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.
- 5 parts
- 14 to 20 minutes
- Grades 6 to 8
Who is playing?
Each age gets its own version of the story. Any of them is fine to play.
Grades 6 to 8
A Week of Weather
The job: Compare two power designs over a week of weather, weigh cost against lit evenings, and justify a change when the brief changes.
- One Day, Two Designs With a PlayOwl plan
- Seven Evenings With a PlayOwl plan
- Coins Against Evenings With a PlayOwl plan
- The Clinic's Fridge With a PlayOwl plan
- The Stillest Week 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.