Transmedia Classroom Projects: Building Cross-Media Student Workflows with 'Traveling to Mars'
Turn Traveling to Mars fandom into standards-aligned transmedia projects: comics, films, podcasts, and exhibits with step-by-step plans, rubrics, and tech tips.
Hook: Turn student fandom into rigorous, standards-aligned learning
Teachers and program leaders: you want project-based learning that feels meaningful to students, but sourcing a high-engagement anchor and turning it into teachable mission design and planetary science can be overwhelming. Transmedia classroom projects let students move from comics to podcasts to short films and hands-on exhibits — all while practicing systems thinking, evidence-based design, and science communication. This step-by-step unit uses the popular graphic-novel series Traveling to Mars as inspiration, and is built for 2026 classrooms where AI tools, cloud collaboration, and transmedia careers are part of students’ realities.
Why transmedia matters in 2026 — and why Traveling to Mars is a perfect anchor
Transmedia storytelling — telling a single story across multiple media — has accelerated as IP studios build franchises that live in comics, audio, film, and experiential formats. In January 2026, The Orangery, the transmedia studio behind Traveling to Mars, signed with WME, underlining how graphic novels now feed multi-platform production and learning opportunities.
In January 2026 The Orangery, the transmedia IP studio behind Traveling to Mars, signed with WME — a sign of growing cross-media investment that educators can leverage for real-world learning.
That industry momentum matters to educators because students can practice authentic, career-relevant skills: visual narrative, audio storytelling, film preproduction, museum-style exhibit design, and the engineering practices used in mission design. In 2026 classrooms, low-cost filmmaking gear, AI-assisted script and audio tools, comics creation apps, and collaborative cloud platforms make it feasible to run a full transmedia unit.
Unit overview: What students will do and learn
This unit is designed as a 6–8 week project-based learning sequence for middle and high school students. Students work in cross-functional teams to design a fictional Mars mission inspired by scenes and characters from Traveling to Mars. Each team creates:
- A short comic (3–8 pages) that communicates a mission challenge or scientific discovery
- A 3–7 minute short film or live-action vignette illustrating a mission phase (launch, EDL, surface ops)
- A 15–25 minute narrative or interview-style podcast episode exploring mission design choices
- A public exhibit display (physical or digital) that explains systems, data, and trade-offs
Learning goals: systems engineering basics, planetary science of Mars (geology, atmosphere, water history), science communication, media production skills, collaboration, and reflective assessment.
Standards & alignment (quick reference)
- NGSS: Engineering Design (MS-ETS1, HS-ETS1) and Earth & Space Science (MS-ESS1, HS-ESS1 alignments by topic)
- ISTE: Digital creation, collaboration, and ethical use of AI tools
- ELA: Narrative and argumentative writing, multimedia communication
Prep checklist for teachers
- Secure permission to use scenes/characters from Traveling to Mars for classroom inspiration — or use create-your-own inspired prompts if licensing is not available. Consider contacting The Orangery/WME for educational licensing options.
- Assemble tech: cameras (smartphones are fine), audio recorders or apps, computers with editing software, tablets for drawing, printer or plotter for exhibit materials.
- Set up collaboration tools: Google Workspace or Microsoft 365, Miro or Figma for storyboards, Airtable or Trello for project management.
- Prepare scaffolds: story templates, mission briefing packets, rubric handouts, safety & IP guidelines.
Step-by-step plan: Week-by-week workflow (6–8 weeks)
- Week 1 — Launch & research:
- Introduce the anchor text: selected pages or themes from Traveling to Mars (or a teacher-created scene inspired by it).
- Form teams and assign roles: mission lead, systems engineer, science lead, writer, visual director, audio lead, exhibit designer.
- Kickoff challenge: design a mission to investigate a specific Martian phenomenon from the comic (e.g., recurring slope lineae, ancient lakebed, dust storm resilience).
- Deliverable: one-page mission brief with science question and constraints.
- Week 2 — Design sprint & story mapping:
- Systems mapping: students map subsystems (power, communications, payload, EDL, mobility) and create requirement lists.
- Transmedia story architecting: teams choose which mission moments will be told in comic, film, podcast, and exhibit.
- Deliverable: storyboard matrix linking media to mission timeline + initial scripts/outlines.
