Atomic Decay Game
^ This project required us to create a representation of atomic decay, and we decided that it would be best represented by a chance-driven board game. This came about because the mechanics of atomic decay are somewhat based on chance as the decay of an atom in a single-element molecule is based on random factors. Their randomness is somewhat dictated by the half-life of an atom after which there is a chance that an atom could spontaneously decay.
The basic rules of the game are outlined as follows: choose any element and take the nearest integer to the base ten logarithm of its half life relative to the lowest half life called n, and every n turns flip a coin; if it’s heads, the element decays, and if it’s tails, the element does not decay. The logarithm helps the game be playable, as 1.13481818*10^20 (the largest half life based in units of the shortest half life) turns is a somewhat long time for a game. The coin flipping accurately models the decay in that it is random, but has limitations as the chances of atomic decay are not exactly 50/50.
The basic rules of the game are outlined as follows: choose any element and take the nearest integer to the base ten logarithm of its half life relative to the lowest half life called n, and every n turns flip a coin; if it’s heads, the element decays, and if it’s tails, the element does not decay. The logarithm helps the game be playable, as 1.13481818*10^20 (the largest half life based in units of the shortest half life) turns is a somewhat long time for a game. The coin flipping accurately models the decay in that it is random, but has limitations as the chances of atomic decay are not exactly 50/50.
Evidence of work
Content
Subatomic particles: Any particles that exist within an atom, and are lost during nuclear decay. Some types include: electrons, protons, and neutrons, the latter two of which reside in the nucleus.
Fission: The division of the nucleus, which may occur either spontaneously or upon collision with another particle.
Fusion: The collision of two or more nuclei, resulting in a single, heavier nucleus.
Half-life: The amount of time that must pass before the radioactivity of an isotope must dichotomize.
Nuclear Transmutation: The change in the amount of protons in an element, resulting in a change in element number, and therefore a change in properties. This happens in our project when an element undergoes nuclear decay.
Radiation: The change in energy of an atom via the motion of subatomic particles and/or waves.
Nucleosynthesis: The original formation of atoms more massive than Hydrogen.
Alpha Particle: A helium nucleus, which is lost during Alpha Decay in our game, and in real life.
Beta Particle: A fast moving electron, which is lost or emitted during Beta Decay.
Gamma Rays: The form of electromagnetic radiation with the shortest wavelength.
Fission: The division of the nucleus, which may occur either spontaneously or upon collision with another particle.
Fusion: The collision of two or more nuclei, resulting in a single, heavier nucleus.
Half-life: The amount of time that must pass before the radioactivity of an isotope must dichotomize.
Nuclear Transmutation: The change in the amount of protons in an element, resulting in a change in element number, and therefore a change in properties. This happens in our project when an element undergoes nuclear decay.
Radiation: The change in energy of an atom via the motion of subatomic particles and/or waves.
Nucleosynthesis: The original formation of atoms more massive than Hydrogen.
Alpha Particle: A helium nucleus, which is lost during Alpha Decay in our game, and in real life.
Beta Particle: A fast moving electron, which is lost or emitted during Beta Decay.
Gamma Rays: The form of electromagnetic radiation with the shortest wavelength.
Reflection
Because of this project, I had to learn many things, both about myself and about the inherent structures that dictate how one is supposed to act in a society. The larger world contains these structures which presented both challenges and advantages throughout this project. For example, there was originally some friction between me and another member of the group due to a bizarre comment that he jokingly made. However, we eventually moved past this when he agreed to my plan of making a board game for the project. This shows that most social frictions can be mended with time and effort, which makes the world infinitely better.