๐ŸŽ Grown-Ups' Corner ยท Teacher & Family Guide

๐ŸŒ• Lunar Outpost

A hands-on space-colony building game where students keep explorers alive by balancing power, air, water, food, and people โ€” one smart decision at a time.

๐Ÿ‘ง Grades 3โ€“5 (built for 3โ€“4) ๐Ÿง  Computational thinking + STEM โฑ๏ธ 15โ€“30 min sessions ๐Ÿ’ป Chromebook ยท iPad ยท any browser ๐Ÿ”Š Read-aloud objectives
1

What is Lunar Outpost?

Students land on a world โ€” the Moon, Mars, Venus, Enceladus, or Europa โ€” with four colonists and a small landing pod. Their job is to grow a thriving colony by building the right things in the right order. Every building is part of a system: a solar array makes power, that power runs an oxygen generator, that oxygen keeps colonists breathing, and happy colonists invite more colonists. Nothing works in isolation, so children constantly practice systems thinking, cause-and-effect reasoning, planning, and troubleshooting โ€” the heart of computational thinking โ€” while soaking up real space-science and engineering ideas.

The game is friendly and forgiving (no violence, no timers that punish), and a guided Mission Control walks students through their first colony step by step. It can be read aloud for emerging readers.

The tools your student actually uses

๐ŸชChoose a World

On the start screen, students pick a destination. Each world has different sunlight and ice, so the same plan won't work everywhere โ€” Venus is sun-soaked but dry; Europa is icy but dim.

๐Ÿ—๏ธBuild Menu & Grid

Tap a building card at the bottom, then tap the ground to place it on the grid. Rotate with R, and drag to draw Walkways. 40 buildings across 7 categories.

๐Ÿ“ŠResource Dashboard

The top bar shows live amounts and + / โ€“ per-second rates for Metal, Oxygen, Water, Food, and Science. This is the data students read to make decisions.

โšกPower & Day/Night

Solar Arrays make power only in sunlight; a Battery Bank stores it for the long lunar night; Reactors run around the clock. Watch the SOL day counter.

โ‹Life Support

Oxygen Generators, Ice Extractors (water), and Hydroponics Farms (food) keep colonists alive. Run out and colonists get unhappy โ€” then leave.

๐Ÿ‘ชColonists & Happiness

New colonists arrive when there is housing, healthy food/air/water, and enough happiness โ€” boosted by Parks, Canteens, and a Medical Bay.

โš’๏ธJobs & Industry

Regolith Mines, Refineries, and Research Labs need workers โ€” output grows as more colonists staff them, teaching supply and staffing.

โš—๏ธScience & Tech Tiers

Banking Science promotes the colony through Touchdown โ†’ Foothold โ†’ Expansion โ†’ Frontier City, unlocking better buildings โ€” a clear goal ladder.

โ‡„Transport Network

Walkways, Transit Tubes, Rover Garages, and Monorail Stations connect buildings so colonists (and vehicles) can get around the base.

๐ŸŽฏMission Control

The OBJECTIVE card gives one clear task at a time (16-step campaign), modeling how to break a big goal into small steps โ€” then opens into free play.

๐Ÿ”ŠRead-Aloud Narration

A speaker button reads each objective aloud in a clear voice โ€” an accessibility feature so emerging and non-readers can play independently.

๐Ÿ› ๏ธFix-It Tools

Demolish removes a building (50% refund) and Disable switches one off โ€” letting students isolate and fix problems in their colony.

โฏ๏ธSpeed, Camera & Autosave

Pause / 1ร— / 2ร— / 4ร— control time; drag, pinch, and rotate to look around; progress autosaves so a colony can continue next session.

2

Standards Alignment

Lunar Outpost is not a coding environment โ€” students don't write code โ€” so this guide aligns to the computational-thinking and engineering-design practices the game genuinely exercises. Codes and titles below are quoted verbatim from the CSTA K-12 CS Standards (2017), Level 1B (grades 3โ€“5) and the Next Generation Science Standards (NGSS).

