Translate Your Child’s Favorite Graphic Novel into Home Play: Activities Based on 'Traveling to Mars' and More
Turn your child’s favorite graphic novel into DIY roleplay, crafts and story-based STEM projects — inspired by hits like Traveling to Mars.
Turn pages into play: when graphic novels leave screens and fuel hands-on family learning
Feeling stuck between your child’s love for a graphic novel and the desire for more active, learning-rich play? You’re not alone. Parents tell us they want screen-light, high-engagement activities that build curiosity, STEM thinking, language and empathy — and that match the stories their kids already love. In 2026, with transmedia IP like Traveling to Mars getting new life across platforms, there’s a golden opportunity to translate beloved panels into roleplay, crafts and story-based STEM projects the whole family can do at home.
Why transmedia play matters now (2026 trends)
Transmedia — telling a single story across books, games, audio, crafts and live play — has moved from entertainment industry strategy to a practical tool families can use for learning. Industry moves in late 2025 and early 2026 underscore this shift: major transmedia studios and agencies are investing in graphic-novel IP for multi-platform experiences, which means more official assets, ideas and community content are becoming available for family use.
In January 2026 Variety reported that transmedia studio The Orangery, behind hit series like Traveling to Mars, signed with WME — a signpost of how graphic novels are being reimagined across formats.
This matters for parents because: 1) story-worlds already engage kids emotionally, making learning stick; 2) transmedia methods give multiple entry points for different ages and learning styles; and 3) accessible tech in 2026 (kid-friendly AR tools, microcontrollers, no-code audio apps) makes hybrid story-play easier than ever.
What “transmedia” looks like at home
At its heart, transmedia play is simple: take one story and re-tell it in many modes so kids can act, design, build and reflect — all using the same characters and setting. If your child loves the sci-fi panels of Traveling to Mars, they might:
- Act out a Mars mission (roleplay)
- Build a cardboard rover (maker craft)
- Record a mission log (audio drama)
- Design a habitat and run experiments (story-based STEM)
DIY Roleplay: Mission Control and Character Play (Ages 3–10)
Roleplay brings comprehension, vocabulary and executive function into real situations. Turn a graphic-novel mission into a family cooperative game.
Activity 1 — Mars Mission Control (45–90 minutes)
Learning goals: sequencing, teamwork, simple engineering thinking.
Materials:- Cardboard boxes, tape, markers
- Stopwatch or phone for timers
- Printable mission cards (create your own with panels from the book or original descriptions)
- Optional: cheap walkie-talkies or toy microphones
- Create three zones: Launch Pad (takeoff), Orbit (communication), Surface (exploration).
- Assign roles: Commander, Engineer, Scientist, Navigator, Communications. Rotate every 10–15 minutes.
- Read a short comic panel together to set the mission objective (e.g., “Find water clues in Mare X”).
- Use mission cards with tasks (assemble rover part, draw a map, solve a simple puzzle) and set time limits.
- Debrief: Have each child record a 1-minute mission log describing what they found.
Extensions: Add physical challenges (balance beam as a rocky ridge), or make it tactile with sensory bins as “martian soil.”
Activity 2 — Character Role Swap (20–40 minutes)
Have kids pick a character from the graphic novel and act out a “day in their life” off-panel. This builds empathy and narrative understanding.
- Give prompts: What do they eat? What makes them scared? What do they miss from Earth?
- Older kids can write short monologues and perform them for family members.
Crafts & Props: From Panels to Props (Ages 2–12)
Crafts are the bridge between imagination and physical making. Keep materials low-cost and sustainable where possible.
Craft 1 — Cardboard Spaceship and Character Masks
Materials: old boxes, utility scissors (adult use), washable paint, elastic, recycled yogurt cups, glue.- Sketch a simple spaceship template on a flattened box and cut with adult help.
- Paint panels inspired by the graphic novel — kids can copy textures or invent new decals.
- Make character masks from cardstock and elastic; add distinguishing features from the novel.
Learning outcomes: fine motor skills, color and pattern recognition, design thinking.
Craft 2 — Panel-to-Prop Flipbook
Pick a favorite 6–8 panel strip. Help kids analyze each panel, then create an object or prop for each panel (a tool, artifact or clue). Use these props in later roleplay to retell the scene.
Story-based STEM Activities (Ages 4–14)
STEM play that’s anchored in story motivates experimentation. Below are step-by-step projects inspired by sci-fi worlds like Traveling to Mars.
STEM Project 1 — Build and Test a Mini “Rover” (60–120 minutes)
Materials (low-tech): small toy wheels, foam board, skewers, hot glue (adult) or strong tape, small motor with battery (optional), craft sensors like light sensor for older kids. Steps:- Design rover base: experiment with wheel placement (front/back vs. middle).
- Test different wheel sizes on surfaces that simulate Mars (sandpaper, carpet, smooth tile).
- Optional coding: use a micro:bit or a low-cost robotics kit to add direction controls. If coding, plan simple commands: forward, back, left, right.
- Run obstacle course and iterate design based on performance.
Learning goals: engineering cycle (design, build, test), simple mechanics, computational thinking if coding is added.
STEM Project 2 — Habitat Design Challenge (45–90 minutes plus testing)
Materials: recycled containers, craft foam, straws, clay, plant cuttings for experiments.- Prompt: Design a small habitat that protects against dust storms and conserves heat. Set constraints (e.g., must use only 10 materials).
- Sketch, build a model, then test with fans (wind), lights (heat), or water bottles (simulate condensation).
- Record data: what broke? what insulated best? Kids can keep a simple logbook with sketches and observations.
Learning outcomes: systems thinking, materials science basics, hypothesis testing.
