Animate a workshop


2020 Energy is an open resource. It can serve punctual purposes in the middle of a longer learning session on sustainable development and energy among 12 to 17 years old. You will find here examples of workshops based on the game.


Session: 45 minutes, three missions and one debate

Possibility to take the « self-guided itinerary » and choose between 9 missions, adapting the duration of the workshop

Necessary tools

  • Collective workshop: one computer with internet connexion and one white board (interactive or video projector)
  • Individual workshop (or by two): one computer with internet connexion per participant or pair of participants.
A tablet version well be soon available.
The game comprises 9 missions under three themes : energy saving, energy efficiency and renewable energies, and three levels : individual, local, global. 
2 gameplays are available:
  • In « Play mode », the player must go through three missions which will cover each level (individual, local, global) on three different themes (energy saving, efficiency, renewable energies).
  • In the « self-guided itinerary », the participant is free to choose the number of missions he wants to go through without any constraints of levels and themes. This mode allows the educator to select exactly the module corresponding to his teaching project. 


The workshops can be organised either around individual or collective gaming sequences.
  • The collective game
In this configuration, it is interesting to designate one master of the game and propose to the children a vote by show of hands to choose a collective answer. A rich debate usually follows between the group and added information during the course of the game by the educator can bring a reflexive attitiude.
  • The role play
A variation of the collective mode consists in creating three groups, each taking the role of one of the three advisers of the game. For each proposition, each group defends the position of the chosen adviser, searching and defending coherent and reasonable arguments. 
  • The individual game
This mode leaves the teenager to discover the game at leisure and promotes active participation by each player who has a personalized score. When in pair, a discussion is encouraged on the decisions to make which promotes a reflexive and critical attitude by both players. A collective exchange at the end of the workshop can be useful to share experiences, debate or verify what was understood. 


Typical Lesson plan


1) introduction – 5’

  • Present the concept of the Serious Game: a fun activity…designed to help you learn.
  • Introduce the notion of sustainable development by explaining that each adviser is the spokesperson for each pillar of sustainable development (economical, environmental, and social).
  • Precise that the silhouette at the bottom left corner of the screen represents the youth’s opinion, subjectively. 
2) Play & debate – 30’
  • Choose the game mode or chosen itinerary
  • During each mission, 3 to 5 clues are present on the introductory image. To find them, go over the image and look for the shiny stars!
  • Before choosing your answer, ask your group to guess what the advisers could have said for the given situation.
  • The game makes the bridge with some elements of the curriculum, and pauses can be easily managed during which the educator can bring additional information. Have fun!
  • At the end of each mission, a score « equitable,viable, bearable, sustainable » is given. If need be, you can illustrate the concepts with the scheme of sustainable development available on the navigation bar on top of the screen.
  • Complicated words and concepts are easily explained in the glossary that gives some definitions.
  • Trick: It’s no use having a list of good answers in advance, each game present the possible answers randomly.

3) Assessment

A summary of players actions is available at the end of the game by clicking « go over the detail of your decisions ».
The analysis of this screen can be the starting point of an assessment of the sequence with the participants. 

In the case of individual sequences, the educator can ask the players to print or download their choices and scores of the game to keep a trace.

4) Going further

  • If you didn’t go through all 9 missions, invite the participants to play at home!
  • At the end of each mission, ENERGY-BITS documentaries, lasting 10 minutes, are proposed. They illustrate the chosen themes with concrete European actions.
  • The Energy-Bits programme also proposes from October 2012 to April 2013 a video contest. The submitted videos will be available on the website. Participate with your groups!