The Fishing Game pits students against two virtual fishing companies. The goal is to maximize the company's bank account at the end of 10 years' fishing. This almost always results in a crash of the fishing population and ultimate demise of the fishing company. The player tries each of 4 resource management models in an attempt to both maximize profit and save the fisheries for the long term. A population modeling tool allows predictions to be made based on fishing effort and the management limitations. For example, fishing season length, % of marine reserves, or catch share, can be set depending on the chosen scenario. The results of game play are emailed to the instructor or can be printed out to hand in.


    Education Levels:

    • Grade 1
    • Grade 2
    • Grade 3
    • Grade 4
    • Grade 5
    • Grade 6
    • Grade 7
    • Grade 8
    • Grade 9
    • Grade 10
    • Grade 11
    • Grade 12


    Higher Education,Oceanography,NSDL_SetSpec_380601,Fisheries,Undergraduate (Upper Division),Undergraduate (Lower Division),Ecology, Forestry and Agriculture,High School,Marine Resources,oai:nsdl.org:2200/20100802191040996T,Vocational/Professional Development Education,Geoscience,NSDL



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