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Standards-Based Curriculum

Antecedents to the American Revolution

Biofuels and energy dependency

The effect of trade dependency on politics

The rights and responsibilities of citizens

Consent of the governed

Electromagnetic radiation & interference

Chemical catalysts

Bacterial hibernation & dormancy


Higher Order Thinking

Was the American Revolution justified?

How does trade dependency shape politics?

What is the price of national security, and is it worthwhile?

What are the rights and responsibilities of citizens?

What is the difference between protests and terrorism?

How would the United States be different if Britain had conceded

to the American colonists' demands?

Part 1 & 2 Timelines- click each to see expanded view












Challenge #1

An interstellar empire is on the brink of war!  The Albion Empire is a large and mighty civilization that spans 

many worlds.  In order to grow and thrive it needs large sources of energy.  Several years ago the Albion 

Empire discovered a planet in the remote Sargassum System that was rich in a special type of algae.  The 

algae grows in the planet’s lakes, swamps, and bogs, and it can be processed into a powerful biofuel.  The 

Albion Empire established a colony on the planet to harvest the algae and turn it into fuel.

Over the years Sargassum Colony has grown from a small group of algae farmers to a large and bustling 

society.  Colonists come from all walks of life, but harvesting algae and converting it into fuel is still the 

colony’s largest and most important industry.


The biofuel it creates is extremely valuable, and a few years ago a rivaling empire tried to conquer 

Sargassum Colony for itself.  The Albion Empire used its powerful armada to defend the colony, but it 

incurred heavy losses in the process.  It has recently created a new tax on the colony to help repair its fleet.

The colonists, however, are outraged.  As they see it, farming the algae and processing the fuel should be 

payment enough.  They consider the new tax outrageous and exploitive, and a group of colonists have 

begun protesting it with acts of sabotage—or, as the Albion Empire sees it, terrorism.


Over the past several weeks the situation has gotten much worse.  The acts of terrorism have become more 

frequent and severe, and several Albion fuel ships have been destroyed.  A large convoy of fuel ships is 

scheduled to leave Sargassum Colony for the Albion home world in the near future, but the Empire recently 

received a mysterious threat that the fuel will never make it to its destination.


The Albion armada could easily overpower the small Sargassum Colony, but the Empire hopes to avoid 

bloodshed if possible, and it doesn’t want to interrupt the much-needed supply of biofuel.  The Empire has 

called upon you—the Infinity Knights, the protectors of peace and justice throughout the universe—to 

arbitrate the situation and keep the peace.


Your mission is to travel to Sargassum Colony and protect the convoy of biofuel transports as they make 

their way toward a jump gate at the far edge of the system, which will take them the rest of the way to the 

Albion home world.  Keep an eye out for terrorists, and don’t let anything happen to the fuel.  And above all, 

don’t let the situation get any worse.  The last thing anyone wants is a full-scale war to break out between the 

Albion Empire and Sargassum Colony.


You will be transported to the Sargassum System.  Make your way to Sargassum Colony where “Butcher” 

Tarleton, Commander of the Albion troops stationed at the colony, will meet you.  The fate of the entire 

empire stands on the edge of a knife.  Be careful, keep the peace, and move quickly—the clock is ticking!



Challenge #2

“The threat of civil war is not the only problem in the Sargassum System. The Talaxian are calling for the Infinity Knights help as well. Their ancient way of life is under grave threat from a 10th level mutant, Master Magneto. With the use of some specific technology and his psionic powers, he has begun drawing all the asteroids in the Sargassum System towards the Stars Temple whereby he is harvesting precious ores in order to complete the Magnetosphere and become very rich. If Magneto is allowed to complete the Magnetoshphere it will allow him to manipulate all metals in the star system, effectively neutralizing all adversaries militaries.   Talaxian spies have learned that his forces are poised to move out from the Star Temple to overtake the entire  star system and enslave all its inhabitants once the Magnetosphere is complete. The Infinity Knights will have to work efficiently and wisely to solve both of these challenges if they are to stabilize the Sargassum System and ensure all the races can live long and prosper.”






Episode 1: The Albion Conflict

The crew will contact Butcher Charlton and attempt to protect the bio-fuel convoy from the Sargassum Colonist fighter ships.  Meanwhile, the leader of the Sargassum Colonist, Major Green, informs the Infinity Knights and Albions that they have sabotaged the bio-fuel cargo ships with a bacteria that consume the bio-fuels if it reaches the jump gate by means of gamma radiation if their demands are not met.  The Albions are refusing their demands and are prepared for bloodshed to ensure the flow of bio-fuel, hence the immediate need is for the Infinity Knights to purchase an antibiotic quickly and inject it into the cargo holds of the bio-fuel cargo ships before the convoy reaches the jump gate (the crew will have only 45minute to accomplish this from the time the convoy leaves Sargassum colony.  The communications officer and crew are going to have to do some wheeling and dealing to pull this off in time!!




