

The simpler the task, the fewer points awarded the harder the task, the more points awarded. The challenges were scaffolded, beginning with easier tasks, like escaping the atmosphere, followed by more complicated missions, like intercepting with the moon or leaving the earth’s sphere of influence.
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In order to gain the most points as a team and win the simulated Kerbal Space Race, experienced student team leaders had to coach fellow students new to the game on how to approach each challenge. Some examples of those challenges included successfully launching one’s own rocket, entering into orbit around the home planet, initiating an encounter, completing a flyby, and landing on the moon. Each team aimed to complete as many challenges and tasks as possible. In our intensive, we had 16 student aeronautical engineers who were divided into four teams. The idea for the intensive was proposed by 8th graders Tony Regli, Grayson Wade, and me, and was facilitated by 7th grade teacher Steve Bartholomew and technology integration specialist Matt Murray. This fact was the motive behind The Philadelphia School’s choice to utilize the app during a winter intensive (elective) focused on the aforementioned STEM concepts.

Kerbal Space Program, a free-play or “sandbox” video game, is a program that can redefine how middle schoolers and high schoolers alike learn about astrodynamics, orbital mechanics, aerodynamics and basic physics in a fun and enjoyable way.
