Eco-Tycoon: Building a Sustainable Circular City
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Eco-Tycoon: Building a Sustainable Circular City

Grade 7MathScienceArtComputer ScienceTechnologyEnvironmental Science1 days
In this interdisciplinary project, students design and code an 'Eco-Tycoon' simulation game to explore how circular economy principles can balance urban development with biodiversity preservation. By applying mathematical modeling and algorithmic logic, learners create a functional game engine where economic growth depends on sustainable resource management and waste reduction. The project culminates in a playable prototype featuring original digital art and data-driven user interfaces that effectively communicate the complex environmental consequences of human systems.
Circular EconomyBiodiversityGame DesignMathematical ModelingAlgorithmic LogicSustainable DevelopmentData Visualization
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we design and code a 'Circular City' tycoon game that uses mathematical modeling and visual data to demonstrate how a transition to a circular economy can balance urban growth with the preservation of biodiversity?

Essential Questions

Supporting questions that break down major concepts.
  • How can we use game mechanics and data-driven algorithms to model a city where economic growth and environmental health exist in harmony?
  • In what ways does the transition from a 'linear' economy to a 'circular' economy impact a city's biodiversity and resource management?
  • How can we design a user interface and visual assets that effectively communicate complex environmental data to players?
  • How do mathematical ratios and percentages help us balance competing variables like budget, waste production, and species preservation in a simulation?
  • How can we code game logic to simulate the real-world consequences of human activity on an ecosystem over time?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Design and program a functional tycoon-style simulation that models the relationship between urban development, waste management, and biodiversity metrics.
  • Analyze and differentiate between linear and circular economic systems by applying their principles to game mechanics.
  • Apply proportional reasoning, ratios, and percentages to balance game variables and simulate realistic economic and environmental feedback loops.
  • Construct visual data representations and user interface (UI) elements that effectively communicate scientific and mathematical data to players.
  • Evaluate the impact of human-designed systems on ecosystems by coding logic that simulates long-term environmental consequences.

Next Generation Science Standards (NGSS)

MS-LS2-5
Primary
Evaluate competing design solutions for maintaining biodiversity and ecosystem services.Reason: The project specifically asks students to design a 'Circular City' game that balances growth with biodiversity, directly hitting the evaluation of design solutions for ecosystems.
MS-ESS3-3
Secondary
Apply scientific principles to design a method for monitoring and minimizing a human impact on the environment.Reason: The game acts as a model for monitoring and minimizing waste (human impact) through circular economy strategies.

Common Core State Standards - Mathematics

7.RP.A.3
Primary
Use proportional relationships to solve multistep ratio and percent problems.Reason: The tycoon game mechanics rely heavily on mathematical modeling using ratios and percentages to balance the budget, waste, and species preservation.

CSTA K-12 Computer Science Standards

2-AP-10
Primary
Use flowcharts and/or pseudocode to address complex problems as algorithms.Reason: Students must plan and code the logic for how human activity impacts the ecosystem over time within their game.

ISTE Standards for Students

1.6.b
Secondary
Create original works or responsibly repurpose or remix digital resources into new creations.Reason: Students are designing visual assets and a user interface to communicate environmental data, which is a core component of digital age communication.

Common Core State Standards - Mathematical Practice

MP.4
Supporting
Model with mathematics.Reason: The driving question specifically focuses on using mathematical modeling to demonstrate the transition to a circular economy.

Entry Events

Events that will be used to introduce the project to students

The 2075 Black Box

Students discover a 'black box' from a future city that collapsed due to resource depletion. Inside are encrypted data files (math problems), 3D artifacts of extinct species, and a desperate audio plea for a new design paradigm to save their timeline.

The Billionaire’s Dilemma

A charismatic (simulated) billionaire offers the class $1 billion to design a city, but with a catch: for every 1% growth in GDP, they must prove a 1% increase in local biodiversity. Students must use technology and data to pitch their first 'Green Growth' prototype to stay in the running for the contract.

The Workspace Congestion Crisis

Students are given 15 minutes to 'build' a business using blocks, but for every profit milestone, they must add 'waste' blocks that take up floor space. They quickly realize that without a circular system, their growth literally traps them, sparking a debate on how to turn waste into resource.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

The 'Cycle of Life' System Blueprint

Before coding, students must understand the math and science of a circular economy. In this activity, students compare a 'Linear City' (Take-Make-Waste) to a 'Circular City' (Reduce-Reuse-Recycle). They will calculate resource consumption rates and waste generation percentages to create a mathematical 'Resource Flow' diagram that serves as the foundation for their game mechanics.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Research the difference between linear and circular economies, identifying at least three key areas where waste can be eliminated (e.g., energy, water, plastic).
2. Using a provided dataset of city growth, calculate the 'Waste Penalty' ratio: for every 10% increase in population, how much waste is generated in a linear system vs. a circular system?
3. Draft a visual 'Resource Loop' diagram that shows how one industry's waste (e.g., heat from a factory) becomes another's resource (e.g., heating for a greenhouse).

