The Human Population Game
from The Science Teacher, April 2004, Idea Bank.
by Mark Keegan, The City College of New York, mkeegan{at}hsme.org
The following game is a simple but effective activity
in which students strive to create a sustainable
civilization. In the process, students learn how
birth and mortality rates affect population growth
and how population affects the availability of resources.
The future of civilization and the biosphere depend
partly on what is accomplished in the classroom
today. Population, resource use, and
population's impact on the environment are often
studied separately and passively. In life, however,
these variables are intertwined, so it's useful
for learners to see how these variables are connected.
I created "The Human Population Game"
to promote thinking about the choices humanity makes,
whether by intention or neglect (Figure 1, p. 60).
The game asks students to think about how much population,
consumption of resources, and impact on the environment
should be allowed. When students make personally
meaningful choices and see the consequences, much
can be learned. Many questions can be generated
to motivate further study. The activity is suitable
for science, math, or social science classes. Students
can even play the game at home with their families.
Population and resources
The Human Population Game is a simple but accurate
mathematical exercise, exploring population and
resources. Players choose birth rates ranging from
0.5 to 3 children per fertile person (1 to 6 children
per fertile couple). A roll of the die determines
child mortality rates in a range from 0.0 to 0.2,
corresponding to real life mortality rates of 0,
100, or 200 deaths per 1000 live births. The adult
mortality rates range from 0.2 to 0.4, corresponding
to 200, 300, and 400 deaths per 1000 population
over the course of a generation. "Resources"
represent availability of land, food, water, energy,
minerals, and so on. (Advanced students can be challenged
to create a more complex version of the game, for
example, differentiating between types of renewable
and nonrenewable resources, levels of consumption,
and kinds of technology.)
How to play
The game requires no equipment other than pencil
or paper and one die and is non-competitive. The
game can be played alone, or by many players, and
can be played for as short or long a period as desired.
As play proceeds, teachers should check for understanding
of the concepts involved and remind students they
are modeling human civilization. Students should
think about the strategies they employ and how well
the strategies sustain the civilization. After the
game ends, teachers should ask the class, "What
advice would you give humankind? What is the optimal
level of population compared to available resources?
Does more population mean more happiness? Should
population be as large as possible, as small as
possible, or in some specific balance with resources?
What birth rate achieves zero population growth?
What portion of nature should be set aside, in perpetuity,
and never exploited?" The ensuing discussion
can lead to further research. Players can be asked
to draw graphs of the variables over time. Students
can also write a short narrative-a demographic history
of the civilizations they modeled.
What students learn
The Human Population Game not only practices math
skills, it fosters interest about the future and
human choices. This activity builds a small but
vital knowledge base of several concepts-population,
mortality rates, and resources-and how these variables
interact. Students are inspired to acquire more
knowledge and deepen their understanding of human
civilization and the biosphere.
Mark Keegan is a science teacher at the High School
for Math, Science, and Engineering at The City College
of New York, New York, N 10031; e-mail: mkeegan{at}hsme.org.
FIGURE 1
The Human Population Game.
Object: The object is to make
a sustainable civilization.
Set up: A "civilization"
can be managed by one person, or by a team of two.
Each civilization needs a chart as shown below.
Civilizations begin at generation 1, with a population
of 15 (10 of whom are of "fertile" age).
Natural resources begin at 85.
Play: A civilization decides what
its birth rate should be, and carries out calculations
or actions as shown in the table. (Remember to round
births and deaths to nearest whole number.)
Ending the game: The game ends after 10 generations,
or when either "final population" or "final
resources" falls to O or negative. (A population
that exhausts its resources is not sustainable.)