to discussions around attitudes and perceptions of mathematics and its importance and relevance in society and science. There was discussion around their enjoyment, capability and confidence in STEM subjects as well as possible careers in STEM areas. In addition attendees asked questions about the STFC's purpose and work. |
| Year(s) Of Engagement Activity | 2024 |
| URL | https://miro.com/app/board/uXjVLUSFCJI=/ |
| Description | STEM Festival 2024 (Middlesex University) - Build Our Universe |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | Local |
| Primary Audience | Schools |
| Results and Impact | STEM Festival 2024 (Middlesex University) - The Middlesex University STEM Festival is an annual celebration of science (held in British science week) and is an interactive event which highlights the diverse range of STEM subjects and career opportunities available to young people. In 2024, 309 school pupils attended the STEM Festival from 13 Local schools. Based on Local Authority deprivation data we estimate 174 of these school pupils are in the Wonder communities. Build Our Universe Activity The activity explores how different physical parameters, such as speed or distance from the sun, can affect the shape of the planet's orbit. To motivate the activity participants first are briefed by student ambassadors/ the research team about the about the STFC and the funded 2000+1 project. Participants also learn the history around planetary motion including Kepler's first law of planetary motion and Newton's Law of Gravitation. Participants are then asked to create their own planet to add to the solar system. They are then asked to create and draw their own planet and then choose the parameters to describe its motion. They are encouraged to experiment with orbital parameters in a Desmos App. https://www.desmos.com/calculator/knfm4rdemu. They can change the mass, distance from the sun, speed, angle and starting position, and see the impact on their planets orbit. Their art work is uploaded to the planetary database which they can view at any point to see the movement of their planet in the community universe - https://meshresearch.org/odyssey/ . 85% of those attending the event indicated that as a result they wanted to know more about STEM disciplines and areas. |
| Year(s) Of Engagement Activity | 2024 |
| URL | https://meshresearch.org/odyssey/ |
| Description | Space Maths Adventure Game Co-Design Challenge (New Scientist Live (NSL) School Day 14th October 2024) |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | National |
| Primary Audience | Schools |
| Results and Impact | The research team and student ambassadors ran the following co-design activity at NSL 2024 for three days - a two day public event and a one-day one School event. The NSL Monday session (14/10/24) was designated School event/day. Schools' Day Audience 6,446 school pupils and 260 home educated. Complimentary School attendance from schools with a high proportion of disadvantaged students 3,012. 162 schools were represented and 819 teachers and chaperones were present at the event. At New Scientist Live attendees were encouraged to take part in the Space Maths Adventure Game Co-Design Challenge. This involved them co-designing and co-creating a new maths & space adventure game. The domain is Key Stage 2-3 mathematics and Science and Technology Funding Council space assets. The activity involves attendees talking with research team members and trained student ambassadors about maths and space, and drawing/writing narrative elements or resources that will inform the design of the eventual game. At the start of the activity research team members and student ambassadors welcome participants and briefly explain the 2000 + 1: A space maths odyssey project funded by the STFC . Explaining that we are co-creating a computer game to explore Key Stage 2 and 3 mathematics with space travel. A questionnaire and consent form is given out at the start of the activity to gain consent and to assess the participants awareness of the STFC and their attitude to Maths. The researchers/ambassadors then highlight the STFC's facilities and mission and the reason for the activity. Then the activity begins. Participants throw one of five coloured dice to choose elements for inclusion in their game scenario. The elements are where you are in your journey, what you encounter next in your journey, what mathematics should be included as part of the scenario, which of the space crew is involved in the scenario and also the motivation for the space journey. For example, rolling the red dice indicates where your rocket is in its journey (take off, landing, in orbit etc). The five randomly selected elements are prompts for attendees to use as a starting point when designing their part of the story. In particular they are asked to create for the game * a maths question * some art, * some story ideas The participants use their creativity to draw or describe in words their scenario on paper. This is then uploaded to a Miro board which is used as a repository all the creative ideas and scenarios. After completing the co-design attendees are asked to complete another section on their questionnaire which assesses if their attitudes and perceptions have changed. Participants can take their work with them as well as view the digital work on the Miro board entitled 'Space Maths Adventure Game Co-Design Challenge Output Repository NSL School Day'. https://miro.com/app/board/uXjVLTI_qig=/ The activity led to discussions around attitudes and perceptions of mathematics and its importance and relevance in society and science. There was discussion around their enjoyment, capability and confidence in STEM subjects as well as possible careers in STEM areas. In addition attendees asked questions about the STFC's purpose and work. |
| Year(s) Of Engagement Activity | 2024 |
| URL | https://miro.com/app/board/uXjVLTI_qig=/ |
