Mathematics / Year 6 / Statistics and Probability / Chance

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Curriculum content descriptions

Conduct chance experiments with both small and large numbers of trials using appropriate digital technologies (ACMSP145)

Elaborations
  • conducting repeated trials of chance experiments, identifying the variation between trials and realising that the results tend to the prediction with larger numbers of trials
General capabilities
  • Numeracy Numeracy
  • ICT capability Information and Communication Technology (ICT) capability
ScOT terms

Sampling (Statistics)

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Year level 5-6
Resource type
Learning area Mathematics
Tablet friendly (Interactive resource)

Mystery spinner: challenge

Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to five equal-sized sectors. Fill the sectors with up to five colours. For example, make a five-part spinner ...

Interactive resource

Dice duels: bike race

Race bikes along a track. Try to pick a winner before the races start. Add the numbers on a pair of dice to determine which bike moves. Explore how many rolls are needed to complete a race. Work out the least and greatest number of rolls possible for two track lengths. Look at larger samples of race results. Compare the ...

MovingImage

Comparing chance

A simple interactive simulation in which students compare probabilities.

Interactive resource

Mystery spinner: match the graph

Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to three equal-sized sectors. Fill the sectors with up to three colours. For example, make a three-part spinner ...

Interactive resource

Mystery spinner

Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to twelve equal-sized sectors. Fill the sectors with up to five colours. For example, make a six-part spinner ...

Interactive resource

Dice duels: find the bias

A dice has been weighted (loaded) to favour one of the six numbers. Roll the dice to work out which is the favoured face. Explore how many rolls are needed for you to be reasonably sure of a conclusion. Look at demonstrations of the mathematical principles of bias. Compare the shape of theoretical data distributions with ...

Teacher resource

reSolve: Probability

This sequence of four lessons explores probability in real world situations including advertising, games and population sampling. Students calculate probabilities, represent probabilities as fractions, decimals and percentages, perform chance experiments with small and large sample sizes and graph their results, examine ...

Interactive resource

Dice duels: load one dice

Make biased dice. Weight (load) a dice to favour one of the six numbers. For example, load the number six so that it is three times more likely to come up than any other face (probability 4/9). Test ideas about bias by rolling a loaded dice. Look at demonstrations of the mathematical principles of bias. Compare the shape ...

Interactive resource

Random or not: explore numbers of jubes (1:1:1)

Test a machine that randomly packages three types of fruit jubes: penguin, fish or frog. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in numbers of jube types, such as 3 penguins, 4 fish and 5 frogs (the most common in a sample). Manually choose jube types for ...

Interactive resource

Random or not: explore runs of jubes (1:1:1)

Test a machine that randomly packages three types of fruit jubes: kookaburra, koala and kiwi. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as 3 frog jubes occurring in a row. Manually choose jube types for a new packet. Explore ...

Moving Image

Same birthday: what's the chance?

Mathematician Adam Spencer answers a question about something called the 'birthday paradox'. Find out what this has to do with birthdays and the number of people in a room.

Interactive resource

Random or not: explore runs of jubes (2:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and koala. Notice that koala jubes are twice as likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as 3 koala jubes occurring in a row. Manually choose jube types for a new packet. Explore the longest ...

Interactive resource

Dice duels: load one dice [ESL]

Make biased dice. Weight (load) a dice to favour one of the six numbers. For example, load the number six so that it is twice as likely to come up than any other face (probability 2/7). Test ideas about bias by rolling a loaded dice. Look at demonstrations of the mathematical principles of bias. Compare the shape of theoretical ...

Interactive resource

Random or not: explore alternating jubes (2:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and kiwi. Notice that kiwi jubes are twice as likely to be produced within a packet of 12 jubes. Look at patterns in alternating sequences of jube types such as kiwi, kookaburra, kiwi, kookaburra, kiwi (run of 5). Manually choose jube types for a ...

Interactive resource

Dice duels: find the bias [ESL]

A dice has been weighted (loaded) to favour one of the six numbers. Roll the dice to work out which is the favoured face. Explore how many rolls are needed to be reasonably sure of a conclusion. Look at demonstrations of the mathematical principles of bias. Compare the shape of theoretical data distributions with experimental ...

