Rover Races
Goals: The students will learn the challenges of operating a planetary rover and problem solve solutions by using a hands-on simulation.
Objective: The students will form teams of four. With one student designated as the "driver" and the remaining three students hooked together (choo-choo style with hands to the waist or shoulder) as the rover, the rover will be guided through an obstacle course. The three students will be blindfolded and respond only to the directions given by their driver. Two officials will keep track of the time and faults of each team.
Time Frame: 45 minutes
Items Needed:
Procedure:
The game should be prefaced by a short lesson on planetary rovers (such as the Mars Pathfinder rover). A handout explaining the capabilities of such rovers should be distributed. Pictures, slides, and scale models of rovers add a visual aspect to the lesson and should be used if possible. Allow time for students questions.
The rover obstacle course may be set up a variety of ways. Chairs, desks or other furniture/equipment should not be used as obstacles as the blindfolded students may trip or be injured. Laminated construction paper placed on the floor is quite effective and can be used in any location. Using loose papers allows for the obstacle patterns to be changed. If possible enough obstacles must be placed to allow for teams to choose various routes. The driver will use the clipboard to record the direct moves given to their rover. The only acceptable commands are: forward, reverse, turn left, turn right, and stop. These commands will be followed by a designated number of steps (e.g., forward four steps). First, the driver walks through the course alone, recording the commands that will direct the rover. The rover people will then be lined up at a starting line blindfolded, and linked together before the start. If a large enough space is used, dual courses may be set up allowing teams to compete simultaneously, adding to the excitement of the race. If this is done, a second set of blindfolds, and additional stopwatch, a additional clipboard, and an additional two officials will be needed. Each team proceeds along the course, with only driver speaking the commands. No changes are allowed, nor guiding of any kind, other than speaking the written commands previously recorded. The officials will record a fault each time an obstacle is stepped on. The timer will record the time necessary to complete the course. The team with the least amount of faults will be declared the winner. The timekeeper will record the time to see if there is any correlation between completing the course rapidly and the number of faults committed.
The students that are not taking an active part in the race course can draw their own rover design on the page provided. The job cards assigning the next team(s) to compete can be handed out. This allows for a faster turnover for the next race. Another possibility is to have engineering teams chose, allowing brainstorming between races, to see what changes would ensure a better race next time.
Race Variations:
A video camera and monitor could also be set up and the driver would have to instruct the
rover by remote, interpreting the needed course and directions from a distance. If no
camera is available, a team of students could relay what they see to the driver in another
location. Once the driver makes a decision, it is relayed back to the rover team. In a
sense, it is like the "telephone" game. This also allows for a time delay
between moves, simulating more closely the true situation of guiding planetary rovers.
Closure: After the races are complete, allow the students to brainstorm the challenges encountered. Have the students talk about the route choices made by the drivers and how they might improve their race, if allowed another chance. Talk about the time lapses that the real drivers experience in communicating with a planetary rover. Invite the students to investigate rovers on their own, giving resource lists to interested students. Repeat the races as time allows.