Final Product

What students will submit as the final product of the activityA 'System Blueprint' infographic that includes calculated ratios of waste-to-resource conversion and a visual flow of materials within their proposed city.

Alignment

How this activity aligns with the learning objectives & standardsThis activity aligns with CCSS.Math.Content.7.RP.A.3 (using proportional relationships to solve ratio and percent problems) and NGSS MS-ESS3-3 (applying scientific principles to minimize human impact). Students must use math to model the environmental shift from linear to circular systems.
Activity 2

Algorithm Architects: Mapping the City Brain

Students will design the 'brain' of their Eco-Tycoon game. They will create logical pathways that determine how the game responds to player choices. For example: 'IF player builds a factory, THEN GDP increases by 5% AND Biodiversity decreases by 2% UNLESS a Carbon Filter is researched.' This scaffolding ensures students understand the cause-and-effect relationships in ecosystem management.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Identify the 'Core Loop' of your game: what does the player do, what do they earn, and what is the environmental cost?
2. Create a flowchart using symbols to represent 'Start,' 'Process,' 'Decision,' and 'End' for a specific game event (like a waste spill or a species recovery).
3. Write 'If-Then' statements (pseudocode) that balance the economy and environment variables based on the ratios calculated in Activity 1.

Final Product

What students will submit as the final product of the activityA comprehensive 'Logic Flowchart' or pseudocode document that maps out the primary gameplay loop and the environmental feedback systems.

Alignment

How this activity aligns with the learning objectives & standardsThis activity aligns with CSTA 2-AP-10 (using flowcharts and pseudocode to address complex problems as algorithms). It requires students to translate environmental interactions into logical sequences for game development.
Activity 3

The Data Dashboard & Species Catalog

In this activity, students shift to the visual and user-experience (UX) side of the project. They will design the 'Biodiversity Dashboard'—the part of the game screen that tells the player how healthy their ecosystem is. They will also create 'Species Sprites' that represent the biodiversity metrics in the game, ensuring that the visual art changes based on the data (e.g., plants wilting if waste is high).

Steps

Here is some basic scaffolding to help students complete the activity.
1. Design a 'Heads-Up Display' (HUD) that features clear gauges for Budget, Waste Levels, and a Biodiversity Index.
2. Create original pixel art or digital illustrations for three specific species that inhabit your 'Circular City.'
3. Write a brief 'Data Justification' explaining why you chose specific colors or icons to represent your environmental data (e.g., why green is used for circularity and red for linear waste).

Final Product

What students will submit as the final product of the activityA 'Digital Asset Portfolio' containing a User Interface (UI) mockup and a set of three evolution states for a local species (Healthy, Threatened, Extinct).

Alignment

How this activity aligns with the learning objectives & standardsThis activity aligns with ISTE 1.6.b (creating original works or repurposing digital resources) and NGSS MS-LS2-5 (evaluating design solutions for maintaining biodiversity). It focuses on the visual communication of scientific data.
Activity 4

The Eco-Tycoon Engine Build

Students integrate their mathematical models, logical flowcharts, and visual assets into a functional game prototype (using tools like Scratch, MakeCode, or a paper-based simulation). They must demonstrate that their game accurately models the 'Circular City' goals: as the player implements circular strategies, the game's math should show a stabilizing effect on biodiversity despite economic growth.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Assemble your UI and sprites into the game environment, linking the 'Biodiversity Index' to the mathematical variables created in Activity 1.
2. Test the 'Tycoon Balance': Play through your own game to ensure it is not too easy or too hard to save the environment while growing the city.
3. Conduct a 'Peer Review Session' where others play your game and provide feedback on how well the game teaches the concept of a circular economy.
4. Finalize the 'Developer’s Log' which justifies the game's design as a solution for maintaining biodiversity (linking back to the NGSS standard).

Final Product

What students will submit as the final product of the activityA playable 'Eco-Tycoon' prototype (digital or high-fidelity physical) accompanied by a 'Developer’s Log' explaining the math and science behind the game's balance.

Alignment

How this activity aligns with the learning objectives & standardsThis activity aligns with CCSS.Math.Practice.MP.4 (model with mathematics) and NGSS MS-LS2-5 (evaluating design solutions). It serves as the synthesis of all previous work into a functional prototype.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Eco-Tycoon: Circular City Mastery Rubric

Category 1

Scientific & Mathematical Foundation

Focuses on the integration of environmental science principles and mathematical accuracy in modeling the 'Circular City'.
Criterion 1

Ecological Systems Design

Evaluates the student's ability to model and justify design solutions that maintain biodiversity while transitioning from a linear to a circular economy.

Exemplary
4 Points

Demonstrates a sophisticated understanding of circular systems; the blueprint includes innovative resource loops (e.g., cross-industry synergy) and provides a comprehensive, evidence-based evaluation of how these solutions preserve biodiversity and ecosystem services.

Proficient
3 Points

Demonstrates a thorough understanding of circular systems; clearly distinguishes between linear and circular models and provides clear evidence of how circular strategies minimize human impact on the environment.