CSTA โ€” Computer Science Standards ยท Level 1B (Grades 3โ€“5)
CodeStandard (verbatim)How Lunar Outpost addresses it
1B-AP-11 Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process. The Mission Control chain models decomposition directly: "build a self-sufficient colony" becomes power โ†’ air โ†’ water โ†’ food โ†’ housing. Students learn to attack a big goal one buildable step at a time.
1B-AP-15 Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended. When oxygen drops or the grid browns out, students diagnose the cause on the dashboard and fix it โ€” add a generator, build a Battery Bank, or Disable a power-hungry building to test a theory. Classic debugging of a system.
1B-AP-08 Compare and refine multiple algorithms for the same task and determine which is the most appropriate. There are many ways to power a base. Students compare Solar + Battery vs. a Reactor, and refine their plan for each world (Venus favors solar; Europa favors reactors), choosing the most appropriate approach.
1B-DA-07 Use data to highlight or propose cause-and-effect relationships, predict outcomes, or communicate an idea. The live +/โ€“ resource rates are data. Students read a falling number, propose the cause ("too many buildings, not enough oxygen"), and predict what happens next โ€” then act before colonists leave.
1B-DA-06 Organize and present collected data visually to highlight relationships and support a claim. In Lesson B, students record power generated by day vs. night into a simple chart and use it to support the claim that solar power alone can't survive the lunar night.
1B-IC-19 Brainstorm ways to improve the accessibility and usability of technology products for the diverse needs and wants of users. The game's read-aloud narration and large touch targets are accessibility features. Students evaluate who they help (emerging readers, tablet users) and brainstorm further improvements โ€” designing for real users.
NGSS โ€” Bonus Science & Engineering Alignment (Grades 3โ€“5)
CodePerformance Expectation (verbatim)How Lunar Outpost addresses it
3-5-ETS1-1 Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost. Keeping colonists alive is the need; the criteria (positive oxygen/food/water) and constraints (limited metal, power, and grid space) are visible on screen the whole time.
3-5-ETS1-2 Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem. Students weigh building choices (which power source? which world?) against cost and payoff, comparing solutions before committing precious metal.
3-5-ETS1-3 Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved. The Disable and Demolish tools let students change one thing at a time and watch the rates โ€” a fair test โ€” to find and fix a colony's weak point.
4-PS3-4 Apply scientific ideas to design, test, and refine a device that converts energy from one form to another. Solar Arrays convert sunlight into electricity that powers the base. Students design and refine a power system, seeing energy transform and flow from source to use.
3

Three Ready-to-Run Lessons

GRADE 3 ยท ~20 MIN

Power First! Building a Colony in the Right Order

Focus: sequencing & decomposition ยท CSTA 1B-AP-11

Objective

Students will break the goal "keep colonists alive" into an ordered list of steps and follow it to build a working starter colony.

Vocabulary

systempoweroxygenresourcesequence / orderobjective

Steps

  1. As a class, ask: "What do humans need to survive on the Moon?" List answers (air, water, food, energy).
  2. Start a new colony on The Moon. Read the first OBJECTIVE card aloud (or tap the ๐Ÿ”Š speaker button).
  3. Follow Mission Control in order: build a Solar Array (power first!), then an Oxygen Generator, then an Ice Extractor, then a Hydroponics Farm.
  4. After each build, look at the top dashboard together. Which number went up? Which went down?
  5. Build a Habitat Dome and watch new colonists arrive.

Talk About It

  • Why did Mission Control ask for power before the oxygen machine?
  • What might happen if we built the farm first and skipped power?
  • Where else in life do we have to do steps in a certain order?
GRADE 4 ยท ~30 MIN

Reading the Dashboard: Cause & Effect with Data

Focus: data & prediction ยท CSTA 1B-DA-07, 1B-DA-06 ยท NGSS 4-PS3-4

Objective

Students will collect power data during day and night, chart it, and use it to explain and predict why solar-only colonies fail in the dark.

