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Power the Village, an Adventure Mission story cover

Mission 16

Power the Village

Larch Hollow sits too far up the valley for the big power line, so it makes its own power. Give each house a lamp, count what the water wheel can run, plan a whole day of sun and wind, fill a battery for the evening, and choose the design that keeps the lights on all week.

  • 4 parts
  • 8 to 12 minutes
  • Grades 2 and 3

Who is playing?

Each age gets its own version of the story. Any of them is fine to play.

Grades 2 and 3

The Harvest Supper

The job: Plan a whole day of power for Larch Hollow, so the lamps stay bright at the Harvest Supper.

  1. The Source Chart With a PlayOwl plan
  2. Lamps First With a PlayOwl plan
  3. If the Weather Changes With a PlayOwl plan
  4. Market Day With a PlayOwl plan
For grown-ups: what this mission practices

One-to-one matching, counting and adding to a limit, reading a small table, and balancing a simple, stated model of supply and demand in whole units: power used cannot be more than power made plus what a battery gives back. Older children work to a budget, compare two designs over a week of weather and justify a choice.

Ages
Five versions, from Preschool to Grade 8. They are different designs, not the same task with other numbers.
How it is checked
Every answer is checked by rules the child can see at work on the screen. Any answer that meets them is right.
Help
Olly can read any line aloud, give a hint that points at where to look, or show one way. A report says where help was used.
Time
Nothing is timed. A part takes a few minutes and progress is saved after each one for a signed-in child.