So many choices, so little time
This lesson will introduce students to Theoretical and Experimental Probability using Crazy Choices and Spinner, a resource of Shodor Education Foundation, Inc. Permission has been granted for the use of the materials as part of the workshop Interactivate Your Bored Math Students.
A lesson plan for grades 6–7 Mathematics
Learning outcomes
Students will:
- clarify the definition of probability
- investigate the probability outcomes.
- calculate experimental probability
Teacher planning
Time required for lesson
90 minutes
Materials/resources
- Pen & Paper for each student
- Crazy Choices Worksheet
- Crazy Choices Game Tally Table
- Spinner
- Spinning Tally Sheet (see attachment)
- Class Tally Sheet (see attachment)
- Rubric (see attachment)
Technology resources
- Color monitor with access to the Internet for each student
- Either a computer lab with Internet access or a one-computer classroom with an Internet connection.
- Check to make sure the browser supports the Shodor applets.
Pre-activities
Students should review basic math calculations and should be familiar with calculating experimental probability when given the formula.
Activities
There are two activities involved in this lesson. The first one involves individual students working alone at a computer and gathering some information that will be used to form groups of 3 and work with those groups. For the sake of time students should be at the computers when you begin this lesson.
As an introduction to experimental and theoretical probability the discussion on Probability and Outcomes is a great lead in. This will be followed up by:
Activity 1
- Students will have a Spinning Tally Sheet to keep track of what they find. This will determine what number they are in the Crazy Choices Game. The discussion you have prior to this will make them aware that theoretically every number on the die has an equal chance of winning, of course experimentally that may not be the case. Spinner
- Model the activity for the students.
- Each student will spin the spinner 25 times and keep a tally on their individual tally sheet for spinning.
- The teacher will group 3 students together however is most efficient for the class and those 3 students (who all have a different winning number) will now go to Crazy Choices Game.
Activity 2
- Students are in their groups and are at Crazy Choices. Every student should also have a copy of the Crazy Choices Tally sheet
- Students will play the Crazy Choices Game play the game in groups using the computer to show how probabilities can be compared experimentally. The following data will be recorded by the program:
- number of games played
- number of times each player won
- experimental probability of winning
- Shodor.org explanation of the game:
“The goal of the game is to determine which player has better chances of winning if players use different devices to determine whether they win. For example, to compare the chances of the player who flips a coin (winning in 1 out of 2 possible outcomes) and the chances of the player who rolls a six-sided die (winning if it rolls a 1 or 2, or in 2 out of 6 possible outcomes). The advantage of the software is that it can simulate many games in a single run. This saves time, and helps students see how experimental probabilities get closer and closer to theoretical probabilities (the Law of Large Numbers).” - The students should “run” for 100 trials and do that 25 times. At the end of that time they should see whose number is winning.
- Regroup the class and discuss whether our experiment confirmed our theory based on the results of the whole class. Using the class tally sheet (attachment) as an overhead transparency tally the student’s results. Did we expect the results we got. Why or why not? Review the concepts of probability, experimental and theoretical once more.
Assessment
The goal of this lesson was to use an experiment to test theoretical probability and to test the results. Their assignment would be to go to the spinner and choose 2 sectors. Choose one color to be heads and one tails. Run the spinner 25 times and based on those results you will play the Crazy Choices Game for 100 runs, and doing that 20 times.
After the student has collected all this data they will present the data in a tally sheet for both the spinner and Crazy Choices and then write up an explanation for the results that they came up.
See rubric for grading.
Supplemental information
Comments
The assessment may take as long as the Activities take. I think that it is a very important part of the lesson and that the lesson prepares them to do that.
North Carolina curriculum alignment
Mathematics (2004)
Grade 6
- Goal 4: Data Analysis and Probability - The learner will understand and determine probabilities.
- Objective 4.02: Use a sample space to determine the probability of an event.
- Common Core State Standards
- Mathematics (2010)
Grade 7
- Statistics & Probability
- 7.SP.5Understand that the probability of a chance event is a number between 0 and 1 that expresses the likelihood of the event occurring. Larger numbers indicate greater likelihood. A probability near 0 indicates an unlikely event, a probability around 1/2...
- 7.SP.6Approximate the probability of a chance event by collecting data on the chance process that produces it and observing its long-run relative frequency, and predict the approximate relative frequency given the probability. For example, when rolling a number...
- Statistics & Probability
- Mathematics (2010)