STEM Project 3 — ‘Martian Soil’ Chemistry Senses Lab (30–45 minutes)
Materials: sand, baking soda, red food coloring, vinegar, small containers, magnifying glass.- Create faux Martian soil mixtures. Observe texture, color and reaction to vinegar (acid test).
- Discuss real Mars facts: scientists analyze rock chemistry remotely to look for water/clues.
- Age extension: have older kids measure pH and log observations across mixtures.
Transmedia Extensions: Digital Hybrids for 2026
In 2026, families can blend hands-on play with safe, creative tech tools. The goal is to enhance, not replace, physical activity. Below are hybrid ideas that respect time and screen balance.
Audio Mission Logs and Family Podcasts
Use a simple voice-recording app to create mission logs or character interviews. Older kids can edit short episodes using no-code podcast tools. This strengthens narrative sequencing and public speaking.
Stop-motion Panel Re-creation
Create stop-motion using a phone and a tripod: arrange crafted props and act out 6–8 scenes from a comic strip. Tools like kid-friendly stop-motion apps now include onion-skinning and simple audio overlays.
Augmented Reality Postcards
Several no-code AR creators in 2026 let families overlay simple animations on a printed postcard image. Kids can make a “Mars postcard” and add a short animated rover travel clip. Keep privacy in mind: avoid sharing geolocated or personal info publicly.
AI-Assisted Storyboarding (with caution)
AI image and audio tools have become approachable, but parents should be mindful of copyright and data privacy. Use AI to brainstorm outfit designs or alternate gadgets, and always keep outputs for private family use or original fan art only.
Family Games & Cooperative Play
Turn story elements into repeatable family games to extend learning and replay value.
- Cooperative Mission Board Game: Make a simple board with spaces for hazards and discoveries. Players draw mission cards and must work together to reach the Habitat before supplies run out.
- Escape-Room Mini: Create 5 puzzle stations around the house that represent fixing the rover — each solved station gives a “part” needed to launch.
- Flash Improv Round: Draw a panel and improvise a 1-minute scene. Great for quick transitions or travel days.
Safety, Inclusion and Sustainability
Safety: Supervise hot glue, scissors and small parts for young children. Keep clear rules for any electronics and batteries.
Inclusion: Encourage character reinterpretation: ask children how characters of different ages, abilities or cultures would solve the same problem. This expands empathy and creative problem solving.
Sustainability: Use recycled boxes, paperboard and fabric scraps. In 2026, many craft brands offer eco-friendly adhesive and paint options — choose low-VOC materials and upcycle where possible. If you’re setting up a family maker corner, consider small workshop layouts that keep tools accessible and tidy.
Sample 2-Week Play Plan for Busy Families
Short sessions add up. Here’s a compact plan that mixes roleplay, crafts and STEM in 20–60 minute blocks.
- Day 1 (45 min): Read favorite graphic panels, pick a mission objective; assign roles.
- Day 2 (30 min): Build masks and mission badges (craft).
- Day 3 (40 min): Rover design — low-tech prototype and test.
- Day 4 (20 min): Audio logs — record 1-minute mission updates.
- Day 5 (45 min): Habitat design challenge (build and test).
- Day 6 (30 min): Family mission board game play.
- Day 7 (optional, 30–60 min): Stop-motion scene or AR postcard creation.
Practical Tips for Translating Panels into Play
- Start with curiosity questions: What’s the problem in this scene? What would you do differently?
- Keep time limits: Younger kids need short, focused activities — build momentum with 20–30 minute loops.
- Let kids lead iteration: Celebrate failed prototypes as data points and make iterative improvements.
- Document learning: Use a simple “mission log” notebook to track ideas, failures and discoveries.
- Respect IP: Use panels for personal learning activities; avoid public commercial use of copyrighted material without permission.
Mini Case Study — The Rivera Weekend Mission
Maria Rivera, a working parent of two (ages 6 and 9), spent three weekends turning a favorite sci-fi graphic novel into a family mission. She reported:
- Kids were more willing to try a science experiment when it was “for the mission.”
- Her 6-year-old improved descriptive language (mission logs), while her 9-year-old practiced coding basics to move a small motorized rover.
- The family found the hybrid audio log + cardboard craft format easy to repeat once a month.
This micro-case shows that transmedia play can fit into busy family schedules and produce measurable learning outcomes: increased engagement, improved communication and early STEM exposure.
Assessment: What to watch for
As you try these activities, look for progress in these areas:
- Language: richer descriptions, longer narratives.
- Problem-solving: more hypotheses, iterative fixes.
- Social skills: turn-taking, collaborative planning.
- Confidence: willingness to lead a part of the project or present findings.
Final notes on transmedia, copyright and community
With studios like The Orangery steering graphic-novel IP into transmedia experiences, families in 2026 will see more official resources and community events tied to favorite titles. Use official assets when available; when you create fan play materials, keep them private or clearly non-commercial. Share ideas with trusted communities ( library programs, classroom teachers, parent groups) to amplify benefits.
Takeaway checklist: Ready-to-go materials and steps
- Cardboard, tape, scissors, paints
- Printable mission cards and a simple mission log notebook
- Small motors or micro:bit (optional for older kids)
- Voice-recording app and a stop-motion app (optional) — see our recommended capture tools
- Set 20–45 minute time blocks and rotate roles
Try it this weekend — starter activity
Pick one panel, build one prop and run a five-step roleplay: Read → Design → Build → Test → Record. That 60–90 minute loop is a powerful transmedia mini-lesson that combines storytelling, making and reflection.
Call to action
Ready to convert your child’s favorite graphic novel into a mission your family can actually play? Start with one panel today: pick it, craft a prop and run a 20-minute mission loop. If you want printable mission cards, a starter checklist or a 2-week family play planner, sign up for our free pack and share a photo of your mission with our community. We’ll feature creative families in our monthly roundup.
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Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.
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