01 / CREW READINESS TEST

Mission check.

08 QUESTIONS / INSTANT FEEDBACK

02 / TRANSLATION LOG

Glossary

FIELD LANGUAGE / 13 TERMS

03 / SIGNAL CLARITY

Frequently asked
questions.

04 / TEACHER'S CORNER

Take the mission
into the classroom.

THREE READY-TO-USE ACTIVITIES
01 / DESIGN

Design a rover.

Give students a mission: "Survive a Martian dust storm" or "Last 14 years." Ask them to sketch a rover, choose a power source and explain their choices.

02 / SCALE

Scale it up.

Cut out the size of Sojourner (microwave oven), Curiosity (small car) and the Apollo rover, and compare them on the floor.

03 / SIGNAL

Signal delay game.

Two students play "Mission Control" and "Rover." Add a 3-minute to 22-minute delay between messages. What changes?

Discussion questions

  • Is it OK to leave machines on other worlds? Why or why not?
  • Which discovery in this site surprised you the most?
  • If you designed the next lander, what would you leave behind?

05 / CREDITS AND FURTHER READING

Continue exploring with the people and archives behind these stories.

Captions credit the NASA center or team named with each image. NASA imagery is generally available for public use; individual items may carry additional restrictions. This independent project is not endorsed by NASA.

CHAPTER 05 / AFTER THE QUESTIONS

Now step back
into the starlight.

Watch the worlds draw near, then scatter into the dust and light they left behind.

Enter the Effects Lab →