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SimCity Societies © 2008 Electronic Arts Inc. SimCity is a trademark or registered trademark of Electronic Arts Inc. in
the U.S. and/or other countries. All Rights Reserved. All other trademarks are the property of their respective owners.
Screenshots of SimCity Societies used with permission.
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Introduction
SimCity Societies is a highly dynamic city-constructing simulation game that allows a
player to create a civilization in a myriad of ways. Ultimately shaped by the choices of
the creator, cities can embody the characteristics of green, futuristic, industrial and lots of
other societal models.
All the elements of the city are connected, whether cultural or environmental, thus
making a novel approach to city-building. The city is shaped by the decisions that affect
the main attributes:
Productivity
Prosperity
Creativity
Spirituality
Authority
Knowledge
This will help students learn about alternative energy in the fun game environment that
students love by allowing them to build a simulated city while learning about the impact
of alternative energy. The curriculum has 10 lessons, each one is divided into two main
parts:
Game play
Real-world applications
Students will learn the basics in the tutorial, and then commence their own city. They will
also do research at home that will expose them to various aspects of alternative energy
and how it can be applied in their own school.
The students should record everything in a journal or whatever format the teacher feels is
best.
Author’s Bio
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User Requirements
To get the most out of these lesson plans, you will need:
Intended Audience
Time Frame
GreenCity is created around 10 lesson plans that may be distributed according to your
own time frame. The SimCity Societies game play elements do take some time to
develop, so it may be best to plan on X weeks to completely finish the lessons.
Resources
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Contents
Lesson 1 - LEARN THE BASICS OF CITY DEVELOPMENT
Game Play
Real – World Assignment
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Lesson 1
Objective: Students will learn the basics of city development by following the tutorial
and laying out the foundations of a fun city.
In Game:
1. Start Game
2. Pick Name
3. Play Tutorial
Setup Power -> Residential buildings -> Workplaces -> Transit system -> Happiness &
Venues -> Expansion
Home Activity:
1. What is the population of your city? How many students at your school? How
many staff?
2. What utility companies are supplying electricity to your city and what energy
sources are they using?
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Lesson 2
Objective: Students will apply acquired knowledge from tutorial towards creating a city
from scratch that will initially use polluting power sources
In Game:
Start new city on normal difficulty and buildings unlocked as game progresses.
Begin by choosing an achievement to work towards. Click achievements on the lower left
hand side. Pick one of the 7 that you want to achieve.
Choose the game speed on the lower left hand side. There are 5 to choose from. It is
recommended you start off at 2 and then increase to 3 or 4 after the basics of your city are
laid out.
Create city:
1. Implement a polluting fossil fuel power source (for example, coal and natural gas)
2. Setup residential area
3. Setup transit (roads)
4. Setup workplaces, venues and decorations
Home Activity:
Research the basic science behind coal. Coal is the most abundant electricity generating
resource used today. Answer the following questions as best as possible:
1. How is coal formed?
2. Where is coal found and how do you get it?
3. How is coal processed?
4. How does coal generate electricity?
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Lesson 3
Objective: Students will demonstrate the ability to properly progress in city development
while keeping homeless and unemployed population less than 5% of population and 10 or
fewer workers whose mood is sad.
At this point you are free to build as you see fit. You will now grow the city in
accordance to what you want to achieve. As more people get jobs at workplaces, you will
see money come in near the end of the day. It is recommended you monitor your income
so you do not spend too much. Also try to keep homeless people and unemployment
workers to a minimum.
In Game:
A class discussion should follow briefly going over the coal homework assignment from
last night.
Home Activity:
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Lesson 4
Objective: Students will identify and measure the effects of pollution on their SimCity
In Game:
Home Activity:
Research the economics/finance behind energy sources being used in the school
1. Find the price of kWh being paid to the utility company
2. What's the cost of getting a power pole added to the grid?
3. What is the school's electricity bill per month? per year?
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Lesson 5
Objective: Students will demonstrate the ability to analyze their city before they begin
the "greening process".