Developing
2 Points

Shows an emerging understanding of circular systems; distinguishes between linear and circular models but application to biodiversity preservation is inconsistent or lacks specific scientific detail.

Beginning
1 Points

Shows initial understanding of economic systems; struggles to define the difference between linear and circular models or provide a clear method for minimizing human impact.

Criterion 2

Mathematical Modeling & Proportional Reasoning

Assesses the student's ability to use proportional relationships, ratios, and percentages to balance game variables such as budget, waste, and population growth.

Exemplary
4 Points

Applies complex mathematical modeling with precise multi-step ratio and percent calculations; the mathematical model accounts for sophisticated feedback loops and accurately predicts game outcomes across various scenarios.

Proficient
3 Points

Accurately uses proportional relationships to solve multi-step ratio and percent problems; mathematical modeling effectively balances budget, waste production, and species preservation within the game mechanics.

Developing
2 Points

Applies proportional reasoning inconsistently; some errors in ratio or percent calculations exist, leading to a basic or slightly imbalanced mathematical model of the city system.

Beginning
1 Points

Struggles with basic ratio and percent calculations; mathematical model is incomplete or fails to realistically simulate the relationship between urban growth and waste.

Category 2

Computational Thinking & Digital Design

Assesses the technical execution of the game's logic and the clarity of its visual interface for data communication.
Criterion 1

Algorithmic Logic & Flowcharting

Measures the student's ability to design logical pathways and algorithms that simulate environmental consequences using flowcharts and pseudocode.

Exemplary
4 Points

Designs sophisticated, branching algorithms using complex 'If-Then' logic and detailed flowcharts that address multiple game states and nuanced environmental feedback loops; logic is highly efficient.

Proficient
3 Points

Uses flowcharts and pseudocode effectively to map out the primary gameplay loop; logic clearly demonstrates cause-and-effect relationships between human activity and ecosystem response.

Developing
2 Points

Creates basic flowcharts or pseudocode that show partial logical sequences; cause-and-effect relationships are present but may contain gaps or oversimplifications in the algorithm.

Beginning
1 Points

Flowcharts or pseudocode are incomplete or illogical; struggles to translate environmental interactions into a functional sequence of game events.

Criterion 2

Visual Communication & UI Design

Evaluates the creation of original digital assets and a user interface (UI) that effectively communicates complex environmental and mathematical data to the player.

Exemplary
4 Points

Creates professional-quality digital assets and an intuitive HUD; data justification shows an advanced understanding of color theory and semiotics in communicating scientific data to the user.

Proficient
3 Points

Produces clear, original digital assets and a functional UI; use of gauges and icons effectively communicates Biodiversity, Waste, and Budget data to the player.

Developing
2 Points

Produces basic UI elements and assets; visual representation of data is present but may be confusing or lack consistency in how it communicates environmental health.

Beginning
1 Points

Visual assets are incomplete or fail to communicate data; the UI does not provide clear feedback to the player regarding the state of the city's ecosystem.

Category 3

Synthesis & Portfolio Completion

Focuses on the final integration of the game engine and the student's ability to reflect on their design as a solution to a problem.
Criterion 1

Iterative Synthesis & Reflection

Assesses the final synthesis of all components into a functional prototype and the reflective justification provided in the Developer's Log.

Exemplary
4 Points

Produces an outstanding prototype that is perfectly balanced and highly engaging; the Developer's Log provides a profound metacognitive analysis of the design's impact on biodiversity and the math behind its success.

Proficient
3 Points

Produces a functional, playable prototype that accurately models circular economy goals; the Developer's Log provides a clear justification for design choices linked to science and math standards.

Developing
2 Points

Produces a partially functional prototype with basic system balance; the Developer's Log is present but lacks deep connection between game mechanics and the underlying academic standards.

Beginning
1 Points

Prototype is non-functional or fails to model the intended concepts; the Developer's Log is missing or does not explain the reasoning behind the game's design.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

In your Eco-Tycoon game, you had to use ratios and percentages to balance growth and biodiversity. Which specific mathematical variable was the most difficult to stabilize, and what does that tell you about the challenges real-world city planners face?

Text
Required
Question 2

After completing your 'Cycle of Life' System Blueprint and your game logic, which statement best describes your new understanding of a 'Circular Economy'?

Multiple choice
Required
Options
Waste is an inevitable byproduct of growth that we just have to hide better.
Waste is actually a 'resource in the wrong place' that can be cycled back into the economy.
Economic growth and biodiversity cannot exist at the same time; one must always fail.
Technology alone solves waste; we don't need to change how we design our systems.
Question 3

How confident do you feel in your ability to use computer science (logic/algorithms) and digital art to communicate complex scientific data to the public?

Scale
Required
Question 4

Your Biodiversity Dashboard used visual cues (like wilting plants or color changes) to show the city's health. How does using art and UI design change the way a player understands the scientific data compared to just reading a spreadsheet of numbers?

Text
Required
Question 5

Based on your 'Developer’s Log' and the final version of your game, how much do you agree with this statement: 'It is possible to design a city that grows economically while simultaneously increasing its local biodiversity.'

Scale
Required