Interactive resource

Random or not: explore numbers of jubes (1:1)

Test a machine that randomly packages two types of fruit jubes: penguin or frog. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in numbers of jube types, such as 5 penguins and 7 frogs (the most common in a sample). Manually choose jube types for a new packet. Explore ...

Interactive resource

Random or not: explore numbers of jubes (2:1)

Test a machine that randomly packages two types of fruit jubes: fish or frog. Notice that frog jubes are twice as likely to be produced within a packet of 12 jubes. Look at patterns in numbers of jube types, such as 4 fish and 8 frogs (the most common in a sample). Manually choose jube types for a new packet. Explore the ...

Interactive resource

Random or not: explore runs of jubes (1:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and kiwi. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as 3 kookaburra jubes occurring in a row. Manually choose jube types for a new packet. Explore the ...

Interactive resource

Random or not: explore alternating jubes (1:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and kiwi. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as kookaburra, kiwi, kookaburra, kiwi (run of 4). Manually choose jube types for a new packet. Explore ...

Tablet friendly (Interactive resource)

The foul food maker: questions 1

Use a vending machine to get an awful meal such as fly soup, worm pasta or yucky duck. The machine serves a meal randomly from four slots. Work out the likelihood of getting each type of meal. Then choose a matching probability word: impossible, unlikely, equal, likely or certain. Run simple probability experiments. Compare ...

Interactive resource

The foul food maker: questions 2

Use a vending machine to get an awful meal such as fly soup, worm pasta or yucky duck. The machine serves a meal randomly from four slots. Work out the likelihood of getting each type of meal. Then choose a matching probability word: impossible, unlikely, equal, likely or certain. Run simple probability experiments. Compare ...

Interactive resource

Home internet survey

Explore kids' use of the internet at home. Choose questions to ask in a survey. For example, look at the percentages of kids that use the internet for finding out things for school, email or messaging. Examine a table of results. Sort the data and use it to answer questions. Display the results using a suitable type of ...

Interactive resource

Dice duels: fair or unfair?

Test dice to see if they have been weighted (loaded) to favour one of the six numbers. Explore how many rolls are needed for you to be reasonably sure of a conclusion. Compare the shape of theoretical data distributions with experimental results. This learning object is one in a series of 11 objects.

Interactive resource

Dice duels: airport addition

Move planes along numbered lanes on an airport runway. Add the numbers on a pair of dice to determine which plane takes off. Try to predict which lane is most likely to clear quickly. Explore how many rolls are needed to match a chosen number five times. Look at an explanation of uneven distributions. Compare the theoretical ...

Interactive resource

Spinners: advanced builder

Use a tool to build coloured spinners (dials with pointers). Choose up to six equal-sized sectors. Choose up to four colours for the parts of each spinner. For example, make a five-part spinner with two blue sectors, two yellow sectors and one green sector. Test the spinner over a number of spins. See which colour the pointer ...

Interactive resource

Spinners: match up

Predict the results of testing coloured spinners (dials with pointers). Choose two spinners that are likely to generate similar results. For example, choose a four-part spinner with two blue sectors and two yellow sectors. Match it with an equivalent spinner divided into blue and yellow halves. Test the pair of spinners ...

Interactive resource

Spinners: basic builder

Use a tool to build coloured spinners (dials with pointers). Choose up to six equal-sized sectors. Choose up to four colours for the parts of each spinner. For example, make a three-part spinner with two blue sectors and one yellow sector. Test each spinner over a number of spins. See which colour the pointer lands on each ...

Dataset

Australian Historical Population Statistics to 2014 - dataset

The dataset provides statistics about the population of Australia in terms of age and sex from 1901 to 2014. It is made available by the Australian Bureau of Statistics (ABS). The dataset is in MS Excel format.

Interactive resource

Dice duels: go-kart race

Race go-karts along a track. Try to pick a winner before the races start. Roll a dice to determine which go-kart moves. Explore how many rolls are needed to complete a race. Work out the least and most rolls possible for two courses. Look at larger samples of race results. Compare the shape of theoretical data distributions ...