- Week 3 — Prototype media assets:
- Comic teams draft thumbnails and rough pages; use Clip Studio Paint, Procreate, or free tools like Krita.
- Film teams shoot test footage, experiment with smartphone stabilization, lighting, and green screen techniques.
- Podcast teams record interviews or narrative scenes using Descript or Audacity; create a short pilot.
- Exhibit designers prototype panels, models, or AR/VR mockups using Canva, Tinkercad, or Sketchfab.
- Deliverable: low-fidelity prototypes for peer review.
- Week 4 — User testing & iteration:
- Peer critique sessions using structured protocols (I like / I wonder / Next steps).
- Run mini-evidence checks on mission claims with teacher/science lead to ensure scientific accuracy.
- Deliverable: revised assets and a production plan with assigned tasks.
- Week 5 — Production sprint:
- Finalize comic inks and lettering, film principal photography and editing, record podcast final episode, and build exhibit elements.
- Use AI-assisted tools wisely: generative art for concept backgrounds, speech-to-text for transcription, noise reduction for audio.
- Deliverable: final media pieces ready for assembly.
- Week 6 — Assembly & public exhibition:
- Install the exhibit in the school or publish a digital showcase with linked media players (YouTube/Vimeo, SoundCloud, webcomic host).
- Host a public showcase: invite other classes, parents, community partners, or local museums.
- Deliverable: completed transmedia package + team reflection report.
- Optional Weeks 7–8 — Extension & assessment:
- Refinements for festival submissions (student film festivals, comic contests) or community science nights.
- Summative assessments and portfolio submissions.
Project modules: Detailed, actionable plans for each medium
1. Comic creation — mission story in four to eight pages
Objective: Communicate a mission problem and the scientific reasoning behind selected mission choices using visual narrative.
- Choose a single mission moment (discovery, failed landing, rover find).
- Write a two-paragraph science blurb that explains what the moment reveals about Mars (teacher-reviewed).
- Thumbnail pages (6–8 panels per page) focusing on sequence, perspective, and data visualization (e.g., annotated rover schematics, data readouts).
- Incorporate a “science sidebar” panel that explains instruments and trade-offs in plain language.
- Finalize art, add captions and labels; export to print and web-friendly formats.
Tools: Clip Studio, Procreate, Krita, Canva for layout. Scaffolds: panel templates, glossary of mission terms, example annotated comic from a classroom case study.
2. Short film — showing EDL or surface operations
Objective: Practice documentary or narrative film techniques to explain technical processes in an emotionally engaging way.
- Decide on tone: mockumentary interview, POV rover cam, or scripted drama based on a comic scene.
- Create shotlist and production schedule; assign B-roll capture and interview responsibilities.
- Shoot using smartphone stabilizers, simple lighting rigs, and practical effects for dust and landscape (painted backdrops, sandbox sets, AR backgrounds).
- Edit for clarity: interleave explanatory graphics (orbit diagrams, telemetry overlays) and short scientist interviews to ground claims.
- Export closed-captioned versions for accessibility and classroom use.
Tools: DaVinci Resolve (free), iMovie, CapCut, Descript (for transcript-driven edits). Tech tip: use phone gimbals and a lavalier mic for crisp audio.
3. Podcast — deep-dive or narrative audio
Objective: Use the intimacy of audio to explore mission decisions, ethical questions, or character motivations tied to the mission.
- Choose a format: interview with a fictional mission scientist, truth-in-fiction narrative, or an audio documentary on mission design trade-offs.
- Script a tight outline with sound design cues; collect source audio (engine sounds, telemetry beeps, ambient Mars ambiences).
- Record using remote interview tools for guests; edit to 12–25 minutes with clear segments and a takeaway for listeners.
- Publish with show notes that include mission diagrams, sources, and classroom questions for reflection.
Tools: Audacity, Descript, Anchor, Soundtrap. Accessibility: transcribe and provide reading guides.
4. Exhibit displays — physical or digital
Objective: Synthesize research and artifacts into an interactive display that educates a public audience.
- Create a central explanatory panel: the mission question and the hypothesis being tested.
- Build interactive stations: instrument demos (simple sensors), EDL scale model, data visualizations with QR codes linking to the comic, film, and podcast.
