Introduction

Students will investigate the “coal boom” periods of several countries and explore how coal has historically acted as a foundational energy source during industrialization. Using a hands-on simulation, students will model how coal access can fuel economic growth and consider why wealthier nations often reduce coal use after reaching higher levels of development.

Materials

Student Objectives

Students will be able to

Background for Teachers

Historically, coal has enabled industrialization, electrification, manufacturing, mass transportation, urbanization, higher life expectancy, and higher income and productivity. Early developers like the UK, USA, and Germany used coal heavily between the 1700s and 1900s. Modern developers, like China, India, and South Africa, still rely on coal today for rapid growth.
Most (but not all) countries follow a similar pattern:
Stage 1: Low energy, low industry
Stage 2: Coal boom, rapid growth
Stage 3: Diversification, coal decline

Procedure:

Introduction

Ask students: 

Coal Boom Investigation

Coal Boom Table

CountryCoal Boom Period2024 Coal Share of Electricity
Canada1890s-1960s~6-7%
China2000s-present~55-60%
Germany1850s-1960s~25-30%
India1990s-present~70-75%
Indonesia2000s-present~60%
Japan1870s-1950s~30%
South Africa1970s-present~80-85%
United Kingdom1770s-1920s<1%
United States1880s-1950s~16-20%
Vietnam2010s-present~45-50%

Hands-On Simulation: Set Up

  1. Prepare the Coal Mines: 
    • Place 3-5 bowls around the room. Each bowl represents a coal mine. Fill each bowl with 20-30 coal tokens (black beads or pom poms).
    • Place the mines far apart and at different heights or locations. 
    • Place one mine in a convenient location that cannot be used at the start of the game. Teams may only access this mine after purchasing the Transport Upgrade.
  1. Prepare Country Teams: 
    • Each country (a team of 3-5 students) receives a country card, which shows them how many starting workers, starting coal tokens, and starting money credits they will receive. 
    • Each team will record this information on the Simulation Log in the Student Handout.
  1. Assign Roles in Each Team: 
    • Assign roles (or let students discuss and choose) in each team. Teams may rotate roles between rounds.
      • Workers: They will leave the table to get coal (more workers may be added in later rounds). 
      • Treasurer: They will handle credits. 
      • Record Keeper: Fills out the Simulation Log in the Student Handout.
  1. Simulation Values: These are the default numeric values for the game.

Coal Value Table
Each coal token earns two money credits during the investment phase.

Coal ValueCredit Value
1 coal token2 money credits

Investment Menu

InvestmentCostEffect
New Worker3 credits+1 worker permanently
Tool Upgrade5 creditsEach worker may transport two pieces of coal at once
Transport Upgrade5 creditsAllows use of the convenient location mine
Education Upgrade10 creditsEach piece of coal earns +1 money credit
Health Upgrade6 creditsImmune to illness events
Lower Emissions Token4 creditsWorth +1 money credit each round
Industry Upgrade8 creditsCoal value increases by +1 credit

Simulation Round Flow

The simulation lasts 3-5 rounds, depending on available time. Each round has 3 phases: the Coal Collection Phase (1-2 minutes), the Investment Phase (3-4 minutes), and the Event Phase (optional). 

