Probability Games | Statistics In Your World |
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Brief Description Aims and Objectives Prerequisites Equipment and Planning Section A - Is it Fair? Section B - More Games Section C - Trains & Boats & Planes Answers Test Questions Test Questions - Answers Connections with Other Units |
Brief Description Basic ideas of probability are introduced through games using dice and coins. The games develop in complexity, demanding simple strategies. The main part of the unit concludes by encouraging pupils to compare relatively complicated probabilities without detailed calculations. There is a final optional section on colouring shapes which introduces basic ideas of permutations. Design Time: 4 hours (Sections A7, A9, B2, B3 and C are optional.)
Aims and Objectives On completion of this unit pupils should be able to understand probability in terms of allocating particular numbers between 0 and 1 for simple equally likely cases (linking these to long-run expectations), also as a development of the ordinal scale from impossible through likely, to certainty. They will have practised the collation, tallying, tabulating, graphing and analysis of results, and the reading and interpretation of data presented in tabular and graphical form. They will be more aware of the nature of variation and probability, especially in the context of experiments with coins and dice. They should also be more aware of phenomena which exhibit random variation.
Prerequisites Pupils should have met simple tallying and bar charts from discrete data and be able to order numbers to one decimal place between 0 and 1 and be able to write down simple fractions.
Equipment and Planning About a dozen dice and 300 counters will be needed. An optional section requires spinners and non-cubical dice. Pages Rl and R2 are available for recording the results of Section A. Pupils could work in pairs or individually as required. Occasional class discussions may be beneficial. Section A begins with the examination of a game based on the throwing of a die. The question of fairness and bias precedes the more formal introduction of probability. Sections A5 and A6 extend the idea of probability to more subjective topics. A7 is optional, providing the opportunity for faster pupils to investigate non-standard dice or spinners. A8 introduces a game with two dice, which is adapted in the optional A9. Section B introduces a game requiring the judgement of complex probabilities. Experimental methods are used in their evaluation. B2 and B3 are optional, providing two further games using dice and coins. Section C is intended for relaxation, although it does lay down some combinatoric ideas. These ideas are not pursued to any great depth in the pupil unit but can be developed if required.
Section A A1 Although Alan and Brian can both gain counters in three ways, thegame is not fair - on any throw it favours Brian in the proportion 12:9. Pupils should find it instructive to discover this by playing the game five times and pooling the results. Page Rl is used to record the results of these 10 games. Collecting the class results of f and g should give a clearer picture and lead to a general discussion. One way of making the game fair is to allow only one counter to be won when the appropriate score shows. Another alternative is to let Alan win on 2, 3 and 5 and Brian on 4 and 6. It is not easy to work out the probability of B winning. In fact it is 0.663. The mean number of throws before the game is completed is a little over 7 (the mode is 3 and the median is 5). Results from trial schools gave A 414 wins to B's 685. One suggested method of class organisation is to arrange for each pair to have Odds on the left and Evens on the right. On the completion of the games, ask the more successful member of each pair to stand. You can then quickly distinguish between Odds and Evens. A2 A3 A4 A5 It is expected that past experience will be used to give an assessment of likelihood. The idea of odds, as in betting, could be introduced here. A suggested order of terms is: impossible, highly improbable, unlikely, fifty-fifty, probable, very likely, certain; although people by no means agree on the order of such phrases. It is thus desirable to move to a numerical scale, as is done in the next section. A6 *A7 The experiments should consist of a large number of spins or throws, followed by analysis of the frequency of each possible outcome, and should be related back to the number of faces or the proportion of the spinner giving a success. Some possible spinners are shown below. A8 Brighter pupils should be able to see theoretical differences when shown the table of the 36 equally likely outcomes see Table Tl. This should be done after the game has been played.
Table T1 - The sum of two dice Initially the game may seem to favour A since he has seven winning totals to B's four. In fact the game favours B since he has 20 of the 36 equally likely outcomes to A's 16. The probability that 8 gets five counters before A is 0.635. *A9
Table T2 - Multiplying two dice.
Section B The obstacle race involves complex probabilities. However, the choices are fairly clear-cut. Teachers may wish to add further obstacles of a similar nature, maybe using spinners, biased dice, etc. B1 *B2 *B3
Section C This section is optional and is intended to introduce simple ideas of combinations and permutations. It is essential in this work that pupils develop a logical strategy to ensure that all possible combinations are tried once and only once. It is put in a practical context to encourage pupils to develop such strategies. Later these results can be formalized in tree diagrams and formulae. Coloured rods or unifix cubes can be used to make different coloured towers or investigate the number of ways of colouring tricolour flags: Pupils may begin to see the number of patterns if you show them an uncompleted table of their results from John's boat, as in Table T3. The numbers in italics can be filled in by the pupils.
Table T3 - Number of ways of colouring with no repeats. Generally, for n colours and r parts:
Answers
Test Questions
Answers
Connections with Other Published Units from the Project
Other Units at the Same Level (Level 1) Shaking a Six
Units at Other Levels in the Same or Allied Areas of the Curriculum Level 2
Level 3
Level 4
This unit is particularly relevant to: Mathematics.
Interconnections between Concepts and Techniques Used in these Units These are detailed in the following table. The code number in the left-hand column refers to the items spelled out in more detail in Chapter 5 of Teaching Statistics 11-16. An item mentioned under Statistical Prerequisites needs to be covered before this unit is taught. Units which introduce this idea or technique are listed alongside. An item mentioned under Idea or Technique Used is not specifically introduced or necessarily pointed out as such in the unit. There may be one or more specific examples of a more general concept. No previous experience is necessary with these items before teaching the unit, but more practice can be obtained before or afterwards by using the other units listed in the two columns alongside. An item mentioned under Idea or Technique lntroduced occurs specifically in the unit and, if a technique, there will be specific detailed instruction for carrying it out. Further practice and reinforcement can be carried out by using the other units listed alongside.
Page R1 Game 1
Game 2
Game 3
Game 4
Game 5
Table 5 - Results of odds and evens
Page R2
Table 6 - The number of times each face of the die showed
Table 7 - Throwing two dice. The sum of two faces.
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