Vocabulary

datarategeneratestorecause & effectpredictbattery

Steps

  1. Load a colony with a few Solar Arrays and at least one power-using building. Pause the game (โธ).
  2. Note the power number (gen/use) in daytime. Record it in a two-row table: "Day" and "Night."
  3. Let time run at 2ร— until the SOL counter shows night falling. Record the power number again.
  4. Have students chart the two values and write one sentence: "When the sun goes down, power ______ because ______."
  5. Now add a Battery Bank. Predict out loud what will change, then test through another night.
  6. Optional: repeat on Venus (super sun) vs. Europa (dim sun) and compare.

Talk About It

  • What does the data show about solar power and the lunar night?
  • How did the Battery Bank change the effect? What is it doing with the daytime power?
  • What claim can you support now with your chart?
GRADE 5 ยท ~30 MIN

Engineer a World: Compare & Refine Under Constraints

Focus: design & iteration ยท CSTA 1B-AP-08 ยท NGSS 3-5-ETS1-1/2/3

Objective

Students will define the criteria and constraints of a colony, generate and compare two power/water plans for two different worlds, and refine one through fair testing.

Vocabulary

criteriaconstrainttrade-offsolutionfair testrefine / iterate

Steps

  1. As a class, write the colony's criteria (oxygen, water, food, and power all staying positive) and constraints (limited Metal and grid space).
  2. Partner A starts on Venus (lots of sun, little ice); Partner B on Enceladus (tons of ice, dim sun).
  3. Each partner generates a plan: which power source, and how many Ice Extractors vs. Solar Arrays their world needs.
  4. Build it, then run a fair test: change only one building at a time using Disable/Demolish and watch the rates to find the weak point.
  5. Refine the plan, then partners compare: why did the best plan differ between the two worlds?

Talk About It

  • Why can't the exact same colony plan win on every world?
  • Which constraint was hardest to work around, and how did you engineer past it?
  • What did a fair test tell you that just guessing could not?
4

Conversation Starters

Ask these while a child plays or shows off their colony โ€” they turn play into reflection.

"Give me a tour of your colony โ€” what does each building do for the others?"
"Which number on the top bar are you watching right now, and why that one?"
"Something went wrong once โ€” how did you figure out what to fix?"
"If you started over on a different world, what would you build first this time?"
"What's your plan to reach Frontier City and launch to Mars?"
"If you could add one brand-new building to the game, what would it make or fix?"
5

Capstone & Rubric: "Design Your Own Colony"

The task: Pick any world and grow a colony until it reaches at least the Foothold tier and houses 8+ colonists. Then present it: name three buildings and explain how they work together as a system, and describe one problem you solved.

Criterion 1 ยท Emerging 2 ยท Proficient 3 ยท Exemplary
Systems thinking Names buildings but not how they connect. Explains one clear chain (e.g., solar โ†’ oxygen โ†’ colonists). Explains several linked chains and how a change in one ripples to others.
Planning & sequence Built in a random order with lots of stalls. Followed a sensible order (power & life support first). Planned ahead for the night and for growth before problems appeared.
Using data Did not reference the dashboard. Used the +/โ€“ rates to spot one problem. Used data to predict and prevent problems, citing specific numbers.
Troubleshooting Got stuck and needed rescuing. Fixed a shortage after it happened. Diagnosed the cause with a fair test (Disable/Demolish) and fixed it deliberately.
Communication Few details when presenting. Clearly describes buildings and one solved problem. Uses vocabulary (system, resource, constraint) to explain choices and trade-offs.
Lunar Outpost ยท Grown-Ups' Corner โ€” a printable teacher & family guide.
Standards quoted from CSTA K-12 Computer Science Standards (2017) and the Next Generation Science Standards (NGSS). No student data is collected; the game runs entirely in the browser.