  1. Coal Collection Phase: 
    • Give each worker a tool (e.g., clothespin, tweezers, chopsticks). They must transport the coal using the tool.
    • Workers may only carry 1 piece of coal at a time (unless upgrades allow 2). 
    • Walking only. No running. 
    • If coal is dropped, it cannot be recovered and is lost for that round.
    • When mines run out, they are empty until the next round.
    • Set the timer to designated time. Say, “Workers, go!” and allow students to collect coal. 
  1. Investment Phase: 
    • Teams count all the coal they have gathered for the round and calculate their credits earned on the Simulation Log in the Student Handout.
    • Each coal token is worth 2 credits, unless modified by upgrades.
    • Teams add credits to their treasury (on the Simulation Log) and return the “coal” to the teacher, showing the teacher their current treasury status.
    • Teams may now purchase upgrades using the Investment Menu. 
    • When teams purchase an upgrade, they will notify the teacher, who will check their log and sign off on the upgrade. 
    • The team will apply the perk in the next round.
  1. Event Phase:
    • The teacher selects one event per round and announces it before the next coal collection phase begins.
    • Even examples include:
      • A new mine opens! (extra mine added to the classroom)
      • A mine collapses! (one mine removed from the classroom)
      • Coal price increases or decreases by 1 money credit
      • Illness (teams without the health upgrade will lose one worker for this round)
  1. Gifts of Development: 
    • After all rounds are completed, each team will use their money credits to choose Gifts of Development that will contribute to their final national development score and represent long-term development outcomes that improve quality of life and economic stability.
    • Teams will total the gifts they purchased on the Student Handout.
    • Teams add up their stability points. This becomes their National Development Score.
    • Teams with higher development scores reflect stronger health systems, better infrastructure, stable economic foundations, and more resilient societies. 
Gift of DevelopmentCredit CostDevelopment Points AwardedWhat it Represents
Electricity Access8+3Power for homes, lighting, appliances, and early industry
Clean Water Access6+2Safe drinking water, reduced disease
Sanitation Systems6+2Public health, functioning sewer systems
Education Access10+3Skilled workers, literacy, long-term growth
Health Care Access10+3Hospitals, clinics, longer life expectancy
Transportation & Roads8+3Efficient movement of goods and people
Industry and Factories8+3Jobs, manufacturing, economic expansion
Refrigeration4+1Preserved food, stable medicine supply
Communication Tech6+2Phones, internet, nationwide connectivity

Synthesis Discussion

Key Questions: 

Historical Insights: 
Countries rarely skip straight to high-tech clean energy. Most follow a path: 

Final Reflection

In the student worksheet, students will answer reflection prompts to synthesize and evaluate their learning.

Answer Key

Part 1: Coal Boom Investigation Analysis and Reflection Questions Answer Key
Question 1: United Kingdom (1770s–1920s); Germany (1850s–1960s); Japan (1870s–1950s); United States (1880s–1950s); Canada (1890s–1960s)
Question 2: China (2000s–present); India (1990s–present); Indonesia (2000s–present); South Africa (1970s–present); Vietnam (2010s–present)
Question 3: Countries that industrialized early tend to use less coal today, while countries that are industrializing more recently tend to use more coal today. This suggests that countries often rely heavily on coal during development, and then reduce it later.
Question 4: Answers will vary. (Examples: They have already built their infrastructure and can now afford lower-emission energy sources; They have stronger economies and more advanced technology; Environmental regulations are stricter.)
Question 5: Answers will vary. (Example: Lower-emissions energy is often more expensive, less reliable and requires more advanced infrastructure and technology. Coal is often used first because it is cheap, available, and reliable for large-scale power.)
Question 6: Answers will vary. (Example: Early developers had fewer environmental regulations, and were able to industrialize without pressure to reduce emissions.)
Question 7: Answers will vary. (Example: Developing nations today need to deal with international pressure to reduce emissions, with more focus on the need to balance growth with environmental responsibility.)

Part 5: Simulation Reflection Answer Key
Question 1:
Answers will vary.
Question 2: Answers will vary.
Question 3: Answers will vary. (Example: More energy leads to more economic growth; Countries with more energy access can invest more and develop faster; Energy is a key driver of infrastructure and economic expansion.)
Question 4: Answers will vary. (Example: Coal provides large amounts of reliable energy; It is often cheap and widely available; It supports industrial growth and allows countries to scale up quickly.)
Question 5: Answers will vary. (Example; They can afford lower-carbon energy alternatives; Environmental and health concerns become more important; Technological improvements; public and political pressure to reduce pollution.)

