Synopsis

Students will work together to create a lunar lander that can successfully touch down within parameters. Participants will learn how to read sensors, move servos, and combine input mechanisms with the Arduino board to accomplish this task. By the end of the course, students will be able to:

Identify different types of sensors

Create different input and output sources specifically for human use

Wire parts to an Arduino board, acknowledging the differences between analog and digital pins

Program all parts connected to the Arduino

Combine functions of multiple parts to create automated processes

Plan ahead of a task to counteract potential problems

Think critically about the mission and develop innovative solutions

The goal of the game is to touch down a lunar lander while dealing with random anomalies. The lunar lander will be lowered by two strings allowing the speed and tilt of the lander to be adjusted. Students will be scored based on their landing speed, distance from the target landing zone, and ability to react to the anomalies. Anomalies will be random and each anomaly will have different consequences. Students will be given a list of the anomalies ahead of time so they can adequately prepare and innovate solutions to the problems.


Students will be given two Arduinos, one for the lander and one for the control panel. Students will fit their lander Arduino into a premade lander contraption that physically imitates a real lunar lander. They will then take data from that Arduino and control the lander with their flight station to achieve the game goal.