- Design a visitor journey: what do you want visitors to learn in 60 seconds, 5 minutes, and 15 minutes?
- Prepare facilitator scripts for student docents and a reflection station where visitors answer a research question or vote on a trade-off.
Tools: Canva for panels, Tinkercad for models, simple Arduino or micro:bit sensors for interactive demos, and QR code generators for linking media.
Cross-media workflow: One asset, many uses
Design your workflow so core research and assets are reused across media. Example:
- Start with a mission brief that includes diagrams and instrument specs. Those diagrams feed the comic annotations, film graphics, podcast show notes, and exhibit panels.
- Use a shared asset library (Google Drive or Figma) where art, audio stems, and scripts are versioned.
- Have each team produce a 30-second highlight reel that other groups can quote or remix — encouraging remix culture and transmedia literacy.
Assessment: Rubrics and reflective practice
Assessment blends formative checkpoints with a summative portfolio review. Focus on content accuracy, design reasoning, communication clarity, creative execution, and collaboration.
Sample rubric criteria (0–4 scale)
- Scientific accuracy & reasoning: Uses evidence and explains trade-offs clearly.
- Systems thinking: Demonstrates understanding of subsystem interactions and constraints.
- Media craft: Composition, pacing, audio quality, and clarity of visuals or sound.
- Audience engagement: Effectiveness of storytelling for the intended public audience.
- Collaboration & reflection: Equitable contribution and thoughtful team reflections.
Summative deliverable: a transmedia portfolio (single webpage or physical binder) that includes media artifacts, a mission report (2–4 pages), a teamwork reflection, and an exhibit visitor log.
2026 trends & teacher tips for authenticity
- Leverage AI tools ethically: Use generative art for conceptual backgrounds and AI transcription to speed editing, but require students to label AI-assisted assets and check factual claims themselves.
- Invite external experts: Bring in a local planetary scientist or a transmedia creator for a virtual Q&A — many professionals are offering classroom sessions as outreach in 2026.
- Tap local partners: Libraries, museums, and community makerspaces can host exhibits or provide fabrication tools.
- Portfolio pathways: Showcase student work on school websites and consider submitting films to student festivals — transmedia projects are attractive to colleges and grant panels in 2026.
Accessibility, equity, and IP considerations
Accessibility: always provide captions, transcripts, tactile exhibit alternatives, and audio descriptions. Equity: differentiate roles so students with varied strengths can contribute (e.g., data analysis, visual design, facilitation).
IP & licensing: Traveling to Mars is active commercial IP. If you plan to publish student work broadly or use specific characters, check licensing. When permissions aren’t available, frame the unit as “inspired by” — keep identifiable trademarked characters out of public-facing releases or obtain written permission from rights holders.
Case study snapshot: A school pilot (example)
In fall 2025, a district middle school piloted a 7-week transmedia unit using an original short comic inspired by Traveling to Mars themes (with no direct IP use). Teams designed a hypothetical rover to search for subsurface ice. Outcomes included a student film screened at a district STEAM night, a podcast episode posted to the school site, and a hands-on exhibit that drew 200 visitors. Teachers reported increased engagement in science discourse and stronger cross-disciplinary collaboration skills.
Quick resource list
- Comics: Clip Studio Paint, Procreate, Krita
- Film: DaVinci Resolve, CapCut, smartphone camera apps
- Audio: Audacity, Descript, Anchor
- 3D & models: Tinkercad, Sketchfab, micro:bit/Arduino starter kits
- Project management: Trello, Airtable, Google Classroom
Final tips for success
- Keep the science simple but rigorous — depth over breadth.
- Use a public showcase as a real deadline; audiences create accountability.
- Require a short, evidence-based mission report to anchor creativity in science.
- Celebrate iteration: release early drafts internally, then iterate before public launch.
Call to action
Ready to run a transmedia unit that turns student creativity into real-world learning? Download our free 6-week project pack (scaffolds, rubrics, templates, and media checklists) and a sample mission brief inspired by the Traveling to Mars universe. Want a custom lesson plan for your grade level or help securing educational permission for IP use? Contact our curriculum team and we’ll help you adapt the unit for your classroom or after-school program.
Turn fandom into fuel: teach mission design, boost science literacy, and give students a portfolio of cross-media work that shows their skills to colleges and community partners.
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