  • Find out who has an antibiotic

  • Negotiate with the Talaxians and Ferengi

  • Harvest Lathinum ore

  • Obtain the antibiotic and deliver it to the cargo ships in time



Episode 2: Harvesting Asteroids

The crew now sets out to try and stop Master Magneto.  In this episode, the crew will have to do some investigation and discover a means by which Master Magneto can be stopped. 



  • Find out who can help them build the Magnetosphere Disruptor Missile (MDM)

  • obtain the materials for building the MDM by using their geology and chemistry skills to harvest the required ores that the vendor of the MDM materials is asking for.




Episode 3: Assembling the Megnetosphere Disruptor Missile

Now that the crew has the MDM materials in hand, they must seek out the scientist who can help them assemble the MDM. 



  • The crew will work in  Minecraft teams to assemble the MDM according to blueprints provided by Dr. Neelix on his homeworld,



Episode 4: The Way of the Jedi

The crew must seek out a Jedi Master who can provide them will help in stopping the Magento Repeller(MR) stations that are pushing the asteroids towards the Magnetosphere.



  • The crew will work in  Minecraft to go through Jedi Master Zylo's obstacle course and obtain a floppy disk that can be used to reprogram the Magneto Repellers against Master Magneto's ships 



Episode 5: Han Solo and the Cloak

The crew must find Han Solo and negotiate the purchase of the Cloaking Transmitter Access Code Box and turn off the Star Temple Cloaking System



  • The crew will need to get enough money together to pay the steep price that Han Solo is asking for

  • Hack the Star Temple Cloaking Transmitters and get the Cloaking Transmitter Access Code Box open in order to turn off the cloaking system



Episode 6: Repel the Enemy

Once the Starts Temple is decloaked, the crew will have to scan Magnetos ships to determine what they are made of so they can correctly program the MR stations to repel Magneto ships. There are 3 classes of ships, but only 2 MR in the system, so the crew will have evaluate which class of ships are best to repel, leaving the final class to battle.



  • Scan Magneto ships

  • Hack and reprogram the MR to repel ships



Episode 7: Enter the Stars Temple

The Infinity Knights are now ready to use the MDM and their ships firepower to foil Master Magnetos plans. 



  • Stave off enemy ships

  • Reach the Magnetosphere and deploy the MDM to disrupt the magnetic force field surrounding the MDM.

  • Use the ships weapons system to destroy the Magnetosphere



Episode 8:  Capture Master Magneto

The Infinity Knights will have to chase down and capture Master Magneto to complete the mission!



  • Follow Master Magneto

  • Overpower his ship

  • Transport him onboard

INSURRECTION PART 1 (fall semester)


  • Chemistry Lecture

  • Episode 1   

  • Episode 2

  • Play Captain Sonar 


INSURRECTION PART 2 (spring semester)


  • Episode 3  

  • Episode 4

  • Episode 5  

  • Episode 6

  • Episode 7  

  • Episode 8

  • Play Terraforming Mars





  1. Find who has an antibiotic to counter the Sargassum colonists attempts at sabotage. 

  2. Harvest the ores necessary to buy the Magneto Disruptor Missile instructions from the Ferengi.

  3. Purchase the antibiotic from the Talaxians.

  4. Ensure the Albion convoy reaches the jump gate with its biofuel intact.

  5. Find Dr. Neelix

  6. Harvest the ores and make the compounds necessary to trade the Ferengi for the MDM materials

  7. Build the MDM 

  8. Obtain the floppy disk from Jedi Master Zylo 

  9. Buy the CLoaking Transmitter Access Code Box from Han Solo

  10. Decloak the Stars Temple

  11. Hack and reprogram the Magneto Repellers

  12. Destroy the Magnetosphere using the MDM

  13. Capture Master Magneto







MASTER MAGNETO- A 10th level villain who is using technology and his psionic powers to magnetically bring the asteroids of the Sargassum system to his Magnetosphere inside the Stars Temple.  He is becoming stronger day by day and the Talaxians are fearful he will soon try to enslave all the inhabitants of the Sargassum system.


DR. NEELIX- A Talaxian scientist who is capable of helping the Infinity Knights to build the MDM


HAN SOLO- Smuggler and Captain of the Corellian light freighter The Millennium Falcon. 


JEDI MASTER ZYLO- Jedi Master from the moon Shama


BUTCHER TARTLETON- Commander of the Albion troops stationed at Sargassum colony,  It is his job to ensure the bio-fuel convoy reaches safely to Admiral Clive at the jump gate.


MAJOR GREENE- Leader of the Sargassum colonist rebellion. He is demanding representation in the Albion government and abolition of the Bio-Fuel tax.


ADMIRAL CLIVE- Lead of the Albion Armada. He awaits at the jump gate to receive the bio-fuel shipments. He will not hesitate to use military force to put down the rebellion if they were to disrupt the flow of bio-fuel to Albion.


