Oil Exploration Game (Accompanying Materials Explanation) 1.) Walk students through and explain the hands on activities and posters. a.) Densities- Explain density, ie. mass/volume, (essentially just the weight of a particular substance divided by the space it occupies, controlled by various chemical properties), noting the densities of the three substances air, water, and oil. Allow students to tip around (not shake) the bottle of oil/air, noting that the three always end up in the same order (least dense at the top, most at the bottom). This is how oil and gas deposits accumulate, the less dense substances become trapped in the various types of traps. The less dense gases and oil occupy the higher positions in the traps, trapped by non-porous/permeable rock on top and the sides, while the more dense water sitting below, acts to keep it from escaping. -Water, oil, air container -Density poster b.) Porosity and Permeability- Explain porosity (how much space is between individual grains of a rock) and permeability (the ability for a substance to move through a rock, within these pore spaces), utilizing diagrams on the accompanying poster. Allow students to drop a couple (~3-4) drops of water onto both the sandstone and shale, noting which one appears to absorb water and why. The sandstone being much more porous and permeable, will suck up the water, while it will simply run off of the shale. Explain that in oil deposits, it’s the porous/permeable sandstones which contain the oil and gas, and generally the non porous/permeable shales, that act as the source rock, as well as cap rocks, that is, keeping the oil from escaping the sandstones. -Shale/sandstone rock stand -Small droppers and small container of water -Porosity and permeability poster c.) Seismic Reflection- Seismic reflection is the technique used to detect subsurface structures (faults, folds, domes, pinch-outs) in oil exploration. Knowing the velocities of seismic waves in different rock types and substances therein, geologists are able to detect contacts between contrasting layers by bouncing these waves (P - push/pull or compressional, and S - shear waves), off of the layers contacts and records the time it takes to travel down, reflect, and travel back up to the surface, where they are recorded by an array of seismic receivers (geophones on land, hydrophones at sea), by creating a seismic source (w/ 1 a hammer, explosion, or large vibrating truck). The geologist can than use this data to assemble a fairly clear picture of what’s down there, and if there’s any possibility of oil deposits. Allow the students to examine the reflection poster (diagrams) and apparatus, making note of the several layers of plexi-glass, and the bottom dipping layer. Allow students to point the laser pointer at the top layer (at ~45° angle, so all four bright red dots can be seen on the backboard), and slowly sway it from side-to-side, so that it appears to ‘trace-out’ the different layers below, making note of the ‘bottom’ dot, which moves vertically as well as laterally, tracing the lowermost tilted layer. -Seismic reflection apparatus and laser pointer -Seismic reflection poster d.) Oil and Gas Traps- Display and explain the oil and gas traps poster (leave up for reference during the game, these are the four most common types of traps, and the types present in the models, but to succeed in the game, they must understand the basic premise behind them). A stratigraphic trap is generally a small body of oil bearing sandstone (reservoir rock), trapped within a dominantly shale bed, or as shown, an oil bearing sandstone which is ‘pinched out’ by shales. In a fault trap, vertical displacement juxtaposes bedrock of contrasting composition against each other, and oil bearing sandstones against cap rocks (shales), which act to keep the oil from escaping. An anticline trap, is a type of ‘up-warped’ fold, which allows for less dense oil and gas to accumulate towards the hinge point, atop more dense water, and is trapped by cap rocks on both the upper and lower contacts of a sandstone unit. The salt dome trap basically follows the same premise as the anticline. The rising salt dome creates an upwarping in the bedrock, where the oil and gas can accumulate, and is trapped in by the salt itself, which is in no way porous and/or permeable. -Oil and Gas Traps Poster (leave posted during the game) *Drive the points, that it’s in the porous/permeable sandstones (reservoir rock) where oil deposits are actually contained, by non-porous/permeable shales (& salts), and due to density differences, gas and oil are trapped in ‘up-warps’ by the more dense water below.* 2 Oil Exploration Game (Instructions) 2.) Begin by splitting the class up into groups of ~4-5 students, assigning group #’s to each to keep track of scores, also drawing a table on the board with a column for each group, to tally scores. Each group should begin with: -$5 million U.S. dollars (tally on board) -A scale model with nothing but the oil field grid attached -A vis-à-vis marker They can use the marker to write only on the grid, to keep track of failed and yielding oil wells, (ex) an x for yielding, a circle for dry wells (these need to be wiped clean between games). 3.) Taking turns between groups, each turn, they can choose to purchase one thing: -Drill a well* -$1 million -A structure section** (i.e. look under any one panel) - $1 million -A stratigraphic column (color to rock type key) - $500 thousand *When drilling a well, they group simply supplies the proper coordinates, match them off of the color coded key to find if they hit or not, and how much, and push the proper button on the control box. **When showing a structure section to a group, try to keep the other groups from seeing it. Groups should not be supplying other groups with information. They will also be given a scaled panel which attaches to the side of their model w/ Velcro, only be sure that they’re given the panel that they just paid to see, and that it’s placed on the proper side of the model relative to the grid, so that everything matches between the large and small scale models. These only show the structure in 2-D, by buying sides perpendicular to each other, the 3-D structure becomes more apparent. 4.) Continue cycling through the groups, keeping track of each groups score on the tally table, for the remainder of the class, where the group with the most money in the bank in the end, wins! *It’s at your own discretion as to weather or not a group is out of the game once they run out of money, or if they simply go into the negative. Just in case any group goes out early, so they’re not just sitting around for the remainder of the class.* 3