Easily frustrated learners will benefit from additional help and could be directed to the thriving online community supporting the game. Teachers should be aware, however, that it’s a tough and demanding game. For instance, educators could supplement a physics lesson on forces and angular momentum with homework in Kerbal Space Program, asking learners to achieve orbit and record the stats of their rockets for comparison. The free demo should provide enough material for basic classroom use, but learners who get hooked will want the full version. Given Kerbal Space Program’s accurate modeling of rocket construction and the underlying calculus, Newtonian physics, and trial-and-error processes that ground rocket science, it could easily integrate into math, physics, or engineering classrooms. Some other activities include managing a budget, going on expeditions outside the ship, docking spacecrafts, and discovering new worlds. What emerges from all these features is a series of unique, self-designed experiences that highlight the trials and tribulations of space flight. The Sandbox mode is open-ended learners can learn to fly without restrictions. Science mode lies somewhere between the other two modes in terms of freedom. In Career mode, players manage and expand their own space center, researching new technologies and going on missions. The game has three modes: Career, Science, and Sandbox. The star system closely resembles our own, but the planet is populated with cute green characters reminiscent of the minions in the movie Despicable Me. Players purchase various rocket parts, put them together, and then see if they can get their ship into orbit, to one of Kerbin’s two moons, or even to another planet. Kerbal Space Program is somewhat like a NASA simulator except it’s set in a fictional star system on the planet Kerbin.
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