SARGASSUM COLONISTS- Albions sent to Sargassum Colony to manage the planets bio-fuel resources. The biofuels are extremely valuable, and the empire has spent significant resources defending them from greedy foes. In an attempt to recoup its costs the empire has levied a new tax on the colony. The colonists, however, are outraged. As they see it, farming the algae and processing the fuel should be payment enough. They consider the new tax outrageous and exploitive, and a group of colonists have begun protesting it with acts of sabotage—or, as the empire sees it, terrorism


TALAXIAN- Talaxians are a warp-capable, technologically-advanced species native to the planet Talax in the Delta Quadrant. They tend to be a whimsical race with a well-developed sense of humor. They tend to be very friendly and helpful and are willing to offer their services to anyone who requires them.  Physically the Talaxians are humanoid, with large amounts of yellow to reddish-brown spotting on their heads, arms and bodies. They have pale skin and a plume of ginger hair across the top of their heads. Males also have ginger whiskers growing on either side of their face, these develop during puberty, much like facial hair in Humans, however, the whiskers also have a pleasurable application as when tugged, the whiskers induce sexual arousal and feelings. Talaxians are generally stocky and the musculature of their upper bodies is very dense. Talaxians have spotted feet with long toes; the little toe is enlarged and rivals the innermost toe in size.  Talaxian blood is red. The respiratory system of a Talaxian is directly linked, in various points, to their spinal cord.  The Talaxian race is an ancient one and they may have been warp capable as far back as the 1450s, when their race was contacted by the Vaadwaur. It is unclear as to how this contact went, however a legacy of this contact survived in the Talaxian language as the word "vaadwaur", which means "foolish," seemingly suggesting it didn't go well. The ancient Talaxians referred to themselves as Talax-ilzay.  The Talaxian race engaged in a war with the Haakonian Order in the 2340s and 2350s. As a result of the war, many Talaxians emigrated to different regions of the Delta Quadrant. At least one group of emigrants had reached as far as the Delta/Beta Quadrant border by 2378. The war ended in 2355 with the deployment of the metreon cascade on the Talaxian moon of Rinax. Seeing the devastation caused by the cascade, the Talaxian government surrendered unconditionally.  A small fleet of Talaxians aided Tom Paris in retaking the Federation starship USS Voyager from the Kazon-Nistrim in 2373. They lured the captured ship into a nebula where Paris, with his shuttle, disabled critical systems, forcing the Kazon to abandon the ship.   Talaxians tend to be a spiritual people, known for their enjoyment of stories and the company of others. Talaxian burial ceremonies are elaborate, involving a full week of mourning. Their mythology has a belief in an afterlife known as the Great Forest, where a great tree stands at the center. It is said that upon death, a Talaxian goes to the afterlife and meets the souls of his deceased family upon arrival. Many Talaxians keep models of the Guiding Tree and other religious/ceremonial objects.  The Talaxians have an old expression: "When the road before you splits in two, take the third path." The meaning of this expression is to offer an individual a third option when the two they are offered are equally unappealing.  The Talaxians celebrate a religious holiday called Prixin, which is a celebration of family life.  Talaxians have a great enjoyment of food and meals. It is customary for a Talaxian to tell the story of how a meal was prepared to those eating it. (VOY: "Flashback") Talaxians do not usually take baths in water, as their sector does not have a lot of it. Water was a high commodity in the Delta Quadrant in 2371.  Talaxians are a very emotional species, and usually have a very optimistic and positive outlook on life. This, however, can change quite rapidly to paranoia, fear, suspicion and jealousy.


FERENGI- They and their culture are characterized by a mercantile obsession with profit and trade, and their constant efforts to swindle unwary customers into unfair deals. They follow a code of conduct known as "The Ferengi Rules of Acquisition." These rules ordain conduct such as "Never place family before business." The Ferengi were a warp-capable humanoid species from the planet Ferenginar. The Ferengi governing body, known as the Ferengi Alliance, was formed over a period of ten thousand years, beginning with the establishment of a system of currency, to their purchase of warp technology, and finally to its state in the 24th century.  On average, Ferengi are shorter than Humans. They have orange-brown colored skin, long blue toenails and blue fingernails, enlarged skulls, wrinkled noses, and sharp teeth. Internally, they had ascending ribs and upper and lower lungs, as well as an unusual four-lobed brain.




INSURRECTION PART 1 (fall semester)




Strategic thinking and cooperative teamwork are the keys to success in this extremely fun and challenging game.


In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.


All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat.


Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.




The Stars Temple


"Usually when we play the First Mate is responsible for all green systems and for the greatest part of the communication between Captain and Engineer. By reaching out to the radio operator for what green system to use and at the same time instructing the captain as to where he should move in order restore systems makes you really really busy as First Mate.  If all players are experienced as you said, the First Mate should actively take the organizer role instead of the captain."


Your knowledge of Chemistry is essential to this mission. As such, you and your crewmates will be in class at Starfleet Academy getting some training from Admiral Sai. Your crew will use some of this training during the mission to help you harvest the ores from asteroids and make required compounds that are central to being able to complete the mission. In this 2 part mission, you will be learning about:


  • periodic table

  • atomic structure

  • ions

  • Avogadro's number

  • moles and counting atoms

  • mole conversions 

  • percent composition

  • empirical formulas

  • reading and balancing chemical equations

  • stoichiometry



INSURRECTION PART 2 (spring semester)​​

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things. 

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs.


Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.


When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

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