Project: Energetic Games: Unveiling Non-Renewable Sources

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Lara from Teachy


Geography

Teachy Original

Energy Sources: Non-Renewable Energies

Contextualization

Introduction

Non-renewable energy sources are sources of energy that cannot be replenished on a human time scale. These sources include oil, coal, natural gas, among others. They have been the main driving forces of industrialization and economic development since the industrial revolution, but also raise important sustainability concerns.

The exploration and use of these energy sources have profound effects on the environment, including habitat destruction, water and soil pollution, and contribution to climate change through the emission of greenhouse gases. However, non-renewable energies, despite their environmental problems and finiteness, are still essential for the functioning of current society, powering cars, airplanes, and generating electricity for homes and industries.

The economic impacts of the extraction and consumption of these non-renewable energy sources are also remarkable. Industries based on non-renewable energies create jobs, profits, and economic growth in many countries. However, they can also lead to situations of economic instability and conflicts in regions dependent on these resources, particularly when the prices of these commodities fluctuate in the global market.

Contextualization

In Brazil, non-renewable energy sources, particularly oil and natural gas, have played a crucial role in the economy. The state oil company, Petrobras, is one of the largest companies in the country and one of the largest in the world in this sector. In addition, the exploration of oil in the pre-salt layer has sparked intense debates about the benefits and costs of this activity for the country, including environmental impacts, economic risks of oil dependence, and ways to use the generated resources to promote social and economic development.

On the other hand, despite the importance of fossil fuels for the economy, Brazil has a highly diversified energy matrix compared to other countries, with a significant share of renewable energy, particularly hydroelectric, and more recently, wind and solar energy. However, the continued consumption of fossil fuels presents challenges for the country's environmental sustainability goals and its commitment to reducing greenhouse gas emissions.

Practical Activity

Activity Title: Energetic Games: Unveiling Non-Renewable Sources

Project Objective

This project aims to help students learn about non-renewable energy sources in an interactive and collaborative way.

Detailed Project Description

Students will be divided into groups of 3 to 5 members and will conduct in-depth research on a specific non-renewable energy matrix (oil, coal, natural gas, uranium). Each group will be responsible for researching their matrix in detail, focusing on aspects such as: history, usage, production, economy, socio-environmental impacts, among others. They should also study the production chains linked to the exploitation of these resources, considering economic, social, environmental, and political aspects.

Based on the research conducted, the groups will create a board game, which should be an interactive learning tool about the respective energy matrix. The game should be designed in such a way that those who play it learn more about the topic in a fun and engaging way.

Required Materials

For research:

  • Internet access for research
  • Books and articles on the topic

For game construction:

  • Cardboard, cardboard, or other material for the game base
  • Markers, colored pencils, crayons, or paint
  • Magazine clippings, printed photos, etc.
  • Dice, pawns from old games, or any element that can be used for movement in the game
  • Access to digital drawing and assembly tools, if opting for a digital game

Detailed Step-by-Step for Activity Execution

  1. Divide the class into groups of 3 to 5 students.
  2. Each group should choose or be assigned to a specific non-renewable energy matrix.
  3. The groups should conduct in-depth research on the respective energy matrix, focusing on aspects such as history, usage, production, economy, socio-environmental impacts, among others. They should take notes of the most important information and curiosities that can be used in the game.
  4. Based on the research conducted, the groups should create a board game (or digital). The game should be designed to be a learning tool about the researched energy matrix. Students should think of ways to incorporate the information they collected into the game, whether in the form of questions and answers, challenges, problems to solve, among others.
  5. The groups are free to be creative in the organization, aesthetics, and rules of the game, as long as the learning objective is maintained.
  6. After completing the game, the groups should present their creation to the class, explaining the researched energy matrix and how the game works. They should deliver a copy of the game rules, written clearly.

Project Deliverables

The deliverables of this project will be:

  1. Written report: containing all the details of the research conducted by the group on the energy matrix, as well as detailing the creation of the game, its objective, and the rules. The report should be structured in the following topics: Introduction, Development, Conclusions, and Bibliography used.

    • In the Introduction, students should contextualize the theme and its relevance and application in the real world, as well as describe the project's objective.
    • In the Development, they should explain in detail the theory behind the researched energy matrix, describe the activity carried out, indicate the methodology used, and finally, present and discuss the results obtained.
    • In the Conclusion, students should summarize the main points of the report, explain the learnings obtained, and the conclusions drawn from the project.
    • Finally, in the Bibliography, students should list the sources used for the project, including books, websites, videos, etc.
  2. Board game or digital game: the groups must deliver the physical game or a digital version of it. In addition, students must deliver the written rules of the game.

The project should take more than 12 hours to complete, involving research, group discussions, game development, and report writing. Students should organize themselves to divide tasks and manage the project's execution time.


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