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What it is: Energyville is a game sponsored by Chevron. In the game, students have to provide enough power to meet the energy demands of a city with a 5.9 million person population. As they play, they must keep the city prosperous, secure, and clean. The energy decisions that students make for the city in 2015 are based on current lifestyles and the projected energy demands and costs for developed countries in North America, Europe, and Asia. The Energyville game environment is a lot like SimCity in the way that students build and maintain the city. Students begin by dragging energy sources to the city to bring it to life. Students can choose from biomass, coal, hydro, natural gas, nuclear, petroleum, solar, and wind. As they add energy sources to the city, they can observe the impacts on the economy, environment, and security of the city. The goal is to keep the impact low. There is a comparison chart where students can view the impact of the different energy sources on the environment, economy, and security to aid them in their decision-making. As students move their mouse over the different energy sources, they can read about that energy source in the Energy Advisor panel.
How to integrate Energyville into the classroom: Energyville is an excellent simulation game that helps students to experiment with energy sources. They are able to see the way that their decisions directly affect people and the environment. Students can see how some energy sources may have a low impact on the environment but are high in cost or impact security. This is a great way for students to weigh decisions and defend their choices. Set students up in a computer lab setting where each student has their own computer. Give students a set amount of time and see which students can get the highest score (lowest impact) on their city in that time. Afterward, discuss the best and worst energy sources, and have the highest score walk the class through their strategy. If you don’t have access to a lab, you can send students to Energyville in small groups as a center activity on the classroom computers. You could also play as a whole class with an interactive whiteboard or projector-connected computer.
Tips: There are two levels of game play. In the first level, students make decisions to meet the city’s energy demands in 2015. In the second level, they must make additional decisions to prepare for the energy demands of 2030.
Please leave a comment and share how you are using Energyville in your classroom.