In Game:
In the last 10-15 minutes, a class discussion should ensue talking about the greening of
the city. The students should beginning planning out a greening strategy for their city.
This will involve bulldozing any sources that have a CO2 level of medium or high.
Depending on how far they have progressed, they will have options of choosing from
other low to 0 carbon emitting sources such as Coal-Hydrogen, Hydrogen, Nuclear,
Geothermal, Wind and Solar. Each power plant varies in price and the amount of energy
it generates, so they must consider the tradeoffs involved and not remove polluting power
plants too fast unless they have the ability (money) to replace the amount of power that
was being generated.
Briefly introduce wind, solar, and geothermal energy from a scientific perspective.
Home Activity:
Standard - Students apply digital tools to gather, evaluate, and use information.
Benchmark - Locate, organize, analyze, evaluate, synthesize, and ethically use
information from a variety of sources and media.
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Lesson 6
Objective: Students will demonstrate the ability to greenify their city
In Game:
1. Click the bulldozer icon and bulldoze all power plants with medium and high
CO2 level emissions. Do this only if you've done the research and have enough
money to compensate for the lost power. Remember: Renewable sources are
MORE expensive per unit of electricity they generate.
2. Calculate how much total power will be generated by the renewable energy
sources
3. Forecast how you think the city will change at this time (carbon, health, budget,
pollution, etc.) and record.
4. Explore the Cyberpunk buildings. What elements do you think unifies them?
What do you think of when you think of cyberpunk?
5. Write your thoughts about "knowledge" and what that means in real life. What are
the end results of having knowledge-based activity in a city?
Home Activity:
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Lesson 7
Objective: Students will identify the effects on carbon and pollution as they green their
SimCity.
In Game:
1. Click the message log at the bottom of the screen and record any messages regarding
pollution
2. Click info card and record the pollution and smog graphs and the relative contributions of
buildings and cars
3. Create an equation relating how much money was spent on renewable resources vs.
frequency of messages related to pollution (you should see the # of messages decline).
4. Evaluate the impact on health, happiness, as well as on the city’s income and budget.
5. Explore authoritarian buildings. What are some examples of authoritarian societies today
and what methods does the govt. use to maintain their authority? What's the opposite of
authority?
6. What is your level of crime? What factors in the game relate to crime?
Have a class discussion about going green. Students need to understand that using ONLY
renewable energy may not be financially feasible and only supplementing with renewable
energy sources is still doing a lot.
Home Activity:
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Lesson 8
Objective: Students will attain similar economic growth as before despite heavy
expenditure on renewable energy
In Game:
1. Improve the transit system in your city by considering either subway or bus stops.
How could either of those help lower pollution?
2. Explore the spiritual aspect of SimCity Societies by expanding a part of your city
and setting up spiritual venues, workplaces, residential areas. What do you
consider spirituality? What is the benefit of spirituality? (there must be something
or else why would SimCity Societies have a category in there)
Have a class discussion about on-grid and off-grid systems. On grid means that the
system would connect to the grid, so any energy you create you don't have to pay for, but
when you're not getting enough energy (which will happen in most cases), you can use
the electricity from the grid. Off-grid connects to batteries.
Home Activity:
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Lesson 9
Objective: Students will demonstrate attainment of long term goal by finishing the
requirements to meet the Achievements they initially aimed for.
In Game:
Home Activity:
What’s happening in this picture? Well you’ll just have to play more to find out.
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Lesson 10
Missing forms of Alternative Energy
The game doesn’t address several forms of alternative energy. One of them has been
used for more than 100 years, geothermal energy. Although geothermal doesn't always
get as much attention in the news as either solar or wind energy, it is an important
renewable energy source.
Home Activity:
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Wrap Up
Conclusion and discussion of entire experience.
Teachers are encouraged to formulate their own discussion based on the experience the
class had not only of renewable energy but also of this learning with games experience.
Distribution Relationships:
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