Country Cards

United Kingdom – The Steam Age Trailblazer


Coal Boom: 1770–1920
Current Coal Use: <1% (nearly phased out)


Starting Coal Tokens: 3
Starting Credits: 4
Starting Workers: 2


Special Trait — Early Innovator
The UK may take 1 bonus coal token from any mine at the start of a round (before workers move). This models Britain’s head start in industrial innovation.


Background:
The birthplace of the Industrial Revolution — coal-powered early factories, railways, and urban growth.

Germany – The Precision Powerhouse

Coal Boom: 1850–1960
Current Coal Use: ~25–30% and declining


Starting Coal Tokens: 2
Starting Credits: 4
Starting Workers: 2


Special Trait — Efficient Industry
Once per round, Germany may buy any single investment for 1 credit less.


Background:
Known for efficiency and industrial engineering — early coal-fueled modern manufacturing.

United States – The Industrial Juggernaut

Coal Boom: 1880–1950
Current Coal Use: ~16–20%


Starting Coal Tokens: 3
Starting Credits: 4
Starting Workers: 2


Special Trait — Productivity Boost
In each round, the U.S. earns +1 bonus credit per 8 coal pieces collected by cashing in coal.


Background:
Coal-powered U.S. railroads, factory growth, electrification, and 20th-century prosperity.

China – The Manufacturing Megapower

Coal Boom: 2000–present
Current Coal Use: ~55–60%


Starting Coal Tokens: 2
Starting Credits: 3
Starting Workers: 3


Special Trait — Manufacturing Surge
In each round, China may add two additional coal tokens at the end of the round and add it to its total (if coal remains in the mines).


Background:
China’s rapid industrialization is the fastest in history, fueled largely by coal.

India – The Rising Workforce Giant

Coal Boom: 1990–present
Current Coal Use: ~70–75%


Starting Coal Tokens: 2
Starting Credits: 2
Starting Workers: 3


Special Trait — Growing Workforce
On even-numbered rounds (e.g., Round 2), India receives +1 free worker.


Background:
India’s vast working population drives energy demand, electrification, and development.

South Africa – The Cape Coal Engine

Coal Boom: 1970–present
Current Coal Use: ~80–85%


Starting Coal Tokens: 2
Starting Credits: 4
Starting Workers: 2


Special Trait — Resource Powerhouse
South Africa automatically gains +2 bonus credits when cashing in coal.


Background:
Coal underpins South Africa’s electricity, mining, and industrial economy.

Indonesia – The Archipelago Energy Hub

Coal Boom: 2000s–present
Current Coal Use: ~60%


Starting Coal Tokens: 2
Starting Credits: 3
Starting Workers: 2


Special Trait — Resource Rich
At the start of each round, choose one mine—the last 3 pieces of coal are reserved for your team (but only if you can properly transport them in the time allowed.


Background:
Indonesia is rich in natural resources and rapidly expanding industry and electrification.

Vietnam – The Fast-Track Energy Nation

Coal Boom: 2010–present
Current Coal Use: ~45–50%


Starting Coal Tokens: 1
Starting Credits: 3
Starting Workers: 2


Special Trait — Young Industry
At the end of the game, the Industry and Factories Gift of Development and the Communication Tech Gift of Development each cost 2 credits less for Vietnam.


Background:
Vietnam has industrialized rapidly in the past 15 years with rising energy use.

Japan – The Energy Transformers

Coal Boom: 1870s–1950s
Current Coal Use: ~30% and declining


Starting Coal Tokens: 2
Starting Credits: 4
Starting Workers: 2


Special Trait — Technology Transformation
At the end of the game, Japan may receive the Communication Tech Gift of Development for free.


Background:
Japan industrialized early and now leads in efficiency, nuclear, and eco-tech energy.

Canada – The Energy Resource Rangers

Coal Boom: 1890s–1960s
Current Coal Use: ~6–7%


Starting Coal Tokens: 1
Starting Credits: 4
Starting Workers: 2


Special Trait — Hydro Helper
At the start of each round, Canada gains +1 credit for each investment it purchases, to be used in the next round.


Background:
Canada used coal historically, but now relies heavily on hydropower and low-carbon energy.