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 Handout
- Printed Country Cards (included below)
- Black beads or pom poms (coal tokens)
- Clothespins, chopsticks, or tweezers (for collecting coal tokens)
- Small bowls or cups (mines)
- Timer or stopwatch
Student Objectives
Students will be able to
- Interpret historical “coal boom” periods for several developed and emerging nations.
- Explain why coal use increases during industrialization and often declines later.
- Model how access to early energy resources can fuel economic growth.
- Compare countries that industrialized earlier with those industrializing today.
- Evaluate trade-offs between economic development, energy needs, and environmental impacts.
- Describe how coal-powered development contributed to urbanization and modern lifestyles.
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:
- How has coal historically contributed to industrial growth and development?
- Why might countries still rely on coal as they develop their economies?
- What trade-offs might countries face when choosing different energy sources?
Coal Boom Investigation
- Introduce the idea that coal use often rises sharply during national growth periods known as coal booms.
- Divide students into groups of 3-4, and provide them with the Student Handout. Together, they will complete Part 1 of the Student Handout, showing the coal boom phases of several developed and emerging countries.
- Guiding Questions (also included in the Student Handout)
- What does a “coal boom” suggest about a country’s stage of development?
- Why don’t countries simply adopt energy with fewer environmental impacts from the start?
- What advantages did early developers have?
- What pressures exist today for developing nations that didn’t exist before?
Coal Boom Table
| Country | Coal Boom Period | 2024 Coal Share of Electricity |
|---|---|---|
| Canada | 1890s-1960s | ~6-7% |
| China | 2000s-present | ~55-60% |
| Germany | 1850s-1960s | ~25-30% |
| India | 1990s-present | ~70-75% |
| Indonesia | 2000s-present | ~60% |
| Japan | 1870s-1950s | ~30% |
| South Africa | 1970s-present | ~80-85% |
| United Kingdom | 1770s-1920s | <1% |
| United States | 1880s-1950s | ~16-20% |
| Vietnam | 2010s-present | ~45-50% |
Hands-On Simulation: Set Up
- 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.
- 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.
- 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.
- Assign roles (or let students discuss and choose) in each team. Teams may rotate roles between rounds.
- 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 Value | Credit Value |
|---|---|
| 1 coal token | 2 money credits |
Investment Menu
| Investment | Cost | Effect |
|---|---|---|
| New Worker | 3 credits | +1 worker permanently |
| Tool Upgrade | 5 credits | Each worker may transport two pieces of coal at once |
| Transport Upgrade | 5 credits | Allows use of the convenient location mine |
| Education Upgrade | 10 credits | Each piece of coal earns +1 money credit |
| Health Upgrade | 6 credits | Immune to illness events |
| Lower Emissions Token | 4 credits | Worth +1 money credit each round |
| Industry Upgrade | 8 credits | Coal 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).
- 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.
- 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.
- 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)
- 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 Development | Credit Cost | Development Points Awarded | What it Represents |
|---|---|---|---|
| Electricity Access | 8 | +3 | Power for homes, lighting, appliances, and early industry |
| Clean Water Access | 6 | +2 | Safe drinking water, reduced disease |
| Sanitation Systems | 6 | +2 | Public health, functioning sewer systems |
| Education Access | 10 | +3 | Skilled workers, literacy, long-term growth |
| Health Care Access | 10 | +3 | Hospitals, clinics, longer life expectancy |
| Transportation & Roads | 8 | +3 | Efficient movement of goods and people |
| Industry and Factories | 8 | +3 | Jobs, manufacturing, economic expansion |
| Refrigeration | 4 | +1 | Preserved food, stable medicine supply |
| Communication Tech | 6 | +2 | Phones, internet, nationwide connectivity |
Synthesis Discussion
Key Questions:
- What did you notice about when coal booms happen?
- What support systems or upgrades were easiest once coal provided energy?
- Why do countries tend to reduce coal only after achieving a certain standard of living?
- Why didn’t early developers worry much about environmental concerns?
- What pressures exist today that shape modern energy decisions?
Historical Insights:
Countries rarely skip straight to high-tech clean energy. Most follow a path:
- Limited energy, leads to
- Heavy coal use, leads to
- Rapid development, leads to
- Diversification, leads to
- Environmental regulation, leads to
- Coal phase-out
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. |